That's incorrect from what I've heard. They aren't exactly removing cross class skills, they're just moving them to a new 'Additional skill' pool. War/DRK won't be getting their own taunt.
There may be some of that... removals and additions of innate skills. But they've also talked about grouping the extra skills by roles and shared roles, specifically mentioning provoke being available to all tanks because its a vital tank skill. They've also said that they'd like there to be more than one always best set of skills, where in certain situations you'd change your extra skills to meet your needs. So like more stuff that actually works than what you can select at a time, unlike now where you have a few good skills and a few ok skills, and junk, and you just pick the good ones and the ones that are the least bad.As I understood it 4.0 is removing cross skills altogether. Instead of DRK and WAR using provoke from GLD they'll have their own taunt, for example.
I see this as the first step of removing the class system completely. If it wasn't for ACN I think they'd have done it for 4.0....
A lot is leftover from 1.0, like the whole class system. But PLDs have pretty much always had some white magic spells in Final Fantasy games. SE didn't exactly fix the problem of PLDs using Cure with Clemency, they circumvented it by adding a native spell that works. That doesn't mean Cure should still linger in their extra skill list and be terrible, or that their only Cure is terrible until they get Clemency at level 58.
Nothing is wrong with Cleric's Stance. It works as intended. Its just another example of things that aren't scaling. MND and INT are getting further apart for a healer, because all their gear only adds MND and VIT. Cleric's Stance's effect is far more noticeable when its used for the wrong spells than it used to be.
All jobs pretty much do have a heal. MCN is the exception, and its because of the 2 class cross class system. One of the things meant to be fixed in the role group re-org is MCN not having Second Wind, but every other melee and ranged dps (and WAR) does. You can hand over your survival to the healers, pretty much 98% of the time. Its still nice to give players the option to bail themselves out of an emergency, and serves the same QOL purpose as Cleric's Stance when it comes to any solo content. If you've ever daily clan hunted a target (normal enemy) above your level or been solo while fating as a dps you'd recognize the value of riding the line of Bloodbath/Second Wind/Cure/Physick/Mug/Life Surge/Potion and your companion's Chococure while you try to kill something faster (with all your offense and defense cooldowns in the mix too) than they can overwhelm you with their dps.
Last edited by Madrone; 01-07-2017 at 08:22 AM.
It's not just for solo instances. Soloing fates, or not being a scrub and actually doing your hunting log at level as a dps sucks having to wait 30 seconds for my hp to regen before you can go after another mob. The heal isn't that gimped at low level, but I agree they have no place in dungeon play.
Some of the comments in this thread have got to be trolling.
as blm I have two ogcd shields that soak 6k+ and 4k+ respectively on fairly short CD, yet somehow I still need to be able to have a 3k cure as well lol
plot twist, even if we had this cure, still wouldn't use it, im not gimping my dps cos people cant dodge
people talking about that one time they rescued a 60 dungeon cos the healer died and they stepped in healing the tank for 500hp/GCD...
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