Nobody has commented on it yet, so I'm just going to put this out there. Every time I read the term "pure healer," I read it as: healer who has nothing to offer outside the basic functionality of all healer jobs.
Nobody in FFXIV wants a pure healer.
Nobody has commented on it yet, so I'm just going to put this out there. Every time I read the term "pure healer," I read it as: healer who has nothing to offer outside the basic functionality of all healer jobs.
Nobody in FFXIV wants a pure healer.
I don't think that AST needs their sects removed. The original idea for them was that if you didn't have a WHM or a SCH an AST could bring the utility (HoTs/Shields) of the missing class at a slightly lower level and to compensate for that here, have some card buffs! That idea is still a good idea to have. The problem has come in that their HoTs and Shields are comparable (or better) than the classes they originally adopted them from on top of all that utility. The trick for AST is to figure out a way to scale that back a little bit without returning them to the low point they were at in early HW.I'm of the opinion that it shouldn't be a hybrid job at all. Both Secs should be completely removed. AST shields, if any, shouldn't be anywhere near SCH's. It's identity should have just been providing buffs to the party with cards. I think the lord and lady card mechanics is pretty good. That should defiantly stay
Honestly WHM is overall lacking in utility and identity, SCH just had one of it's big draws (AoE dps) nerfed heavily, and AST is overtuned compared to the rest of us. It shouldn't be about taking things away from these classes as that is how we end up all homogenized together. We need to keep the things that set us apart from each other.
SCH shields should be THE standard for healing shields cementing them as the mitigation healer coupled with, a decent dps kit, and strategic buffs like the crit up from Chain Strategem and you know what, even Haste since it works better with their class identity in FFXIV.
AST is and should be the swiss army knife, providing a variety of buffs and their sects that allow them to cover the gaps the other healers leave open WITHOUT eclipsing them entirely. Their shields should be a little weaker, their HoTs a little less potent, but their basic heals should remain competitive.
WHM is the iconic FF healer, bringing potent and reliable heals backed up a few unique support skills like Auto-Raise and Reflect (there are a ton of buffs not in game we could be using).
Last edited by Keridwyn; 06-06-2017 at 05:16 AM.
People are exaggerating the nerf.....Suggesting to nerf spells on a job that has been so nerfed, that we now have a forum thread that's almost 2,000+ posts long complaining about its state? Not a good idea.
Not to mention, White Mage is supposed to be the "pure healer," according to Yoshi-P. Nerfing healing spells on such a job is counterintuitive.
If you're the kind of WHM that MUST have all your skills that you currently have now then you'll reach into the cross class system and get them all bk
Which means the only things that would be considered a "nerf" is your lost of E4E, new cleric stance*(which is already meh...at least it's something), and the 10% nerf on "Divine heal" with an additonal 30 sec recast, and the lost of stoneskin. And cross-class blm ability Surecast.
your current cross class abilities now as whm are what? Virus, E4E, Surecast, Swift Cast, and bliz 2*??
to keep in the future all that your core abilities you have now you'd replace e4e with esuna, surecast with protect, virus(which u can't use anymore) with largesse, still have Swiftcast, and whatever your 5 was with Lucid Dreaming. Something that You dont need to do at all if we're being technical. Both healers dont need protect both healers dont need esuna. In dungeons often you dont need esuna. Also in dungeon you can make it out just fine without largesse! (healing isn't that serious in dung).
The ONLY way I'd want a PURE HEALER is if the healer provides so much healing that it would be able to primarily do damage and its damage dealt would be scaled really high. Another would be if the job's heals also did damage to the boss and other enemies as well (AOE). Both could make the job OP if done incorrectly.
i.e
Pure White - Lvl 70 Skill 90s cd
Grants healing over time effect to all allies within a 30y radius.
Cure Potency: 150
Duration: 21s
Effect also deals damage with a potency of 15-20 per tick/per ally affected by it to target and all enemies nearby it.
Basically, it would be a regen on everyone in the party, and every time the regen heals someone it does about 15-20 potency damage per tick thats AOE damage. So essentially it'll passively do around 120-160 damage potency per tick which equates to 840-1,120 damage potency over the duration of the effect. This added on top of the stone/assize you're currently throwing out. This is something I literally thought of like 40 seconds ago and would make WHM damage potentially so high, that it wouldn't be too far off behind the 20%/10% spread balance from AST in regards to outgoing damage. It could be scaled in a way that it will still make whm inferior raid dps wise and not be meta, however it will still be able to stand its own and "defend" its place in the raiding community - unlike right now. It will also be able to heal so much that it can do tons of damage. Its utility can be similar to SAM, which means just high damage versus buffing. If something like this were to happen, aggro generation would be huge so to combat this I think giving assize a "shadewalker" effect would be good. That way every 60s when you use the skill it would transfer all aggro generated by you to the #1 person on the enmity list. You'd have both Lucid and Assize to reduce aggro generation. I also am of the belief that Assize should be buffed to combat Earthly Star's potency. Instead of a 300 potency heal 300 potency damage it should be 400-500 potency healing and 400-500 potency damage. This would only be to match Earthly Star's current max-potency of 900 healing/200 aoe damage.
Other than something similar to this I wouldn't want a pure healer in this game.
Last edited by Dirashi; 06-06-2017 at 05:18 AM. Reason: I also
"You can catch flies with honey, but you'll catch more honeys being fly"
- Ludwig van Beethoven
Every time I see this comment I assume we forget WHM is designed to have a simple play-style, low skill ceiling, and able to complete all content. You start adding more complexity to that and you change the identity of the class drastically (arguably these lily/confession systems can potentially cause just that unwanted complexity that is in opposition to WHM identity?!)![]()
Woah now, I'm just one person wishing WHM stood a fair chance in the raid game. Why does one job have to be singled out to be for new players only and not for serious gameplay?Every time I see this comment I assume we forget WHM is designed to have a simple play-style, low skill ceiling, and able to complete all content. You start adding more complexity to that and you change the identity of the class drastically (arguably these lily/confession systems can potentially cause just that unwanted complexity that is in opposition to WHM identity?!)
People always assume two healers. With one healer, Whm's are back to their core abilities they lost.Both healers dont need protect both healers dont need esuna. In dungeons often you dont need esuna. Also in dungeon you can make it out just fine without largesse!
And besides that, who wants to be switching in and out skills? I don't. Muscle memory. Switching in and out skills... pft... There goes hitting everything wrong.
What complexity?Every time I see this comment I assume we forget WHM is designed to have a simple play-style, low skill ceiling, and able to complete all content. You start adding more complexity to that and you change the identity of the class drastically (arguably these lily/confession systems can potentially cause just that unwanted complexity that is in opposition to WHM identity?!)
I would like the ability to create a cross-role skill set macro. Like, you press the macro and it quickly swaps all your cross role abilities to a new set.
You don't balance gameplay around perceived execution skill requirements. You balance assuming there are equally skilled players manning each class. Sure give some characters or jobs or classes or whatever your game has a lower skill floor so beginners have an entry point to learn the fundamentals, but they should still have a similar skill ceiling. ESPECIALLY in a game like FFXIV where the character evolves and changes over time.
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