Healers got their accuracy capped completely for free in WoW, I dunno why they don't do that here.


Healers got their accuracy capped completely for free in WoW, I dunno why they don't do that here.



* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
I'd just meld accuracy. I feel like the stats you meld will BARELY improve your healing, however missing an Aero 3 on 1 or 2 targets is the worst feeling ever and almost a dump of 2k mana.
They should add an accuracy increase to Cleric Stance it'd make sense and doesn't hurt balance in any way it just means that Healers get more return for actively using the skill and not losing mana and CD's on failed hits. But yes accuracy itself is a boring stat the way it works in this game is like a frustrating game of wack a mole until you hit cap then it means nothing much at all. I mean shouldn't a stat like accuracy increase likelihood of crits and give more damage since lore wise it'd mean your attacks are more accurate at hitting targets like weak spots?
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