




This might be an okay spell for one specific job, on a medium cooldown. It's not something that every healer needs, or should have. Managing your overheals is a healer fundamental skill.
Error 3102 Club, Order of the 52nd Hour

If the role numbers mattered to the SE team they would've brought out a range DPS instead of Samurai in SB. Then it would've been 3 of every role (Or sub role since dps like to think their sub roles are as equal as entire other roles) Nor is it balanced now. with 4 tanks 4 melee 3 ranged 4 casters 3 healers. It's a poor excuse and track record shows that isn't how SE decides their new jobs.I'm just going to point out though, that there are only 2 physical ranged jobs, so it makes total sense to make one of those, there are 3 healers after all.
As for the rest of stuff, I have no idea where you are getting your info on how they will make healers easier and so on, all they have said is that WHM is one of the jobs that will get a rework in 5.0, like machinist, but not because they are too hard or anything, more like because they are clunky, have bad gauges and other things like that.
Also, all these threads, makes me feel like we play an entirely different game...

Bring back old CS, with this new one there is no risk involved on dps. It kill the pressure on enter in the CS and have to wait the 5 sec to get out again.
Not sure adding to the dps of healers is the right way to go. I’d much rather they make healers healers again. Where healing is what happens most of the time not dps and the occasional ogcd.
Last edited by Feidam; 04-04-2019 at 06:20 AM. Reason: Stupid autocorrect
"Make healers heal again". Dpsing healers as always been the way this game has worked though? The game is not designed to be healing all the time, the only thing thats changed is we have less reason to use gcd healing.
Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"




I said it on another thread, but Proto-Ozma is really a good fight if you want to heal and I think SE should do something similar for futur fights.
Maybe adding more adds in the fights so tanks would have to play more with the aggro (instead of just doing the tank swap in every fight) which would force them both to take damages (and not always as Shinryu or Chadarnook).
In the beginning you could throw some dps skills here and there, but nothing like it is today. You were healing. As ARR progressed the gear got higher and higher and dps became more of the norm. Older content will always require less healing but they could require way more healing than they do in the current dungeons.

One of the problems to do something like this is the skill gap between the players. I’m not saying that we need to track the dps skill or tank skill but we cannot lie that this don’t interfere on how we heal. You can use jump potion and still learn the class if you want, so this is not the problem.I said it on another thread, but Proto-Ozma is really a good fight if you want to heal and I think SE should do something similar for futur fights.
Maybe adding more adds in the fights so tanks would have to play more with the aggro (instead of just doing the tank swap in every fight) which would force them both to take damages (and not always as Shinryu or Chadarnook).
The biggest problem is the unsync, you can basically brute force every content till almost 70. Meaning that you can have no idea of how to play the game and can do end game content.
How many time on 24 man, normal raid or dungeons that require a stack mechanic for an example that every level 70 should know, someone start to run away because have no idea of what to do. They can be on the healer role to, so is not simple at all.
They could improve the novice hall adding like some fights that show more mechanics or make that you can’t do unsync the first time that you do the content. Maybe adding a min ilvl on dng above 50 because sometimes that you tank have less hp than you because his using a way to low item lv.
Before they make us actually heal more, they must fix some issues because with the increase content it will just become bigger.



Just food for thought on the side - anyone considered that Yoshida's plan to "make WHM easier" is purposefully vague? I mean, making it easier could just mean reworking some GCD spells to be 1.5s or instant cast to give WHM more weaving options besides Regen and Aero II, which if I recall was a big issue for WHM players?
Maybe a tad optimistic, but that is how I see it.
|
|
![]() |
![]() |
![]() |
|
|
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.

Reply With Quote




