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  1. #1
    Player
    Reiryuu's Avatar
    Join Date
    Sep 2013
    Posts
    874
    Character
    Imbri Undinare
    World
    Kujata
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Hysterior View Post
    Al healers should be able to regen AND shield but they could have separate party buffs that are complementary. DPS output should be similar on all jobs.
    I actually don't agree with you on that, but I suppose it depends on what you mean by "shield" exactly. If you mean flat out adlo-type spell, then I disagree. If you mean "method of mitigating damage" then I would agree.
    I think that all the healers should have different ways in which they primarily heal damage or prevent damage. They all also need some sort of "OH %#!#@" button for emergencies. I want to emphasize here that I don't necessarily think AST *should* have to only heal with HoTs. I just feel that's the best method due to their duration/time theme.

    Primary tool wise, I think WHM and SCH are more or less fine. WHM's primary means of healing are direct heals with cast time, SCH has shields that heal a bit on application, and have the fairy which could provide some sort of small "topping off" healing while shields are up, or perhaps some way of replenishing the shield itself to differentiate the two a bit from each other. The ability for SCH for "OH !$#!" can be one of the spells they already have which consumes the shield and heals the health it would have shielded. Perhaps they can keep this ability and have a single target version on a lengthier cooldown that gave a boosted amount of the sheild's remaining "HP".

    As for AST you can do something similar. Playing RIFT, I remember the Warden Cleric Soul having this ability called "Orbs of the Stream" that was really kind of cool. It created three balls of water and they orbited the target player and burst whenever that player took damage giving some healing. Perhaps Diurnal Sect can make their heals HoTs while Noctournal makes them these "Orbs" instead. The orbs would have a long duration, burst heal on demand (take damage) while the HoTs would heal the same amount that the heal would originally over 15 seconds (though + a bonus as the heal would technically take longer, to keep the healing per second in line with other healers.) Their "OH !#$@ button" could consume the HoT/Orbs and heal all of that potential damage at once, similar to the scholar's.

    For damage mitigation, maybe WHM can have an ability like Phalanx or something which reduced all incoming damage by X% until it had absorbed a certain Y amount of damage. Maybe ASTs could have some sort of Stasis effect where the damage is delayed for a certain amount of time and when that time is up, gets placed on the target as a DoT over the same amount of time or something. I'm just kinda throwing out ideas that are swimming around.

    Edit: I'm only really talking about primary sources of healing here, except when I mentioned Scholar and the faries. I should note, that I am all for each healer to have a primary *and* secondary means of healing, much like the WHM has Cures and Regen. Regen and the AST HoTs can stack because they are not the same duration or the same amount of healing, thus the effects are not equivalent. AST would have time delay heals as a secondary much like Earthly Star operates, in my mind.
    (2)
    Last edited by Reiryuu; 03-28-2019 at 09:03 PM.
    "Then what is magic for?" Prince Lir demanded wildly. "What use is wizardry if it cannot save a unicorn?"
    Schmendrick did not turn his head. With a touch of sad mockery in his voice, he said, "That's what heroes are for."
    -- Peter S. Beagle, The Last Unicorn

  2. #2
    Player
    SkyEdge1's Avatar
    Join Date
    Sep 2013
    Posts
    105
    Character
    Sky Narukami
    World
    Sargatanas
    Main Class
    Lancer Lv 80
    So just dropping by to say, that after my initial disappointment at DNC being a dps (my fiance was really looking forward to sexy twirly heals) and reading some of the post interviews, I can KIND of see what they are saying when it comes to balance.
    I think they meant to say that atm, healers are not in a bad state against each other balance wise. They are in a poor state against the game itself specifically the design and requirements of healing. I think that's what they mean to address by saying they plan on making fundamental changes to the healing classes. I gotta say I'm immensely curious with how they go about it, and how it will influence fight design and Tank/Dps behaviour!
    (0)

  3. #3
    Player
    number473's Avatar
    Join Date
    Dec 2015
    Posts
    59
    Character
    Riruriru Meia
    World
    Cerberus
    Main Class
    White Mage Lv 80
    Focusing on regens or shields in particular misses out on what is really required by the classes. Each healing class needs a way to passively keep up the health of the party. This is essential. I think that is is also reasonable for each healer to have a way to prepare for upcoming damage and make it possible for party members to survive bigger incoming hits. I think that if we want to see greater balance, with the way that content is currently structured, we need all three healers to have well-rounded toolkits that allow them to complement each other.
    Take a look at the dps classes. On the whole they accomplish the same thing (dealing damage) in different ways (the play style of the class). With healers we have not even been starting with the assumption that they will able to all do the same things.

