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  1. #1
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,112
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100

    You don't like the new healers? Let's redesign them!

    Thread to be creative- Do try to keep things somehow balanced.

    Healer identity has taken a hit with the new changes for Shadowbringers- It doesn't help that the dps kits have been homogenized.

    I think SCH has been hurt the most in this regard so I want to try and redesign somethings to hopefully make her kit more distinct and fun. These changes apply on current Shadowbringers Scholar skill set.

    Healing Skills

    Adloquium: Is now GCD and instant cast, no longer heals, rather it applies a flat shield on target equating to the old heal+shield potency. Crits would apply the Gatalyze effect.

    Physick: Removed

    Embrava: Commands the fairy to heal target with the same potency and cast time Physick had. (Fairy will not cast this on her own, she needs to be directed.)

    Succor: 1,5s Cast. No longer heals, it applies a shield to all targets in range with the same equivalent potency of the old heal+shield.

    Lustrate, Indomitability and Excogitation remain the same.

    Whispering Dawn, Embrace, Consolation, Seraphic Veil and various fariy healing skills remain unchanged.

    The idea here is to follow SCH's lore where the healing itself comes from the fairy, leaving the SCH to apply oGCD heals and mitigation.


    Utility Skills

    Emergency tactics: 15s CD. Turns shielding effects into pure healing- Basically the same as it is now.

    Deployment tactics: Same as it is now.

    Aetherflow: Renamed to Einblick, or Battlefield Insight (loved the German words for SCH skills in FFXI) Basically remains the same, three charges, 60s cd, gives back 10% mana.

    New skill! Libra: 30s CD, Applies a 15 second debuf increasing damage taken by the target by 3%. Costs an Insight point. Grants a charge of Tactical Preparation. Grants 10 Fey Gauge Points.

    Chain Stratagem: No longer on a CD, requires 3 charges of Tactical Preparation to be executed. Other wise, remains the same. Grants 30 Fey Gauge Points.

    Recitation: Remains unchanged.

    Sacred Soil: Remains unchanged.

    Dissipation: Remains mostly unchanged. It grants 3 Stacks of Insight and sends your fairy away. No longer increases healing by a flat percent, instead it grants your Adloquium and Succor spells the ability to heal the target by 100% of the shield applied.

    Summon Seraph: Is no longer on a CD, it requires 100 Fey Gauge Points to summon, at wich point it will last 20 seconds. Fey Gauge Skills have no cost during that time.

    I think SCH's kit doesn't build up to anything it the current state. All other jobs have a mechanic they build up to during the fights, being Blood Lillies, Divination, Polyglot, Phoenix...I wanted to give SCH the Debuffing Healer idenity back while allowing her to build up towards the Seraph ability, which rewards prompt debuffing with a potent healing tool.

    Damaging Skills.

    Broil III: Remains unchanged.

    Biolysis: Remains unchanged.

    Art of War: Remains unchanged.

    New Trait! Wahrnehmung: Critical hits from damaging spells have a 10% chance of granting a single stack of Battlefield Insight.

    I wanted SCH to have a bit more sinergy with its damage, allowing the Scholar to gain charges of Insight, would hopefully alleviate the removal of quickened aetherflow.


    Well, what do you think? Is it too OP? Would this make the SCH more interesting without deviating from the Pure healing philosophy too much?
    (1)
    Last edited by GrimGale; 06-10-2019 at 04:28 AM.

  2. #2
    Player
    Ceasaria's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,332
    Character
    Ceasaria Pheonixia
    World
    Moogle
    Main Class
    Samurai Lv 80
    With all my years playing healers in all the different contents (dungeons to ultimate), I have come with some rework and adjustements based on ShB healers informations.

    My goals are to give the fun back to SCH and AST, to give finally fun to WHM.
    And, balance them together so they are homogenized around the idea that "everyone can heal and shield" but still keeping their identity.
    More :
    - SCH is way too strong for both heal and shield. I don't see why they decided too buff both sides.
    So heal side must be nerf and keep the shield identity of SCH. DPS actions are a part of the job, and I want to see them back and improved.

