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  1. #1
    Player
    Loki's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    1,252
    Character
    Loki Vanheim
    World
    Spriggan
    Main Class
    Scholar Lv 90

    Why Healers haven't got combos aswell?

    Seriously it could help healers jobs to be less borring than right now.

    Why healers are the only one with none combos?

    We could have healing and dps combos, for example as main SCH :

    - First ruin = 1 energy ball with 1 hand
    - Second ruin = a larger energy ball with 2 hands
    - Third ruin = aoe

    Ok you push 3 times the same button but it would feel less borring visually and it won't add number of skills on skillbarrs.

    or

    - First ruin = 1 energy ball with 1 hand
    - Second ruin = a larger energy ball with 2 hands
    - a single target dot spell = aoe dot


    Example for a healing combo :

    - single target cure
    - RNG Eos proc = the single target cure skill become an instant shield done by the fairy on the same player in instant
    (Selene could do something else))

    or

    - single target cure
    - RNG Eos proc = the fairy spreads the cure to the closer player next to the 1st target
    (Selene could do something else)

    It's just some random ideas but damn SE you have to do something about Healer's situation >.<

    You spent 2 years for "balancing" healing jobs but in fact you just killed all the fun.
    (10)
    Last edited by Loki; 02-03-2020 at 08:34 AM.

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,829
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Why no healer rigid "combos", as seen on tanks and DPS? So you don't spend all but one out of every n (where n is the length of the combo) GCDs locked out of all but one Spell at a time.

    Why no actual synergetic but fluid combinations of skills (i.e. actual combos)? No idea, save for a lack of imagination on the devs part coupled with a vast overestimation of the game's healing requirements and their ability to interrupt any such flows of casting.

    At the more concrete level, while I'd love to see more synergy among our spells, RNG skill-unlocks are not that. That's just bloated gimmicks that badly conflict with the needs of a healer, imo.
    (9)
    Last edited by Shurrikhan; 02-10-2020 at 06:02 PM.

  3. #3
    Player
    QooEr's Avatar
    Join Date
    Oct 2016
    Posts
    835
    Character
    Qoo Er
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Why no healer rigid "combos", as seen on tanks and DPS? So you don't spend two out of every n (where n is the length of the combo) GCDs locked out of all but one Spell at a time.
    honestly this isnt necessarily true (or bad)
    some combos dont get broken by some actions (like you can use some GNB gcds mid combo and it doesnt break), and it could also add Some degree to complexity to healers in planning when to cast a healing spell during a fight, if you break your combo its not the end of the world

    but yeah, i wish there was more to healer rotations than 2 1 1 1 1 1 1 1 1 1 1 1 2
    (1)

  4. #4
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Doubtful we'll ever see true combos like the melees and tanks have. SMN is the only caster I play, and it doesn't really have any true combos like that either. Just an optimal flow of skills, and SCH used to have the closest to that.

    Their reasoning for the limited DPS skillset and I suppose pruning as well is something along the lines of having to break the flow of DPS skills in order to perform primary duties (healing), and/or a worry that players would focus too much on the DPS aspect of the jobs, and not perform their primary duty. The later was already present in pre 5.0 healers, and I can admit to tunnel visioning as well, especially during the days of 3.0 Cleric Stance.

    While I agree mostly with this assessment, I strongly disagree with the limited offensive skillset healers have currently been given. All three are in serious need of an AoE DoT, and I believe those will return sometime this expansion, even if only to give us a little something to chew on, but this is something that is actually missing from gameplay that I don't think can really be disputed. It's as needed as giving SCH back Energy Drain. However, offense doesn't always have to come by way of direct dmg and I know the devs can come up with ways to give healers something else to do. But one way or the other, they are going to have come out of that safe space of theirs when it comes to this role.
    (7)

  5. #5
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    I wonder if giving healers a 3 stage 1 button combo like what’s seen in a lot of character jump MSQ quests lately would be an interesting thing to throw in there? It’s certainly not deep gameplay, but it’s something.
    (6)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  6. #6
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,971
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    I think the "best" way would be what Shurrikan mentions with more synergy within the kits.
    It does not have to be combos for the sake of pressing 2-3 buttons rather than one, but rather "casting X amount of DPS spells charges Y amount of healing resources" or "using this DPS sequence within that window is somehow beneficial to some healing option". Any enemy attacking a tank with your regen would take some bits of damage. A shield on a target could be detonated as DPS on enemies if it is not consumed... that kind of stuff.

