


Yes, but a lot of old dungeons were designed for healers to use Esuna. This "swapping" every time you go to a different encounter between regular and savage content gets to be a bit cumbersome if you now have to swap for each dungeon as well. The whole point of cross roles was to downsize button bloat, but they now cause the juggling problem.
The problem with the juggling isn't so much juggling one skill for specific encounters, but staple mitigation skills that EVERY HEALER HAD was put into the pool.
What would have been a better idea was something like Fluid Aura being a cross role. As much as I liked Fluid Aura, it was still situational and not a "must have" in button bloat. Repose is another one that could have gone in the cross roles.
Last edited by QT_Melon; 09-24-2017 at 02:34 AM.
The role skills has a whole need some reworking. Yes the original idea behind it was good, but for most players they'll pretty much have a fixed 5 or 6 that they'll always choose from for their required job. Some skills are a must while others rarely ever see the light of day, making the list lacking any real choice in a sense.
Allow the number of equipable skills to be increased to 6 instead of 5 perhaps might be a temporary solution? The base jobs e.g. Conjurer can equip all 10 of them, I know it lacks the WHM benefits but still.



I like how role actions consolidated some stuff that was basically identical. The problem is that they kept the 5 actions limit from the old cross class system. With the cap increased or removed, they could merge even more stuff and put it there, so instead of 3 different resurrection spells there's just one called Life (can keep unique animations for each job that uses it or just give them all the cute AST animation with wings).
OR keep the current system but allow you to save different setups so you can quickly jump from one preset to another, so you don't have to manually reassign each spell selection when switching between raids and dungeons for example. 3.x pvp had this, allowing you to assign points to skills and then save it as a preset.
Player
you can do this with an macro.OR keep the current system but allow you to save different setups so you can quickly jump from one preset to another, so you don't have to manually reassign each spell selection when switching between raids and dungeons for example. 3.x pvp had this, allowing you to assign points to skills and then save it as a preset.
/aaction clear - Clears all x-Actions./micon "Maker's Mark"
/aaction clear
/aaction "Maker's Mark" on
/aaction "Flawless Synthesis" on
/aaction "Steady Hand II" on
/aaction "skillname" on sets the Action.
Now you can have different role action sets.
This is more or less the one I use when I run SMN and SCH. Not exactly, but can't log on to get the precise wording, unfortunately:
/macroicon "Summon" (II, III, as necessary)
/macroerror off
/ac Swiftcast
/ac "Summon" (II, III, as necessary)
/wait
/ac "Summon" (II, III, as necessary)
/hotbar Pet "Skill 1" HotBarNumber LocationNumber
/hotbar Pet "Skill 2" HotBarNumber LocationNumber
/hotbar Pet "Skill 3" HotBarNumber LocationNumber
It swaps all of Eos' skills to Selene's skills so they all still fit on my bar the way I want.
I'm sure you can extend it to the whole thing.


Thank you. That helps a great amount.
I only pull esuna out for doom (or those odd raids that will have healing simplified by removing poison). The rest of the time I just hot and let people deal with their own failures at handling mechanics.
As mentioned before, the mechanic brought up by the OP can and should be avoided entirely by the tank. The dps and healer can also pitch in if anything goes wrong. It's usually only a hard fight if people don't know the tether mechanic.
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