    - AST will not be the same and I don't want to see that. We can merge the old and new cards system to still have fun and reduced the rng. Time actions need to be back, it's a part of the identity and decision making / complexity of the job. Furthermore, the new Celestial Intersection is way too strong : free aoe shield (Diurnal stance) every 30 sec. But it's a good new they try to do something about the double stance.

    - WHM is still lacking in some categories : Raid buff, free moving with dps, Aoe shields. There are not enough possibilities given to the players and I think the job need it greatly. We can keep a low bloat button by giving temporarly access to enhanced versions of some skills.


    SCH
    • Sacred Soil trait reworked --> Art of War (trait): Enhance Sacred Soil to Strategic Position : additional effect : Add a vulnerabilty 3% to any enemy in the area. Cooldown increased from 30 to 60 sec.
    • Indomitability : Cooldown increased from 30 to 60 sec.
    • Emergency Tactic: Cooldown increased from 15 to 30 sec.
    • Whispering Dawn : HoT potency decreased from 120 to 110.
    • Recitation : Free cost for mentionned abilities removed.
    • Fey Blessing removed.
    • Dissipation reworked --> Fey Bond : Fairy is channeling provinding you 1 aetherflow stack every 10 sec. She can't cast anything else or be interrupted. Duration 30 sec. Cooldown : 120 sec.
    • Miasma, Miasma II, Bio II and Energy Drain back.
    • Biolysis : New effect : Double the potency on every of your DoT on the target. Last until each DoT duration has ended or refreshed. Cooldown : 60 sec.
    • New trait (instead of Corruption Mastery II) : Art of Poison : Enhance Miasma II to Cyanide : Potency : 150, DoT potency : 20. Duration : 15 sec.
    • Summon Seraph adjustements : Cost 30 fey gauge. Displaced to lvl 78.
    • Consolation still lvl 80.

    AST
    • Celestial Intersection : Cooldown increased from 30 to 60 sec. HoT duration increased from 10 to 15 sec (10 is weird and maybe a mistake anyways). Shield potency decreased from 250% to 200%.
    • Neutral Sect : 20% healing buff removed.
    • Time Dilatation and old Celestial Opposition back.
    • Changes to AST Shield system, potency based on duration now. A shield last 30 sec. So every 3 sec passed, the potency decrease by 10%. On contrary, Time Dilation and Celestial Opposition can increase the potency.
    --------------------------------
    • Card systems adjustements :
    Balance : 5% damage, grants 1 solar seal
    Bole : 10% damage reduction, grants 1 solar seal
    Arrow : 5% attack speed, grants 1 lunar seal
    Ewer : 30 potency mana regen, grants 1 lunar seal
    Spear : 5% critical rate, grants 1 celestial seal
    Spire : 10% to all healing actions used, grants 1 celestial seal
    Lord of Crown and Lady of Crown keep the same effect granted in Stormblood.
    • Divination : Cooldown decreased from 180 to 120 sec.
      New effect :
    Activable at least with one seal.
    You can cumulate 2 seals max of each type.
    1 solar seal : 3% damage
    2 solar seals : 6% damage
    ----
    1 lunar seal : 3% attack speed
    2 lunar seals : 6% attack speed
    ----
    1 celestial seal : 3% critical hit
    2 celestial seals : 6% critical hit

    ----

    Examples of when you activate Divination :
    - If you have 1 solar, the team will get 3% damage.
    - If you have 2 solar + 2 celestial, the team will get 6% damage + 6% critical hit.
    - If you have 2 solar + 2 celestial + 2 lunar, the team will get 6% damage + 6% critical hit + 6% attack speed.
    -----------------------------
    • Sleeve Draw : Cooldown decreased from 180 to 120 sec
    • Collective Unconscious : HoT potency increased from 50 to 120. The 10% mitigation last 15 sec after teamate or self has left the bubble.


