Sorry for those who like sustain but this skills was undersused because useless.
If the fairy need some healing, she can heal herself or we can heal her and it was far more potent than sustain.
They made a great decision removing this useless thing.


Sorry for those who like sustain but this skills was undersused because useless.
If the fairy need some healing, she can heal herself or we can heal her and it was far more potent than sustain.
They made a great decision removing this useless thing.
SMN used it considerably though. Their pets are suicidal.
Sacred Soil uses an aetherize stack, and now more than ever that won't happen since we can lustrate and excogitation with those stacks while DPSing without needing to stance dance."Some things you don't need to worry about. The new AST AoE heal Earthly Star is a neat move, and it plays well off people who know a fight. " That absolutely plays into the SCH toolkit.
It seems to me the reason for the ShadowFlare change is to get people to actually use Sacred Soil. Because due to the damage and the slow, it's superior in dungeons to SS in almost every way.
Like Bane, the change to shadowflare is largely a nerf to SMN AoE with their myriad bahamut+painflare options, but since we share the toolkit we get to deal with it, too. For our loss.
Earthly Star is a solid AST design choice since it involves a time delay mechanic. It would certainly work in the SCH's toolkit, but thematically we wouldn't want something that gradually builds like Earthly Star, but rather something that can instantly trigger like our tactics, indomitability, or excogitation. Planned reaction rather than playing a trap card face down and then flipping it in a later round.



I dislike it when developers try to coerce you into using underperforming skills not by actually improving said skills but by limiting or removing competing options.
The slow on Shadowflare has always been and will continue to be a non-factor in terms of mitigation; we would never notice if they removed it. It's more that Sacred Soil is such a useless skill for 99% of content. For that 1% of the time when you actually need Soil to survive a huge hit in progression or to protect a weakened party member from what should normally be recoverable, it serves its purpose; the rest of the time, it's a waste of an Aetherflow stack.



It's funny to me that the class with the highest dps focus is the ones with the tiniest toolkit for it. It's so backwards it almost hurts.



For this line of thinking to work, you first have to accept the premise that the ability to deal damage in tandem with healing somehow detracts from a "healer ideology." Personally, I don't accept that the two are mutually exclusive.
Second, even if you're still onboard with this idea after passing the first checkpoint, you probably expect useful and dynamic additions to the healing toolkit that both make sense in the larger context of real gameplay and effectively replace actions that would have previously been better spent on adding damage. Thus far, this does not appear to be the case.
Lustrate is still 600. Don't spread misinformation.
As for AST 900 potency heal, each healer has been given something to compete with this. I need remind you that lustrate potency has increased, and pac-manning your fairy is highly unused. The tether is really interesting. You know Anchag, the first boss in Amdapor Keep hard where the player tethered is hit for high damage at a really high rate and has to duck behind a statue? It is basically the same thing except it heals.
Is there a reason to not go AST now? I don't know. Is there? This expansion is going to come out, people will play and adjustments will be made in future patches. Whether or not you're an AST at this point, I guess we will see.




Also, Healers have to level up somehow. They can't spend ALL their time in dungeons. Nerfing Healer DPS nerfs the leveling experience and simply slows things down for no reason.For this line of thinking to work, you first have to accept the premise that the ability to deal damage in tandem with healing somehow detracts from a "healer ideology." Personally, I don't accept that the two are mutually exclusive.
Second, even if you're still onboard with this idea after passing the first checkpoint, you probably expect useful and dynamic additions to the healing toolkit that both make sense in the larger context of real gameplay and effectively replace actions that would have previously been better spent on adding damage. Thus far, this does not appear to be the case.

"Healers were becoming too dps oriented."
You can come say that again when holy and gravity and aero 3, and every other aoe dps skill get nerfed as well. Cause Holy and Gravity still hit like trucks, and one of the has a very efficient stun on top of its damage.
I gave up on expecting tank/healer balance after SB.
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