    There are shy steps in that direction with systems like Earthly Star or the WHM lillies, but there is still much potential. I think the devs are afraid this would be too complicated to grasp or intimidating for casual / new healers, but honestly it does not have to be that way at all.
    (5)

  7. #7
    Player
    Risvertasashi's Avatar
    Join Date
    Apr 2014
    Posts
    4,706
    Character
    Makani Risvertasashi
    World
    Ultros
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Mansion View Post
    There are shy steps in that direction with systems like Earthly Star or the WHM lillies, but there is still much potential. I think the devs are afraid this would be too complicated to grasp or intimidating for casual / new healers, but honestly it does not have to be that way at all.
    You're right that they are shy steps. But I still really like what they did with lillies - finding chances to heal helps DPS, or at least makes healing hurt DPS less. I would absolutely love it if keeping regen up on the tank played into dealing damage somehow, or at least mitigating the loss.
    (1)

  8. #8
    Player
    RicaRuin's Avatar
    Join Date
    Jul 2016
    Location
    Ishgard
    Posts
    2,671
    Character
    Rica Elak'ha
    World
    Cerberus
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Loki View Post
    Why healers are the only one with none combos?
    Disregarding the special case of Red Mage Melee Combo and maybe the Firebird Trance of Summoner, I wouldn't say that Casters have proper Combos.

    Or do you refer to procs as Combo as well?
    (0)

    I'm taking Lore way too seriously. And I'm not sorry about that.

  9. #9
    Player
    Crushnight's Avatar
    Join Date
    Dec 2014
    Posts
    2,345
    Character
    Jets Down
    World
    Gilgamesh
    Main Class
    Dancer Lv 90
    Combos on healers can only happen if nothing but the combo skills themselves can cancel it as a healer duty could (really emphasise could) change on a dime depending on what is happening from pure dpsing spam to all the heals full power.
    (0)

  10. #10
    Player
    Jaelommiss's Avatar
    Join Date
    Jul 2018
    Location
    Gridania
    Posts
    154
    Character
    Qina Jumaloth
    World
    Excalibur
    Main Class
    Astrologian Lv 90
    I'd support combos as long as it's more interesting than just increasing damage with each subsequent spell. 100 POT > 150 POT > 200 POT is fine as a baseline, but there needs to be something more.

    Instead, I'd like to see either healing or supporting effects on the third spell in a combo. 1,2,3 for raidwide hot, 1,2,4 to decrease hostile target's damage for a few seconds, things like that. Maybe one for a long (30, 45, or 60 sec) dot, but definitely no direct damage combo that would be spammed endlessly.

    Button bloat could be kept low if the order of GCD spells determines the effect. Think Mudras, but GCD and automatically triggers when the third spell is cast. Three spells could give up to six possible effects: 1,2,3 / 1,3,2 / 2,1,3 / 2,3,1 / 3,1,2 / 3,2,1.

    Off the top of my head, some possible effects include a party hot, party direct heal, party shield, reduce damage taken by party, damage down on enemy target, increase damage taken by enemy target, party haste, aoe stun centered on target, decreased MP cost for party, create persistent zone at either self or target location (could either buff party in zone or harm enemies in zone), or increased healing by self or party.

    If we add some sort of permanent buff can be given to a chosen ally (similar to Dance Partner) then there could be some single target buffs that apply to that player. I'm thinking of something to heal or support the MT for this.

    Completing a combo could also reduce the CD on certain abilities, or replenish class resources, or build charges for an entirely new resource. SCH knocks five secs off Aetherflow by doing a combo, or AST gets a stacking buff from each combo and can consume three to draw a card, or WHM gets a stacking resource that gives +10% potency to the next GCD heal, up to +50%.
    (5)

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