    WHM
    • Medica II : Potency decreased from 200 to 150.
    • Divine Seal back with 20% healing spell buff.
    • Stone I to IV, Glare : Cast time decreased from 2,5 to 1,5 sec.
    • Fluid Aura enhanced (new trait) --> Holy Water : Restore 10% mana and life to a party member, or deal 150 damage potency and bind an enemy target. Cooldown : 60 sec.
    • Cure enhanced to Afflatus Solace when at least one Lily up. Consume one lily. New effect : healing potency 500 and grants Mirror to the party member : reflect 20% magic damage to the attacker. Duration : 10 sec.
    • Medica enhanced to Afflatus Rapture when at least one Lily up. Consume one lily. New effect : healing potency : 350 and grants Proshell to party members touched : 5% damages reduction. Duration : 10 sec.
    • Afflatus Misery : Additional effect : Now apply a 5% vulnerability on every target for 15 sec.
    • Temperance : New effect : During Temperance, Assize, Benediction and Divine Benison are enhanced. Consume Temperance after using one of this ability. Cooldown : 90 sec. Duration : 15 sec.
      --- Benediction : Throw an additionnal Benediction, but on the teamate with the lowest life.
      --- Divine Benison : The shield is now AOE, radius 20y
      --- Assize : The potency of healing and dps is increased by 50% (so 600 potency for both).
    (3)
    Last edited by Ceasaria; 06-22-2019 at 07:44 PM.

  3. #3
    Player
    Gaethan_Tessula's Avatar
    Join Date
    Jun 2019
    Location
    Gridania
    Posts
    222
    Character
    Gaethan Tessula
    World
    Adamantoise
    Main Class
    Blue Mage Lv 70
    One idea I had for White Mage is that Lily system would be: Afflatus Healing Spell -> Changes Lily Color -> transforms Stone/Glare, Aero/Dia, and Fluid Aura into Quake, Tornado, and Flood. Uses these skills would eat the color changed basic lily and feed Misery's Blood Lily.

    Tornado is a minute-long AoE DoT that stacks with the basic one. Quake is a mini-Afflatus Misery. Alternating these two every lilies would be optimal for DPS, and make the process of building to Misery DPS positive over Glare spam instead of just making up for having to spend a GCD on healing. Obviously, it's still best to fit Solace or Rapture into a window where you need to heal!

    Flood would be a mega-AoE crowd control and debuff of some variant, maybe with some token damage tacked on. Use this in fight/content dependent situations, or in a position from behind as a pseudo defensive CD.

    White Mage becomes about finding a place to use its GCD Lily heals optimally, upgrading its DPS options, building to Misery. It's actually not much different from what's already happening with White Mage and Afflatus Misery, unless some extra effects get added to my hypothetical Quake/Tornado, but the sense of working towards something in steps every 30 seconds instead of waiting the full 90 for the payoff would help imo.

    -------------------------

    Of the suggestions above, I really like Misery carrying a vulnerability debuff. I like the Holy Water idea too, but I'd rather see it as its own skill instead of replacing Fluid Aura (or it carries the bind in addition to the damage still). Crowd Controls are still very helpful for solo content, ex. Deep Dungeons.

    I feel like I'd like to see Armor/Shell/Protect return as a party wide defensive CD, rather than WHM's mitigation being tied to the Wings.

    ----------------------

    For Astrologian, I want them to just forget about this new direction they want to head in. I can't comment on Scholar, because I don't play it.
    (2)
    Last edited by Gaethan_Tessula; 06-13-2019 at 08:00 AM.

  4. #4
    Player
    Ceasaria's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,332
    Character
    Ceasaria Pheonixia
    World
    Moogle
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Gaethan_Tessula View Post

    Of the suggestions above, I really like Misery carrying a vulnerability debuff. I like the Holy Water idea too, but I'd rather see it as its own skill instead of replacing Fluid Aura (or it carries the bind in addition to the damage still). Crowd Controls are still very helpful for solo content, ex. Deep Dungeons.

