The thing I could see happening with this change is that a healer will get queued into a dungeon where Esuna is needed and forget to set it and then cause a wipe or something.
I understand where the op is coming from. Esuna may not be needed in ALL content, but there is some content where it IS needed. So having it as a Role Ability, that you are only allowed 5 of, is rather strange.
I can't think of many occasions where Esuna isn't actually needed. Most enemies drop a debuff or two of some kind during the fight, whether it's a damage reduction, a paralysis or slow. It would be absolutely maddening to be stuck in a party where no one had this absolutely vital skill.
Honestly, making it a cross-class only ability just raises more questions than it does answers. There are a lot of issues I have with the coming WHM changes (to say the least), but this one affects all three healers making it one of my least favourite changes of them all. It also sets a dangerous precedent. What's next? Raise becoming a cross role skill as well?
In any fight where Esuna is needed, both healers should have it.
Don't say it again, or it might become true...
But nobody mentioned in this thread that SCH has a party-wide esuna... At least sch won't need to cross class it that bad...
SCH also have a healing bonus, while both WHM ans AST are losing theirs...
Want a heal? How much money you got?
It makes sense as a role ability, but so does cure and raise. So color me baffled.
I got a VERY wrong impression on the devs intentions of making things simpler with the cross class system. I thought the only skills going in the role category were abilities a player would have to level another class for since it was mandatory: Protect, eye4eye, swiftcast, provoke, etc. I was shocked when I saw them take a WHM specific ability and toss it in there, especially when the other two healers already have their own innate ability to increase their healing potency. I find this to be a very dumb decision on the part of the devs.
The same applies to a healer's ability to remove a detrimental effect. Not only does it unnecessarily consolidate a skill that didn't need it, we also lose those specific animations for the spells. Here's an idea: Any mandatory skill for a role, just give it to us. Don't force us to choose it, or do something ridiculous like make us switch ones out for others during an instance. This does not make things simpler. In fact, just the opposite.
I get that they want to reduce skill bloat, but it defeats the purpose when you toss both mandatory role skills AND job specific abilities in the list of slot choices. WTF SE?? Seriously.
But that AOE esuna is on a 90 second cool down, >.> some fights require cleanses multiple times within 90 seconds
When I saw that the cross class would be changed, I thought we would have acces to all of the skills, without need to choose among them... Would make much more sense...
Want a heal? How much money you got?
the main reason for it to become a role skill was to help with button bloat. Why have 3 buttons that do the same thing, when you can drop it into a pool of skills for all healers and make 1 button do the same thing? Its not about meaningful choices or any of the other bologna that the thread is talking about. It makes sence, and I applaud SE for doing the change. People act like healers had crazy choices for cross-class skills as it was, and none of them you're losing besides Virus.. and even that is just being moved around to another role.
This was the one role skill that made no sense to me. Who at squeenix was like lets take an ability all healers have already, remove it, and force them to waste a slot to re equip it. At least the other abilities weren't inherent on all 3 healers so everyone kinda got something out of the system like a better version of shroud for whm, traited eye for an eye for whm/ast, a solo divine seal for sch, etc. That esuna change though, I really hope they rethink that.
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