The interesting thing isn't the dps rotation itself. It's to see how to heal the most efficiently to be able to dps.
It's perfectly fine like this.
The interesting thing isn't the dps rotation itself. It's to see how to heal the most efficiently to be able to dps.
It's perfectly fine like this.
The DPS rotations don't need to be any more complex but the interplay between Healing and DPS should be more intricate. Every Healer should have DPS spells that become Instant Cast after using certain healing skills and Healing Spells that become Instant Cast after certain DPS skills. Imagine if using Stone made your next Cure instant cast or if Physick made your next Broil instant cast. Having skills, traits and procs that truly combine DPS with Healing would make it obvious that Healers are meant to do some DPS and also encourage it without punishing anyone for not being able to manage it.
I too think healer DPS doesn't need to be any more complex, but seeing some synergy between healing and DPS skills would be nice, as was mentioned above, or more skills that both heal and deal damage i.e: Assize and Stellar Explosion.
Maybe a DoT that drains mana/increases healing potency/fills a resource bar...
I kinda feel obligated to answer this seriously now.
I'm not sure adding a DPS rotation to healer is a good idea. Because you need to heal and that happens at completly different time for each fight. Wich you would have to stop your rotation to heal, something that every RDM know to be extremly not fun. Adding a healing rotation is better as it allow more control over healing output than HoTs and makes in turn the whole "when can I find a window to do DPS" more interesting in turn.
But if there's a reasonable thing I could ask right know it would be DoTs having cast but not filler spells. This first thing would make healers more intuitive to handle (and more mobile) as it will actually allow to use OGCD when they want. Making HoTs and DoTs the only weaving tools means that you can get screwed for trying to play right by both keeping DoTs uptime and trying to use a specific skill at a specific time. It doesn't really matter if they get weaker in the process, a class like AST will still greatly benefit from this.
Timers and strict rotation kinda sucks for healing, for reasons cited above. The bad thing about healing rotations is that it needs constant damage to have any sort of menaing and FF XIV doesn't really have that outside of auto-attacks. And almagest, but not every boss have almagest (wich is a good thing, please don't patch the game to add almagest to every boss in the game). That means it have to be flexible, at the opposite of absolutly all class design of the game.
Maybe the main thing that makes that kind of really hard as it can't really be made to work without a lot of changes. Adding rotation means adding spells, wich means SCH will be impossible to play with less than 4 skillbars and that's not something the game should aim for. A bit same with AST as they have a lot of skills just for card management. WHM have much more room to work with, though. Also it needs to work at lower level and I'm pretty sure it get really difficult on that matter in particular, a wrong change can make running Aurum Vall the real Ultimate content of the game.
I think DPS doesn't need to change in particular, even though making it more interactive is always better, but healing should be the first thing to change. Mainly by having it's currently potency distribued in more spells that would define weak sustain you can alway do vs occasionnal high burst with restrictions.
Last edited by Vyriah; 01-28-2018 at 07:05 AM.
In dungeons and stuff like that, sure.
But my point of view was from Savage and Extreme.
So yeah, in the majority of content it is.
But even so, I don't really mind.
Even as a huge advocate for DPS'ing as a Healer, I don't see throwing rotations into the mix as a positive. If it's so difficult/undesirable for some to understand that contributing damage is a positive (when it's currently so easy to do for pretty much all versions of Healer right now), then throwing in rotations to complicate matters further (no matter how drastic or minor) will only effect those who are actually optimizing (negatively/positively - depending on situation vs preference), while muddying the waters for everyone else.
I can't speak for every WHM, but I never get bored with mine. All groups are different, thus all groups provide a very, very different opportunity window depending on factors outside of my control (which keeps most situations relatively fresh, even in content I've repeated 20million times), whereas when I play DPS, most windows are typically the exact same, provided the tank simply has aggro. As a Healer? Will this tank be mitigating? Do they have the gear to allow regens to handle their health while I throw out more stones? Will they force me to heal a little more because they, too, want to do some damage? Are they generating enough emnity? Are the DPS successfully avoiding mechanics to give me more freedom to do damage? Does this fight require more of a proactive or reactive approach (or both) to Healing?
The more oiled the trinity, the more I can contribute as a Healer. I like dancing that line, even if the variables tend to lay with everyone other than myself - it's fun, keeps things fresh, and doesn't require being mindful of rotations - something I have to be when I play DPS (and would prefer it stayed that way). We already have to be mindful of everyone else and their situation just as much as our own, even if pure-healing. We have to be both proactive AND reactive, whereas a DPS mostly just have to react, and Tanks have much smaller proactive requirements (mostly tied to themselves and their own cooldowns, with exception to emnity checks or tank-swapping).
I'd be more inclined to think that Healers could be kept the way they are (easy DPS contribution) but spiced up through passive-play such as their SB mechanics.
EDIT: I'm glad Vryiah was joking about the whole "I killed it" thing. It's neither dead nor stoppable by one person. If anything, you were riling people up and keeping it alive (and I don't say that in a derogative/insulting manner).
Instead of adding Dps rotations, The gauges for all jobs should be as interesting and complement the job such as Bards. Whoever designed the Bard gauge kudos to you.
Lets be honest though most gauges just feel tacked on and feel meh. I would personally like for Healer skill ceiling to rise a bit but that is just me.
I doubt the DPS rotations for healers will ever be more complex then they are currently.
Devs seem pretty adamant that they want healers to be healers first, and are very sheepish about adding anything that may distract players from focusing on that objective first and foremost. Truthfully, I'd be in agreement. Were the DPS rotations, specifically Scholar in mind, were much more complex I would imagine the majority of average players would struggle to maintain balance between healing and doing damage. Sure, there would be those of us who are more skilled and masterful at our jobs that would welcome it, but at the end of the day the class has to applicable to the most users as possible.
If we’re talking about ast dps, I really feel it needs a mass dot dps like aero3 or sch bane. Having to apply combust to 5+ mobs individually is what’s the most annoying. To me at least.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.