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  1. #20
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Bleeeeh, this is probably going to get buried and missed when a new page pops up, but here goes.

    Quote Originally Posted by KisaiTenshi View Post
    The lilies should only be generated from casts that recover HP
    Might I ask why you are of this opinion? I think it's pretty hard to defend the WHM job gauge as is, it's pretty unique in that you could completely remove it and it's systems in it's entirety and it'd have somewhere between little and no impact on the job. Ironically, removing Benison's Lily requirement was pretty much the final nail in the coffin for it IMHO. I agree that it doesn't need a drastic rework as a 48 second Assize is a beastly thing when the game actually gives you the opportunity to aim for it.

    Quote Originally Posted by KisaiTenshi View Post
    If you don't always have three lilies, you're doing something wrong unless the content requires no healing at all. Like running ARR dungeons unsynced.
    Either you're A) Grinding with a party in Eureka B) Taking far too long to kill things in mid/high tier HoH or C) doing something wrong.

    I used to be able to align my CDs and oGCDs in a manner that reliably let me have 3 Lilies for most of my Assizes in the 4.0 Expert Roulette and I'd routinely have more Lilies than I could actually use in the early days of Eureka grinding. But everywhere else, it's very rare for me to get 3 lilies without wasting time fishing for them. And it's important to stress here that I certainly can't think of any current situation where it's actually worth throwing away my GCDs to get those lilies.

    Quote Originally Posted by KisaiTenshi View Post
    I'd appreicate it if Yoshi-P didn't do anything more to encourage destructive "healers must dps" raider meta.
    Whilst I agree with this in some regards (Lilies from Stone/Holy is just a balance nightmare and as you say, I don't think Yoshida is going to offer up any more reward for throwing rocks than the damage we deal), I do think a middle ground needs to be found here and in my eyes our DoTs are the way to go. Adding a guaranteed Lily when Aero II runs it's full duration and/or a ~30% chance to gain a lily per target hit with Aero III are options that spring to mind for me. This isn't about encouraging a destructive DPS meta. Rather this has the double whammy of adding an extra incentive for potentially nervous or hesitant WHMs to give their dots a go whilst also giving more efficient WHMs a viable source of Lilys so that we can actually try to get some value out of this thing.

    Quote Originally Posted by KisaiTenshi View Post
    I advocate in favor of healers staying healers, because some portion of the player base insist on raid-meta or zerg behavior that relegates the healer role to being unimportant, and to not play it as it was designed.
    I'm not really sure what you are getting at here? Top tier healers are held in very high acclaim within the raid community and I'm not really sure why you would feel otherwise. Your Zerg behaviour comment is also rather confusing and I can only guess we are working with very different definitions of the term here? A zerg style raid in EQ or WoW generally situations where you just needed to be able to raise bodies and throw them at the boss faster than it could chew through them. This is workable in Eureka and 24 mans, but it rarely works in relevant EX/Savage content (A4S and Alte Roite are two examples where it has).

    Quote Originally Posted by KisaiTenshi View Post
    There is another portion of the player base who signed up to be healers first, and should not have their role be turned into just-another-DPS. Players who insist that the healers DPS, are simply asking for a DPS role, and those asking for changes to healer DPS don't get this.
    Before you write me off as just another raider, I completely feel you here, I've got 20 years of healing under my belt in mmos and I love nothing more than actually being pressured and having to heal (And this is demonstrated by my HPS world rankings whilst I raided with a more casual team).

    The problem is that SE have designed themselves into a corner on this front and as such, it's actually very difficult for them to put mainstream content in that pressures a healer. Healing requirements outside of Savage, Ultimate and even a good portion of EX encounters are braindead low and given how hugely powerful healers are relative to the average character's health pool and typical incoming damage, something needs to give to fix this.

    Frankly, I don't think SE's class design team understands healing well enough to fix it, nor do they seem to have enough interest in the role to correct that. This isn't me being jaded, you only have to look back to the backwards step healers took on 4.0's release.
    (2)
    Last edited by Sebazy; 07-12-2018 at 10:18 AM.
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~