My point is that from a healing perspective, Spell Speed saves you time which is a valuable resource in it's own right. Wasteful movement or pauses to time a cast for a mechanic can very quickly wipe out these gains and then some. By comparison, even if you're being wasteful with your time and GCDs, Crit and Det are both boosting your overall efficiency per cast irrespective of your Job or Stance.
Absolutely nailed it, the issue is that right now, the content generally doesn't force you to hard cast heals long enough to get that extra cast in. DPS is another matter of course. As Cyn says above, Spell Speed will shine when you can stand and turret for prolonged periods, O2/O2S is a great example of this. On the flip side of the coin, O3S and O4S are disruptive enough that you'll likely gain more time by optimising and minimising your movement than you ever will through Spell Speed.
https://youtu.be/BLGUMzl2cV0?t=45s (Apologies for it being obsolete content, I don't upload much thanks to the tin can broadband I have currently).
0:45 to 1:15 is an example I'd use where the combination of minimising my movement, abusing stutter stepping to it's absolute limits and ensuring I'm using instants/oGCDs on the occasion where I am forced to move allows me to gain multiple GCDs within a relatively short period.
The big unknown here of course is Super Savage. If it comes at us with rapid paced mechanics and a greater need for timed heals akin to what we used to regularly see in Coil, SS's worth will likely go through the roof.



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