FFXIV creates bad healers: because of low healing requirements /overall dmg during fights.
So most healers have no idea how to tackle things when stuff start to hit hard... because of it.



FFXIV creates bad healers: because of low healing requirements /overall dmg during fights.
So most healers have no idea how to tackle things when stuff start to hit hard... because of it.
☆SCH/AST/DNC/VPR/SMN☆



Or they are so used to spam the OGCDs that they are not up when needed. If used Physis II so many times without it being needed. Just in case.
They could double or triple the cooldown for Aetherflow and it would probably take me several runs of expert roulettes to notice. I might not be the only one.
Will put you on ignore if you can't form a logical argument but argue nonetheless




Indeed, recent raid tiers are utterly dire for teaching newer healers to pay attention etc. Everything is memorisable, slowly paced and utterly predictable.
I'm calling it here and now....
Thordan Unreal is going to be an wild bloodbath if it's scaled correctly and doesn't die early. I genuinely can't wait for it![]()



I did MiNE the other day. I know MiNE doesn't compare at all to the original from DPS checks (jobs with heavy ramp up times suck for the 15 seconds you can hit Zepherin and all the comets, being able to steamroll Ser Adelle or Janet before their first Oath swap if you get lucky), and the heal checks cuz everyone has VIT accessories now, but additionally the fight was NOT designed for supergiant Sacred Soil etc. That alone is going to massively trivialize things like the two PLDs, healing spreads like Thunderstorm into the triple DRG combo or the Mage combo.Indeed, recent raid tiers are utterly dire for teaching newer healers to pay attention etc. Everything is memorisable, slowly paced and utterly predictable.
I'm calling it here and now....
Thordan Unreal is going to be an wild bloodbath if it's scaled correctly and doesn't die early. I genuinely can't wait for it
They'll need to seriously step up his damage output for it to compare to the old final phase where Zeph is protecting him, as at the time things like Double Holiest would outright wipe non tanks without 2 mits like Sacred +Galvanize, and we have a hell of a lot more today than 2 things even from the healers alone.
I'm yearning to do the fight again, but I'm not gonna be surprised if it's too easy.




In case anyone hasn't seen by the way, I did finally post my next set of surveys for the Dawntrail Media Tour wishlist. It's doing well on Reddit, and I have it posted here as well.




Unreal never feels right to me as a healer because of the mitigation problem
Back during the times of these fights if you needed mitigation 1 of those 2 mitigations was succor, it just had to be used or you died, this was on top of far less standardised mitigations across the DPS, like having a SMN was great because it gave you addle (super virus) while the other casters could only give you feint (virus)
Now at level 90 we’re are drowning in so much mitigation (an average party will have 9 unique mitigations in a 2 minute window if you count seraph/panhaima as a mitigation (3 on the shield healer, 1 on the regen healer, 1.25 on the tank (POA) 1 on each of the two melee, 1.33 on the phys ranged and 1.33 on the caster)) and they have made mitigation so much more accessible (kerachole is pretty much the antithesis to every design decision they ever made in thordran unreal which was designed around small sacred soil) that I can see this fight being a snooze test unless they balance the damage high enough to account for the increased mitigation but that still doesn’t really fix that thordran is designed around arena control and you can abuse that with modern mitigation


Then: 'Here is a fight where 3 people are marked for proximity damage marks, from the Dragoons dropping in on them, this means they have to go out to the edge of the arena, and that means Soil cannot cover all three of them. Additionally, the healers must heal between each blast of damage, because it hits very hard and you won't be able to survive without healing to top up after the hit'
Now (probably): 'Yeh, so same thing, but Kerachole and Holos reach the whole arena, last the full phase, and Panhaima is literally designed for 'multiple hits in a row' mechanics like this.' Or as SCH, 'Expedient not only helps you survive, it helps you get to the position too! Consolation is your Panhaima, and you can throw one Deploy Adlo out before it starts for the first of the three hits'
The one saving grace would be if there's nothing to target in that exact moment, so Pneuma cannot be used (I don't remember if there is or not), but even then if there's nothing to hit, just press E.Prog
Last edited by ForsakenRoe; 09-30-2023 at 10:32 PM.




There is a target, two in fact. That part of the fight is when the two knights appear that must be tanked apart. Since Pneuma is a line AoE, it might be possible as well for Pneuma to hit both knights. Generally they are tanked on opposite ends of the arena facing away from the center since they do frontal damage, so it's unlikely that you will get Pneuma to hit both, or that it would even matter really, but just a thought.Then: 'Here is a fight where 3 people are marked for proximity damage marks, from the Dragoons dropping in on them, this means they have to go out to the edge of the arena, and that means Soil cannot cover all three of them. Additionally, the healers must heal between each blast of damage, because it hits very hard and you won't be able to survive without healing to top up after the hit'
Now (probably): 'Yeh, so same thing, but Kerachole and Holos reach the whole arena, last the full phase, and Panhaima is literally designed for 'multiple hits in a row' mechanics like this.' Or as SCH, 'Expedient not only helps you survive, it helps you get to the position too! Consolation is your Panhaima, and you can throw one Deploy Adlo out before it starts for the first of the three hits'
The one saving grace would be if there's nothing to target in that exact moment, so Pneuma cannot be used (I don't remember if there is or not), but even then if there's nothing to hit, just press E.Prog


Probably better to just stay mid and hit only one of the knights, but cover the whole arena with the 900p heal because it has a 25y radius then
Still, feeds back to previous point: back then, the highest 'burst heal' SCH had was ET Succor at like 300p, or Indom at 400. Now we've got access to a 'technically 900p burst heal', admittedly once per 2min, but the fact it's on a barrier healer of all things still boggles the mind




I really wish Pneuma gets reworked into an actual DPS burst instead of a burst heal. The animation feels like something powerful that needs to be built up to, and in reality it's something that's nice, but almost never necessary. That's why I've talked about wanting to change it to a higher potency attack on a 55 second cooldown that grants Zoe to the party instead of the burst heal, where Zoe increasing HP restored to the target rather than the current effect of increasing the HP you restore. That way you can use the laser right away for damage and have your next heal enhanced for when or if you need it.Probably better to just stay mid and hit only one of the knights, but cover the whole arena with the 900p heal because it has a 25y radius then
Still, feeds back to previous point: back then, the highest 'burst heal' SCH had was ET Succor at like 300p, or Indom at 400. Now we've got access to a 'technically 900p burst heal', admittedly once per 2min, but the fact it's on a barrier healer of all things still boggles the mind
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