    On the topic of shields, I think that is good for all three healer classes to have access to them. At least, I think it's important for them to be able to prepare for a big hit ahead of time to minimize the amount of time spent in stressing low-health situations, or at least to provide some leeway for errors or tough situations. There are other options like % damage reduction that have a similar end result.
    I think that there is plenty of space for them to differentiate how the healers' shields work. We already see this: WHM's shield is instant cast and has a cooldown which makes it great for soaking up general damage but harder to use for tankbusters if you want to maximize uptime. Nocturnal AST has the best on-demand shields with a small heal to go along with it, and it has the added benefit of being instant cast. SCH has a weaker single-target shield (outside of situations where you can fish for a crit) that falls in with the other skills in it's toolbox. Even back in ARR, WHM had stoneskin as a shield so there is certainly precedent for all healers to have ways to prevent incoming damage.
    They have also said the we will be able to see shields as part of the ui in the future. I hope for two changes along with this: WHM's shields should change from a percentage of max hp to a potency so that their effectiveness isn't reduced when not using them on a tank. I think the main reason that skills that don't heal instead shield for a percentage of hp is because it is hard to tell exactly how much has been shielded without a heal number or hp bar indication.
    The other thing I'd like to see is a cap on the amount of shields someone can have compared to how much hp they have. This would make it possible for all sorts of shields to stack, since it would never be able to go past this maximum and become overpowered.

    In terms of passive healing, these are things that give the healer space to do other things like dps or move during mechanics while healing still continues to take place. The main ways that this takes place is through regens, but oGCD heals also contribute to this. Of course the king of passive healing is the fairy. The way that things work now, each healer should have a way to keep the hp of the party ticking up over time without having to constantly hard cast things like Cure or Benefic. This is a large part of what the problem with Nocturnal AST is - They have had to boost the heal percentage on the sect numerous times for this reason, since when the tank takes damage you often have to stop what you are doing to tend to his hp, having few options to keep his hp ticking up otherwise.
    (0)

  4. #4
    Player
    Coltvoyance's Avatar
    Join Date
    Dec 2013
    Posts
    210
    Character
    Athaleiya Eclesiance
    World
    Brynhildr
    Main Class
    White Mage Lv 90
    Quote Originally Posted by number473 View Post
    They have also said the we will be able to see shields as part of the ui in the future.
    Do we have a source for this? It's the first time I'm hearing of it. If so it's a great idea and could allow Square to introduce the concept of "Overhealing". Essentially creating healing skills that fill a "second" health bar (formerly the TP bar in the party UI?). And perhaps it slowly diminishes over time along with taking damage. This could give healers greater focus on casting heals to maintain this "second" health bar, as it continuously drops, instead of just dealing damage. Especially if the next attack requires that level of extra health to survive, or a specific amount of "Overheal" (which may provide different benefits to regular HP).

    The key would probably be making sure that it's a different set of skills that fill this gauge; or maybe that's the WHM niche. Lets say SCH Aldo can add Healing and Overhealing at the same time, but it fills the bars separately (meaning if both bars need to be full, SCH can only fill the HP bar, and some of the Overhealing bar cause shields can't stack) meanwhile AST can fill either the HP bar, or the overhealing bar (new Sect stance switching) But for WHM, it can fill both as if they were one continuous Healthbar; not requiring a stance switch to do so, and is able to fill it more quickly, giving more purpose to it's "power healer" status. (Theoretically it could turn Bene into not just an "oh shit" button, but also an "incoming tank buster" button). This extra power could actually give WHM more DPS time, while the other two have to spend more time casting GCD overheal spells to reach that level.