    I feel like I'd like to see Armor/Shell/Protect return as a party wide defensive CD, rather than WHM's mitigation being tied to the Wings.
    Yeah, you're right.
    I modified Holy Water to give an interesting choice : either you restore life and mana, or you deal damages and inflict bind.

    That's what I have done for Temperance. Many people said this skill is just a recomposition of removed skills (even the animation is not new).
    This is like recycling old things and I don't think it's appealing especially for a skill lvl 80.
    My version is like a power up giving access to enhanced version of 3 powerful abilities (choose one among the three).
    So my suggestion is to give choices to players again. Focus on mono heal via Benediction, or focus on aoe shield via Divine Benison, or focus on aoe heal + aoe dps via Assize.
    With this Temperance, you will be able to manage many different situations, and because of these possibilities, every WHM could find its proper way to do it.
    This is what I would like to see for WHM, as for my Afflatus or Holy Water several possible choices.
    It's simple, powerful, rewarding and not punitive.
    (0)
    Quote Originally Posted by Jirah View Post
    All I want is one expansion where they reanalyze the jobs and make massive adjustments to unhomogenize them. This is Final Fantasy 14 not Club penguin I dont wish for jobs that only have 5 buttons going for them or play exactly the same as 2/3 other jobs.
    Quote Originally Posted by MitsukiKimura View Post
    This current card system needs to be unwritten, destroyed and never returned.

  5. #5
    Player
    MPNZ's Avatar
    Join Date
    Sep 2013
    Posts
    691
    Character
    Nephie Elz
    World
    Lamia
    Main Class
    Archer Lv 90
    GENERAL:
    • Skill and spell speed to be removed and to set per the class or the sub-class
    • Hlrs will be seperated into power with higher potency healing and speed with shorter cast times that will result in a higher MP consumption. And, speed types will have 65% of a power type's potency. Ex: cure would heal around 65% of a dps health while benefic/physic should heal around 50%. Cast times will also be at negligible amounts, like, a .25 - .75 second difference
    • Animation lock outs would be adjusted for instant cast dots and regens
    • New abilities to be introduced to help break hard barriers

    ------------------------------------------------------------------------------------------------------------------

    AST:

    Speed type
    • Celestial opposition would regain it's stun effect, because tank insta-death after holy is a thing.
    • Aspected benefic and combust would share a separate GCD timer

    Most of the new abilities looks really good, so there isn't much.
    • Undo draw will become royal road as per 3.0's story
    • Royal road will now unlock spread and summons a new card in place of lord and lady under horoscope that will have both of their effects and a seven second invincibility that will be a cast and forget spell
    • Lord and lady will now be aoes as cast and forget as well
    • Ewer, spear, bole, and arrow will be reverted to their original effect
    • Spire will fill job gauge by a set amount on the targeted player per damage incurred on any member of their party per hit/tick, or one bullet/stack/charge per six hits for 15 seconds. This will not include the members of alliance parties though.
    • Balance will increase the players job gauge by 25% or by one stack.
    • Horoscope's attack up buff will be increase to 9%
    New spell: alter
    • This requires royal road, and changes the card effects. Like, for example, changing ewers effect to drain the 25% of the affected player's mp to restore 25% of their mp, Bole's effect into binding an enemy, or changing Arrow's to a four second invincibility or a 15 second movement speed increase to like the level of the enhanced mount speeds or fall-to-death and trap immunity, et cetera.

    --------------------------------------------------------------------------

    SCH:

    Speed type

    I really dislike playing sch, so please just look at these as food for thought...

