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Thread: Healer DPS

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  1. #1
    Player
    Jollyy5's Avatar
    Join Date
    Jan 2014
    Posts
    424
    Character
    Raul Prower
    World
    Exodus
    Main Class
    Dragoon Lv 71
    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...
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  2. #2
    Player
    Vyriah's Avatar
    Join Date
    Jun 2017
    Posts
    200
    Character
    Vyriah Altaisen
    World
    Ragnarok
    Main Class
    Scholar Lv 70
    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.
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    Last edited by Vyriah; 01-28-2018 at 07:05 AM.