    Though as I write this, it seems evident that this isn't so much making WHM more powerful... as just putting handicaps on the other two healers. It's basically like putting both SCH and AST in wheelchairs and forcing them to use the wheelchair ramp while leaving WHM as the only healer with legs that can still use the stairs..... But it's a thought. It would at least make WHM feel powerful XD.
    (2)
    Last edited by Coltvoyance; 03-29-2019 at 04:11 AM.

  5. #5
    Player
    NissaR's Avatar
    Join Date
    Dec 2013
    Posts
    26
    Character
    Nissa Ravidel
    World
    Midgardsormr
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Coltvoyance View Post
    Do we have a source for this? It's the first time I'm hearing of it. If so it's a great idea and could allow Square to introduce the concept of "Overhealing". Essentially creating healing skills that fill a "second" health bar (formerly the TP bar in the party UI?). And perhaps it slowly diminishes over time along with taking damage. This could give healers greater focus on casting heals to maintain this "second" health bar, as it continuously drops, instead of just dealing damage. Especially if the next attack requires that level of extra health to survive, or a specific amount of "Overheal" (which may provide different benefits to regular HP).
    I'm not exactly sure when this was mentioned, but it might've been during one of the FanFests or LiveLetters. It wasn't on a slide or anything, but they did talk about being able to see shields in the future. I wish I remembered. The Las Vegas FanFest would be my best guess.
    (2)

  6. #6
    Player
    Arcari's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    91
    Character
    Arcari Arkhel
    World
    Ultros
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Bobsmiaw View Post
    I have some ideas about this

    Diurnal Sect:
    Grant you the ability to draw offensive arcana to aid your allies.
    Under this sect you can only Draw and Redraw Balance, Spear, or Arrow.
    Using Minor Arcana will always grant you Lord of Crowns.
    Cooldowns: 10 sec? or maybe longer?
    Also possible to Sect swap during battle.

    Nocturnal Sect:
    Grant you the ability to draw defensive arcana to aid your allies.
    Under this sect you can only Draw and Redraw Bole, Ewer, or Spire.
    Using Minor Arcana will always grant you Lady of Crowns.
    Cooldowns: 10 sec? or maybe longer?
    Also possible to Sect swap during battle.

    With this Sect effect on card, we can minimize the RNG of our cards.
    Sleeve Draw will not affected by Sect. You can get all type of cards.
    If you want to Redraw after Sleeve Draw, the Redraw is still affected by the Sect
    Just dropping in to say this sounds really cool! I was advocating to just deleting AST's sects all together and tripling down on the card aspects, but this sounds a lot better!
    (0)

  7. #7
    Player
    Teykos's Avatar
    Join Date
    Mar 2013
    Posts
    102
    Character
    Somna Sleepwalker
    World
    Excalibur
    Main Class
    Astrologian Lv 70
    Reposting from another thread for consolidation purposes, and adding a little more.

    Given the flavor of AST, I feel like having the main gimmick of AST be reactive heals might make more sense than what they have now.

    Benefic is obviously going to be their equivalent of Cure/Physic, but instead of Benefic II or the Aspected spells in their current state, give them a short term buff that can be applied to players.

    The buff would have a short-to-medium duration, and when the buffed character is attacked, they'll get a heal for a particular potency. The catch is, the potency is based on the duration of the buff. The longer the remaining duration, the larger the effective potency. Since the buff's heals only trigger when the character is attacked, it's not like a regen, and the expectation is that it might be a few seconds before the character takes a hit, so if you are good at predicting damage, getting the buff on a second or two right before the attack would effectively give bonus potency to the heal.

    I'll try to illustrate with putting it into an example:
    Benefic II: Cure Potency: 350. Additional Effect: Erects a magicked barrier on target that heals when struck. This barrier lasts for up to 2 strikes. Potency is affected by the remaining duration of the barrier to determine the amount healed. Duration: 13s
    Aspected Benefic: Cure Potency: (to be determined) Erects a magicked barrier on target that heals when struck. This barrier lasts for up to 1 strike. Potency is affected by the remaining duration of the barrier to determine the amount healed. Duration: 13s
    Aspected Helios: Cure Potency: (to be determined) Erects a magicked barrier on target and all party members nearby target that heals when struck. Potency is affected by the remaining duration of the barrier to determine the amount healed. Duration: 10s