    And, too many sch players make Eos do everything

    New stack mechanic: Fairy deployment
    will have four stacks that can be placed on individually targeted players to aid in healing, or for other skills that will be unique to this mechanic. And, yes, you will be able to stack four at a time, and multiple stacks per target players. This will have a recall fairies ability too
    • Extra dead: can only be used one stack per player. Creates an arcanima copy of the player, leaving the targeted player at 25% HP & MP. Does not work on death by falling incidents
    • Fall save: Stack-Fairy retrieves the silly person who just fell off the edge

    Arcanima wickerman: An emergency "the tank has died" utility that binds, interrupt upon summoning, sets it's aggro table to A(or S) for twenty seconds, disperses into aether, and restores 13% of the party's mp

    New gauge: battery
    • Grants a 1.35% increase to raw dps to the entire party for twelve seconds with a recast timer of eight minutes to re-access the OGCD that will fill the gauge
    • Conserve energy: decreases raid dps by 15%. every successful attack form casting player's party will increase battery gauge by 6-8%. Effect will end once gauge is fully charged. Action will be greyed until recast timer is unlocked after cooldown
    • EOS and Selene to return to their previous dynamic.
    • Players will now be able to summon both fairies at once
    • EOS will now be able to cast revive
    • Selene will have an AOE esuna
    • Selene will passively reinforce sch shields
    • Titania to be Selene's answer of Seraph
    -------------------------------------------------------------------------------

    WHM:

    I believe that WHM really needs to be kept simple, and basically just totally nuclear in it's potencies levels
    • Cure: same
    • Cure II is the same
    • Cure III is medica
    • WHM is a power type
    • Protect is restored
    • Shell is basically protect, but it casts high HP barriers on everyone. It will share the same cast time too
    • Stone skin II is restored
    • Wall is an instant cast OGCD that cast Protect and Shell with a three minute cooldown and cost 35% of your MP
    • Great Barrier is this ones hard barrier wipe mechanic mitigation ability. The cast time will be seven seconds, inflict a five second pacification, drain 100% of your MP and deal 50% of the caster's current HP. The barrier will be as big as sacred soil. This require two serpent stacks
    • New gauge: serpent stacks, which will be acquired through the usage of lillies in some way
    • Gift of the elementals: Basically lagesse, swift cast, sure cast, 25% cast time reduction, 15% increase to damage potencies, increases the damage potency of holy by 25% (stacks with previous effect), removes negative affects of great barrier, reduces MP consumption to zero, lilies will generate a lot faster, and enhances the potencies of assize by 50%. Inflicts a three second pacification debuff on player after the twenty seconds has passed. Oh, and a recast of 120 seconds
    • Bramble patch: an aoe that inflicts a 30 second dot
    • Torrent aura: replaces fluid aura at a certain level
    • Aero and regen to share a separate gcd (similar to AST)
    • and finally it would use actions from this list or the current abilities
    (0)
    Last edited by MPNZ; 06-17-2019 at 06:16 PM.

  6. #6
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Currently still working on my AST/SCH designs. But have put together a WHM.

    General gist is oGCD heals are becoming less potent while GCD heals are becoming more potent across all healers (To promote, actually spending time to heal, instead of luloGCDwillfixit between DPS spam)

    Healers will retain their flavours - WHM being more personally involved in DPS. AST will buff the party. SCH will debuff enemies.

    WHM will be the focus of HoT skills. AST will use more damage reduction effects and damage manipulation (I.e. Altering someone's future so that incoming damage doesn't occur properly. Will be explained in more detail once I finish my AST design). SCH will focus on Shields (But will be taken away from Critlo swings. So less RNG causing ridiculously OP shields from massive overscaling because of more than double dipping on crit modifier)

    White Mage:

    Offensive Skills:

    Stone V: - Deals Earth damage to the target with potency 300
    Sliprain - Deals Water damage to the target with potency 60. Additional Effect: Water damage over time. Potency: 60. Duration 30s
    Aero IV: - Deals Wind damage to the target and nearby targets with potency 50. Additional Effect: Wind damage over time. Potency: 50. Additional Effect: If target has Sliprain active, spreads the effect to all targets hit. Duration: 30s
    Holy: Can now be cast on Allies to have the effect centred on them.

