Make the red mage melee healer. Make the dancer melee support. And bam! You get a room for pure range dps class... beastmaster with a long whip could be interesting.



Make the red mage melee healer. Make the dancer melee support. And bam! You get a room for pure range dps class... beastmaster with a long whip could be interesting.



Well it is a mage. I am sure we could overcome that with a job design.
Look at warrior priests in Warhammer etc.




I think if said healer had ways to mitigate those types of spells, it could work. Maybe a healer version of Hallowed Ground? Or even just something like "Reduces one melee ranged attack by 50%". If Dancer were the melee healer, then I imagine a lot of their mechanics would involve dodging. So that's another way around it.
But, that's not what nisi or searing wind is, and something like HG wouldn't even help in tat regard. Unless you gave them an ability that gives absolute invincibility or straight up ignore boss mechanics, then that's practically OP.I think if said healer had ways to mitigate those types of spells, it could work. Maybe a healer version of Hallowed Ground? Or even just something like "Reduces one melee ranged attack by 50%". If Dancer were the melee healer, then I imagine a lot of their mechanics would involve dodging. So that's another way around it.



Of course they would need better defense, but I imagine it something alongside melee dps.
There could be ways around it. For example the melee healer could build up resources in melee combat while having abilities at hand when they can't be in melee. They would of course need some range healing skills. For example the red mage could be based aroud using teleports to jump between melee and range. Or they could have a "dummy" to which the negative effects would be redirected and which could soke up some damage for them.
Melee healers are not entirely impossible, it would just require some development time and I believe it would be unique playstyle from the current ones, which makes it more than appealing to at least consider.


Melee Healers are amazing and fun. Just look at Inquisitor skills as an example:Of course they would need better defense, but I imagine it something alongside melee dps.
There could be ways around it. For example the melee healer could build up resources in melee combat while having abilities at hand when they can't be in melee. They would of course need some range healing skills. For example the red mage could be based aroud using teleports to jump between melee and range. Or they could have a "dummy" to which the negative effects would be redirected and which could soke up some damage for them.
Melee healers are not entirely impossible, it would just require some development time and I believe it would be unique playstyle from the current ones, which makes it more than appealing to at least consider.
Inquest
An augmentation placed on an ally that grants them a chance at draining power from the target with every successful spell or attack, and returning a portion of this power back to the inquisitor. This spell does not require any concentration, but can only be maintained on a single ally.
Inquisition
Forces an enemy to radiate heals to your allies. The closer your allies are to that enemy, the greater the heals.
Malevolent Diatribe
A group augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring.
You could just make his healing combo into aoe healing spells around him.
He can also use a Mace or Flail as his main weapon.
Inquisitors used Plate Armor and had high physical defense, but low magical defense if I remember. They were made for healing in the thick of it and dealing a lot of damage but were not as good at healing as the other healers, but better ones (higher level) had good damage and good healing.
It being impossible is not the problem, it's mechanics that interfere with a typical composition of 2 melees (which can get really extensive with player-targetted, and instead all you'll really get is a healer that is incredibly gimmicky), or healer exclusive mechanics such as searing winds that prevent you from healing anyone if you were limited to melee heals (or again, bottle neck you to a healer with incredibly gimmicky skills). At that point, encounters would have to be designed with that in mind and we're already limited on encounter mechanics as it is.
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I wonder if this line of thought wasn't one of the reasons which created the MCH/BRD copy paste issue.It being impossible is not the problem, it's mechanics that interfere with a typical composition of 2 melees (which can get really extensive with player-targetted, and instead all you'll really get is a healer that is incredibly gimmicky), or healer exclusive mechanics such as searing winds that prevent you from healing anyone if you were limited to melee heals (or again, bottle neck you to a healer with incredibly gimmicky skills). At that point, encounters would have to be designed with that in mind and we're already limited on encounter mechanics as it is.
We are limited only by the resources, development decisions and creativity. Both mechanics and jobs can be adjusted.
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