Quote Originally Posted by Saefinn View Post

*good stuff about jobs.*
Indeed, Carnival is already testament to that SE can make fights that can work with status effects and are more than training dummies on wheels. Playing Blu more both solo and in groups I descend into further madness trying to see what thought process they were going through when they decided on 5.0 SCH. Because what is still the reason for losing skills when syncing down? Damage? Here we have four blu mages stunning, paralyzing, blinding, dotting, petrifying, silencing, knocking back, knocking forward, knocking 50% health off in one spell, but other jobs aren't allowed the same pleasure for reasons unknown. Not that it matters much on SCH, there's still only Ruin/Bio be it Satasha or Hadex.

Yes! In SW:TOR what enjoyed more than the Imperial Agent storyline was playing as IA Operativ as medic. You actually had a wide variety of skills both for damaging, healing but also support: Stuns, heals, dots, hots and even stealth. It's a really good example because it feels like something on it's own and you identified clearly the skills you'd use to keep a party alive when it came to it, you know like 3.0 Scholar, not the 5.0 Healer. And blu is that again:
* Lots of skills with unique effects, be it damage, status effects or element.
* No flashing combos just skills with effects that compliment each other.
* Everything a gcd and except some cooldowns, always available even in lower levels.

There is the chance that Eureka and BLU is SE's stepping stones to make combat jobs fun everywhere, from level 1. Exploiting a mobs vulnerability to a status effect or element feels so much more fullfilling trying to mash some spells in lit up order. Minus the elments, everything else was how I was introduced to the game via Arcanist and set the tone for how fun it could be. I also like to think that this means we could go back to having more skills than there is room for, and just swap around like with the Blu Spellbook and make dungeons more than two gates and one boss rigmarole. Early ARR was laden with dungeons with interesting bosses and Im seeing that same glint in the Carnival, just imagining what a Deep Dungeon with this kind of imagniation could produce when not tied to making dungeons a fiften minute button spam but instead stop and look for a moment because the mob you usually Interrupt now is immune to it.

Which is why I don't mind bosses having some immunities: We can roll over and have fun playing with regular mobs, but then bosses come along and tell you to roll up your sleeves or you're not getting past. You know, like video game bosses being the challenge for the cumulative exam for everything you've done up to that point.

Quote Originally Posted by Arcari View Post
Heh, if you really want a challenge, try optimizing Moon Flute as a Healer (or even Tank) BLU. It'll feel like Cleric Stance, but even more punishing for screwing up, considering you can't do anything for 15 seconds afterwards. :P

On a serious note, I implore anyone who isn't feeling all that great towards the current healers to actually give Healer BLU a try. It's quite the refreshing change of pace.
Thanks, have tried it and have led to more memorable moments in Carnival and dungeons running around for fifteen seconds after the plan backfired than the thirty-seventh time I ran Amaurot and managed to hit one extra Art of War on the third pack. I find it more akin to the old Berserk and now I miss that too: Spells with clear advantages with also massive downsides that always makes you do moment-to-moment decisions if it's worth it or you got a plan that might just work. Like tank's stances and Cleric Stance as you said.