    Quake: - Deals Earth damage to the target and all nearby targets with potency 500. Additional Effect: Nourishes the Blood Lily. Costs 1 Lily.
    Tornado: - Deals Wind damage to the target and all nearby targets with potency 100. Additional Effect: Wind damage over time. Potency: 70. Duration 60s. Additional Effect: Nourishes the Blood Lily. Costs 1 Lily.
    Flood: - Deals Water damage to the target and all nearby targets with potency 400. Additional Effect: Heals allies within 20y of the target for 400 potency. Additional Effect: Nourishes the Blood Lily. Costs 1 Lily.
    Misery: Same as 5.0's Afflatus Misery.

    Banish: - Deals unaspected damage to target with potency 300. Additional Effect: Heals the lowest health party member within 25y based on the damage it deals. [Replaces Stone during Temperance]
    Dia: - Deals unaspected damage to the target with potency 60. Additional Effect: unaspected damage over time. Potency: 60. Duration 30s. Additional Effect: Heals the lowest health party member within 25y based on the damage it deals. [Replaces Sliprain during Temperance]
    Glare: - Deals unaspected damage to the target and nearby targets with potency 50. Additional Effect: unaspected damage over time. Potency: 50. Additional Effect: If target has Dia active, spreads the effect to all targets hit. Duration: 30s. Additional Effect: Heals the lowest health party member within 25y based on the damage it deals.

    Healing Skills:

    Cure: Potency increased to 675.
    Cure II: Potency increased to 1050.
    Freecure: Casting Cure on a target under the effects of your Regen causes your next Cure II to cost no MP and have no cast time. Also, casting Medica while affected by Medica II causes your next Cure III to cost no MP and have no cast time.
    Cure III: Potency increased to 825
    Regen: Same as current.
    Medica: Potency increased to 450
    Medica II: Regen potency increased to 150
    Afflatus Solace: Additional Effect: Refreshes Regen. Now has 15s CD. Generates 1 Lily.
    Afflatus Rapture: Additional Effect: Refreshes Medica II. Now has 15s CD. Generates 1 Lily.
    Divine Benison: CD increased to 45s. Generates 1 Lily
    Tetragrammaton: Potency decreased to 500. Generates 1 Lily.
    Assize: Generates 1 Lily.
    Asylum: Generates 1 Lily.
    Benediction: Generates 1 Lily
    Plenary Indulgance: Reduces damage taken by allies by 10%. Generates 1 Lily.
    Lux: Raises all allies within 25y. Applies Regen to all allies (Including raised ones). Costs 1 Blood Lily. CD 300s.

    Utility Skills:

    Presence of Mind: CD reduced to 120s.
    Thin Air: As current.
    Temperance: No longer has the Damage Reduction component. Now upgrades your base damage skills.
    Protect: Reduces the physical damage taken by target party member by 20% for 10s. 90s CD
    Shell: Reduces the magical damage taken by target party member by 20% for 10s. 90s CD
    (0)

  7. #7
    Player
    SilversmithFara's Avatar
    Join Date
    Jun 2019
    Posts
    2
    Character
    Ilyana Zarova
    World
    Mateus
    Main Class
    Astrologian Lv 58
    Quote Originally Posted by Ceasaria View Post
    With all my years playing healers in all the different contents (dungeons to ultimate), I have come with some rework and adjustements based on ShB healers informations.
    • Card systems adjustements :
    Balance : 5% damage, grants 1 solar seal
    Bole : 10% damage reduction, grants 1 solar seal
    Arrow : 5% attack speed, grants 1 lunar seal
    Ewer : 30 potency mana regen, grants 1 lunar seal
    Spear : 5% critical rate, grants 1 celestial seal
    Spire : 10% to all healing actions used, grants 1 celestial seal
    Lord of Crown and Lady of Crown keep the same effect granted in Stormblood.
    • Divination : Cooldown decreased from 180 to 120 sec.
      New effect :
    Activable at least with one seal.
    You can cumulate 2 seals max of each type.
    1 solar seal : 3% damage
    2 solar seals : 6% damage
    ----
    1 lunar seal : 3% attack speed
    2 lunar seals : 6% attack speed
    ----
    1 celestial seal : 3% critical hit
    2 celestial seals : 6% critical hit

