I'm a White Mage, and I used all five of my Role abilities getting back five of the seven abilities I lost.
...Now why is it my reaction to a new expansion resembles an AA meeting?
I'm a White Mage, and I used all five of my Role abilities getting back five of the seven abilities I lost.
...Now why is it my reaction to a new expansion resembles an AA meeting?
They definitely didn't really think this through. You're absolutely right in that a lot of the healer/tank role actions are essential, but the way it's structured now you are granted the illusion of choice.
As someone else mentioned, you can give the tank/healer roles additional role action slots, so that you're not restricted due to 4/5 spots being necessities to begin with.
Not sure giving each job uniquely named, but similar skills, would be the right course of action. Seems like a step backwards in what SE is trying to accomplish.
Either way, something needs to be adjusted imo.
As a PLD (built in stun), the only ones I feel like I HAVE to have are provoke and rampart, everything else can be used based on preference or the specific fight. It doesn't seem that bad to me.
I'll put it this way - a better approach would have been to simply make all the Role skills from other Jobs available to your main, whether or not you'd leveled anything else. That is, WHM automatically getting access to cross-class skills from BLM and ACN, and so on and so forth.
I don't necessarily mind that SE took a more ambitious approach, but they mixed it in with their skill-reduction mission in a very lazy and at-times harmful way. As a WHM, which admittedly is picking on a particularly problematic case, I have to spend 3/5 of my slots simply to get back crucial abilities I used to get natively - Protect, Esuna, and Lucid Dream. I also need to spend a fourth for Swiftcast. That leaves me with one remaining choice amongst a collection of mostly-uninspired skills; a greatly weakened Cleric's Stance, a near-totally-useless Break, Eye for an Eye (which has always been too random to be relied upon), Surecast (meh), Rescue (fun for trolling), and Largesse (again, an ability I used to have natively as Divine Seal).
So basically I have 4/5 bound at all times, and swap Cleric's and Largesse around depending on whether or not I'm in a dungeon. And, to boot, at Level 60, I am still less effective than I was in 3.x.
It also says worlds that even optimistic voices such as yours are describing the system as being 'not that bad'. These combat changes should have generated excitement; reactions should have ranged from stoked to neutral, not neutral to angry. SE f*cked it up, badly.
I'd be happy if they added Flash and Bloodbath to cross role actions. I did Antitower today for a FC mate and I'd say Flash was really useful in that dungeon due to adds spawning while you're tanking trash already. It's possible to save Steel Cyclone/Decimate for it, but if I have the gauge, normally I'm going to use it. And Rampart is highly inferior to Bloodbath for trash, especially for large pulls (Decimate is really good paired with Bloodbath and Berserk).
Get over you're selfs, they work just the same!
I dunno about healer. I've only been on my tank so far.
But most of them are not necessary.
If you ever need provoke or the AoE provoke it's because you don't know how to tank. Shirk is likely the same.
Needed: low blow. And maybe 2-3 damage mitigation abilities. That leaves 1-2 options beyond that that are filled by... well... there's nothing vital left.
Striving for perfection is the path to one's downfall. 'Tis the paradox of the immaculate carrot. | Jah Bless. One God, One Aim, and One Destiny - Marcus Garvey.
Until the philosophy which holds one race superior and another inferior is finally and permanently discredited and abandoned, everywhere is war - Ras Tafari.
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