Went down seven gcd spells and up several healing gcds with cooldowns tied to them over the years. The only new skills I can remember that changed up the gameplay as Adlo, Lustrate, Bane, Miasma 2, Rouse, Selene, Shadowflare did is Emergency Tactics, Deployment Tatics and Recitation because they could alter existing concepts. And those are on 20s, 120s and 90s cooldown respectively.
We've always had a lot oGCDs on cooldowns from 1 to 180s, but then mostly interesting tools and their cooldown weren't an issue as the focus was on the fight, the party, the fairy and the dots.
It all fits with the few pieces of info we've garnered from SE:
They don't balance dps checks with healer damage in mind.
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But they might need additional healing for these fights.
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Ergo healer jobs need more healing ogcd for this and this attack and only need rudimentary spells. Tools with effects that we have made Bosses immune to can be removed.
Trying for once to just not say "bring back 3.0" I think the fey gauge could be much more useful working alongside Aetherflow and not being fueled 30 gauge a minute from it. It starts at 100 and constantly fills, but unlike AF all it's applications are spells and the gauge powers us up, not Lily. So after 30 levels of Arcanist you find yourself with a hotbar with more holes in it than a slice of gorgombert, but instead find your all your gcds have secondary or tertiary effects depending on the gauge. Trying to avoid simply pressing Dark Arts for every gcd, "increased damage for x seconds" buffs or combos, instead have a plan for how some secondary effects spells are simple dots, but one is a a debuff that detonate all dots at end of the duration, making you plan the order you put them in, some tiers require casting, all from 1.0 to 3.0s and differ in some attack in a line like a beam, the close range of M2/AoW or cone attack that put another dot up if you hit enemies from behind.


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