Link to poll
This time, I didn't add a "Don't want added" option... >w>
Again, this is a poll for fun, not for SE or anything. >///w///> ♥
Link to poll
This time, I didn't add a "Don't want added" option... >w>
Again, this is a poll for fun, not for SE or anything. >///w///> ♥



If we do get it, it'll be a healer.
As a DPS of any kind it would feel too similar to MNK. As a tank it wouldn't really make any sense. As a healer though, it would be one of the only opportunities for them to give us a TP based healing job. Given how the devs are struggling to differentiate the MP based healers this would be a really easy one to make unique simply due to having a different resource system.



And completely destroy any semblance of balance in the process. I would also argue that if anything, it would feel too similar to Ninja as melee DPS, seeing as Monk has next to zero support and I can't imagine any rendition of dancer - Tank, DPS or Healer - that comes without ample support abilities. That and daggers being the most common weapon for dancers.
Personally, I have a hard time imagining a dancer without mobility and an even harder time imagining SE being able to balance a healer with lots of mobility, so if it's a healer, it likely will be a "dancer" in the same way a summoner without summons is still a summoner because it's named such.
If the healer has lower yet constant healing, I'd say that would be the main gimmick for them. I mean still give them some form of emergency heal like Benediction or Essential Dignity of course though.And completely destroy any semblance of balance in the process. I would also argue that if anything, it would feel too similar to Ninja as melee DPS, seeing as Monk has next to zero support and I can't imagine any rendition of dancer - Tank, DPS or Healer - that comes without ample support abilities. That and daggers being the most common weapon for dancers.
Personally, I have a hard time imagining a dancer without mobility and an even harder time imagining SE being able to balance a healer with lots of mobility, so if it's a healer, it likely will be a "dancer" in the same way a summoner without summons is still a summoner because it's named such.




AST was exactly that on release: a healer with high mobility (lots of instant heals), but lower potencys and party buffs on top of that - we all have seen how that worked out.Personally, I have a hard time imagining a dancer without mobility and an even harder time imagining SE being able to balance a healer with lots of mobility, so if it's a healer, it likely will be a "dancer" in the same way a summoner without summons is still a summoner because it's named such.
It worked out quite well minus those who couldn't grip it. Leveled it from 1-60 as soon as I could and I had zero issues keeping my tanks alive, the only time I had an issue with the job was when they swapped which cards RR into which effect. I have confidence in the team to make a healer that can sustain on low but constant heals, this in turn means the healer can be more involved in actual fighting as well, just obviously missing the mass healing power of a WHM.



Lower but constant healing means you sacrifice burst healing, which means it'd work if all bosses had a damage aura or constant and weak AoE, but the moment you throw in continuous spike damage (Ahk Morn), DNC would be screwed.
I voted evasion-based tank. And that's only because it's the closest to how I think it would work. Have it focus on dodging and near-dodging attacks to mitigate damage, with the standard defensive cooldowns and buffs to keep active in order to hold aggro.
* 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 don't think an eavsion tank will ever happen in FF14, because it's almost impossible to balance one. you HAVE to survive tank busters. but you can't simply dodge them, that's overpowered. and the healers want to have some work too. if the tank dodges the attacks, they have nothing to heal ^^ wich is overpowered aswell. but if you dodge not often enough you are too weak as a tank...
yeah, i always thought it was silly to buff his healing. they should have buffed his support and also give him strong support for his co-healer to compensate what the AST is lacking. it's also laughable how all the AST's are complaining their heals are not strong enough - and at the same time talking about healer dps and how you can dps in ALL fights... something is odd here.It worked out quite well minus those who couldn't grip it. Leveled it from 1-60 as soon as I could and I had zero issues keeping my tanks alive, the only time I had an issue with the job was when they swapped which cards RR into which effect. I have confidence in the team to make a healer that can sustain on low but constant heals, this in turn means the healer can be more involved in actual fighting as well, just obviously missing the mass healing power of a WHM.



Would you mind expanding on how exactly it would destroy any semblance of balance? Unless you haven't noticed, TP vs MP use does not unbalance the tank or DPS roles. Why exactly would it be inherently unbalanced for the healers?And completely destroy any semblance of balance in the process. I would also argue that if anything, it would feel too similar to Ninja as melee DPS, seeing as Monk has next to zero support and I can't imagine any rendition of dancer - Tank, DPS or Healer - that comes without ample support abilities. That and daggers being the most common weapon for dancers.
A lot of votes seem to be favoring support/utility in either the healer or dps role atm.
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