    So you cast Benefic II on a player and it puts the buff up. If the player is hit when the buff has 12 seconds remaining, the trigger heals for 350 potency x 1.2. If the player gets hit when there is 10 seconds remaining on the buff, the heal that is triggered only heals for 350 potency. If they don't get hit at all until there's 6 seconds left, then the heal trigger heals for .6 of 350 potency.
    (1)

  8. #8
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    Though I don't main heal now, I did play SCH in 2.0 and AST in 3.0. I do have to agree that healers lack a sense of style that is different from each other, where AST was obviously designed to fill either Shields or Heals. Though each healer should heal and enhance a party, how they do this should differ from one other giving players a choice in playstyle within the role.

    WHM has always been the direct healer with casting Cure spells. The problem SE only wanted it to be a pure healer class which isn't working with how the game is designed. They need to add utility spells the would maybe relate the CNJ's stone, aero, water spells. It's would be great to see a group wide stoneskin that would increase party defense rather than absorb damage. Maybe a Determination or Tenacity buff? Then for damage you could change it up with the WHM casting spells like Radiant Shield minus debuff or EnHoly the deals additional damage from a players attacks. I guess the tagline would be a more direct approach to healer; directly heal, directly buff.

    AST I feel needs to focus on one form of healing and since SCH is shield, AST should be Heal over Time or HoT and it makes sense if you look at it. AST is a gambler job so having their main healing ability be over time, it frees them up to focus on card play. I played COR in FFXI and since it was basically Blackjack buff, it was nice to have extra time to maximize the benefits. You can still have Sect dancing in job but maybe make it more related to cards and damage related. I think in the past someone mentioned that Diural Sect was a buff stance and Nocturnal Sect was a debuff stance. Spells like Lightspeed could increase the speed of HoT rather than speed of casting?

    SCH should try to distance itself from ACN/SMN, maybe a trait that changes Miasma, Bio, Shadowflare from DoT to direct damage / debuff? Also focus on pet and books.
    (2)
    Last edited by Dyvid; 03-29-2019 at 12:08 PM.

  9. #9
    Player
    Coltvoyance's Avatar
    Join Date
    Dec 2013
    Posts
    210
    Character
    Athaleiya Eclesiance
    World
    Brynhildr
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Dyvid View Post
    Then for damage you could change it up with the WHM casting spells like Radiant Shield minus debuff or EnHoly the deals additional damage from a players attacks. I guess the tagline would be a more direct approach to healer; directly heal, directly buff.
    The second time now I've seen Enholy or something similar as a suggestion, and I really hope it's something that happens. IMO I think it'd be rad if they basically just turned WHM into pseudo MNK healer. WHM casts Enholy, then everytime a party members holy damage procs, it grants a Lilly (basically like Brotherhood). Lillies then give the WHM a passive "Healing Aura" that automatically applies a regen effect to those nearby until it's used up in a big flashy move for some other purpose like a DPS move, a Mitigation/Shield buff, or some other fantastical move.

    Bam, right there, you've made WHM way cooler and more interesting.
    (1)
    Quick, everybody into the Batmobile!

  10. #10
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    Quote Originally Posted by Coltvoyance View Post
    The second time now I've seen Enholy or something similar as a suggestion, and I really hope it's something that happens. IMO I think it'd be rad if they basically just turned WHM into pseudo MNK healer. WHM casts Enholy, then everytime a party members holy damage procs, it grants a Lilly (basically like Brotherhood). Lillies then give the WHM a passive "Healing Aura" that automatically applies a regen effect to those nearby until it's used up in a big flashy move for some other purpose like a DPS move, a Mitigation/Shield buff, or some other fantastical move.

    Bam, right there, you've made WHM way cooler and more interesting.
    Maybe but let me ask this, does WHM need more heals or would it be better to have lillies buff utility stuff. So what if SE added Holy Shield that last for 30s and inflicts 50 potency back to any enemy that attacks, Holy Brand that adds 30 potency to players auto attacks. Then Lilies would be used to buff those abilities based on how many are accumulated?
    (5)

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