    ----

    Examples of when you activate Divination :
    - If you have 1 solar, the team will get 3% damage.
    - If you have 2 solar + 2 celestial, the team will get 6% damage + 6% critical hit.
    - If you have 2 solar + 2 celestial + 2 lunar, the team will get 6% damage + 6% critical hit + 6% attack speed.
    [/LIST]
    My only addition/change to this would be Spire. If you make Arrow JUST attack speed, you could change it to cooldown reduction/(re)cast speed reduction and cast speed/skill use speed. Something that lets the War classes use their abilities quicker/more. But that's my opinion.

    I'm going to miss Spread/Royal Road/and the variety of the card effects so much that I'm probably going to stop playing my absolute favorite class--which may end up with me stopping playing until they address it. :c
    (0)

  8. #8
    Player
    MOZZYSTAR's Avatar
    Join Date
    Nov 2014
    Posts
    797
    Character
    Amon Kujaku
    World
    Zalera
    Main Class
    Lancer Lv 8
    Can I just have my old AST back? xD
    Honestly, I had little complaints about it. Lord wasn't great considering it was basically a cd/random attack. And I wouldn't mind having disable again. Maybe another DoT or attack spell because the formula << pop a card - combust - malefic x's 10 - pop a card - combust - more malefic>> gets a little old when doing MSQ, but at the same time I'm not really complaining. I'd just like the version before 5.0 to stay in tact.
    (2)
    I won't be coming back to FFXIV's forums. The forum vibe is way too venomous and brings out the worst in me. I don't like who I am on the forums, so it's best to distance myself.

  9. #9
    Player
    Valmaxian's Avatar
    Join Date
    Aug 2013
    Posts
    190
    Character
    Jase Shepard
    World
    Malboro
    Main Class
    Astrologian Lv 100
    Here’s my view of how our current healing classes should work:

    AST: Focus on buffing allies’ stats through cards. Healing through triggered effects.

    SCH Focus on debuffing enemies with stratagems. Focus on strong mitigation but weaker direct healing.

    WHM: Focus on empowering allies’ attacks/spells, or auras that have beneficial effects, offering some basic utility. Strong direct heals and HoTs.

    This would parallel the balance between the ranged DPS classes, where MCH seems the most damage oriented, DNC is strongly support oriented, and BRD falls in the middle.
    (2)

  10. #10
    Player
    Haxaan's Avatar
    Join Date
    Nov 2012
    Location
    Gridania - Uldah
    Posts
    393
    Character
    Haxaan Shivar
    World
    Hyperion
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by MOZZYSTAR View Post
    Can I just have my old AST back? xD
    Honestly, I had little complaints about it. Lord wasn't great considering it was basically a cd/random attack. And I wouldn't mind having disable again. Maybe another DoT or attack spell because the formula << pop a card - combust - malefic x's 10 - pop a card - combust - more malefic>> gets a little old when doing MSQ, but at the same time I'm not really complaining. I'd just like the version before 5.0 to stay in tact.
    Seconded. I mostly want Time Dilation and old Celestial Opposition back. Even if we kept the rest of the AST changes I'd be happy if we got those two abilities back. I would rather the cards had at least three different buffs instead of all Balance... but I would honestly be happy if nothing else changed but we got our buff extensions. I can't really say much on SCH, but I would have given WHM more utility to balance the three out but make them each different.
    (2)

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