My sub runs out in 2 days, so if folks would be kind enough to keep this thread bumped that would be grand
My sub runs out in 2 days, so if folks would be kind enough to keep this thread bumped that would be grand
its kind of a thing that happens with this forum where perfectly reasonable posts get buried if you dont have something controversial to keep ghem afloat. especially after pretty much everything said has been discussed a million times.
perhaps we should thank all the trolls that actually kinda keep the healer threads alive
AST is going to get major changes in 6.2 and we all know what that means anyway. If you dislike it now, you will probably still dislike it in 6.2. If you like it now, my condolences. Go to the support room with SAM and NIN mains. Make room for DRGs too.
I never touched AST. Not when I first started in Stormblood, and I didn't touch it in Shadowbringers either. When I first started in 4.01, I played WHM and SCH. Got both to level 50 and enjoyed both to an extent, but I ended up playing WHM throughout the MSQ. Dropped WHM in 6.0 because it received no major changes. Haven't touched SCH since 4.01 because they removed everything that I liked about the job in 5.0. I played Sage, but the job is "meh" to me. It's playstyle so mediocre. If there were more ways to generate Addersting, I would've played it more.
AST is the only one left now.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
My own honest opinion is that the changes they made to the healers in Shadowbringers was a massive mistake. I never liked one bit how they gutted alot of DPS abilities from the healing jobs and essentially turned them into a 3 button DPS with 1 single target 1 aoe and 1 dot ability.
This was a major mistake. It's dumbed down the jobs and made them less engaging to the point we have Glare Mage as a meme as well as SCH ending up with the "look at what they did to my boy" too. It's also been acknowledged and said that Jobs at lower levels are lacking because so many abilities from ARR have been removed due to them being obsolete and it's made lower level play less entertaining.
The simple truth is that healing in the game isn't fun. It's boring and lacklustre. If anything the best way to approach healer's is to make it fun to both heal and dps at the same time. It let's people enjoy the Role but doesn't leave it stagnant and disinteresting. They made Tanking a bit more enjoyable in Shadowbringers though this was at the cost to healers. The best strategy I can recommend is to approach Tanks as Vanguard combatants who counter damage while retaliating, Melee DPS who obviosly excel at destroying opponents, Ranged DPS who bombard their enemies and Healers who should bombard their enemies while healing their allies. This Pure Healer stuff just doesn't suit the games design outside a small niche.
Changes I can recommend for the jobs based on my own experience.
For WHM there need's to be a rebalancing to have more of a mirror to it's BLM counterpart in terms of Role.
Give WHM Water at lvl15 (Potency 100 1.54 cast time) and give it an AoE effect similar to Gravity. Have it Upgrade to Water II at lvl45 (120 potency) and Water III (140 potency) at lvl60 before becoming Glare II (160 Potency) at lvl78. This give CNJ/WHM a castable water spell at lower levels, fits thematically with the job and adds the castable water element that's been missing from players spells from Day 1 that only Y'shtola has now.
Return Aero III. Have it function in the same way as Thunder Does on BLM and have it Upgrade to Dia III at lvl78. It made no sense to remove this and making the dot single target is cumbersome and annoying.
Change Holy from a spammable aoe to a High Damage AoE spell (800 potency) with a 30 second cooldown. This also solves the issue of WHM making mobs stunlock immune. Holy 3 adds an extra 200 Potency.
Remove Freecure and replace it with Tetragrammation at lvl32. Have Cure upgrade directly to Cure II. This frees up a button.
Additionally have Medica just strait upgrade to Medica II at lvl50 and increase it's potency to 400. This removes another Button.
Bring back Stoneskin at lvl24 with 10% Damage Reduction. Have this upgrade to Divine Benison at lvl66 adding in the 500 potency shield and add an extra charge then have this upgrade to Aquaveil with yet another charge. This reduces 3 buttons to one.
Change Lilybell to be a strait upgrade for Asylum and have it's duration match asylums. This free's up another button.
Give WHM Break and make it an AoE with a dot effect that weighs down opponents.
Make Afflatus Misery OCD with a 30 second CD (This makes no major change to it it just means it's not on the GCD anymore).
Additionally Give WHM back Eye for an Eye at lvl26 and change it to reflect 5% of damage received. Upgrade this to Reflect at lvl66 with 10% damage reflected.
For SCH there needs to be a return to the poison mage theme that was so much more popular with players of the job pre Shadowbringers not to mention SCH has only 4 DPS buttons and needs more variety.
In terms of functionality the Fairy Gauge should entirely replace Aetherflow at lvl30 and be the basis of the job entirely charging by 10 everytime the fairy uses her heal as well as with certain scholar abilities.
In addition change the fairy so that it upgrades as well, Eos stats at lvl1. Changes to Selene at lvl40 with higher potency cure and hot. Upgrades to Seraph at lvl80.
Remove Ruin 2 and Aetherflow. Have Energy Drain on a 20 recharge timer with 3 Charges that restores 700MP with each use as well as increase the fairy gauge by 20. Increase it's potency to 220.
Have the fairy gauge start at lvl30 and charge by 10 everytime Selene or Eos Casts her healing spell.
Have Physic Strait up upgrade to Lustrate at lvl30 keep the heal potency and instant cast but change it to GCD ability with 400mp cost that generates fairy gauge. Lower Adloquium's MP cost to 600.
Have SCH learn Broil at lvl30.
Return Shadow Flare as well.
Add a diseased effect to Art of War that slows mobs attack and movement speed but is separate from slow.
Return Miasma and Miasma III to SCH to act as their 2nd DoT.
Return Bio III and give it to SCH.
Change Recitation to make the next dot spell an AoE. Changes Miasma to Miasma II, Bio II instead of being an upgrade of Bio becomes an AoE Bio. At lvl72 Biolysis replaces Bio II as the AoE and Biolytic's replaces Miasma II.
Both of these abilities funtion like Thunder mechanically on BLM.
Move the critical HP restoration effect from Recitation over to Excogitation.
Remove Dissipation it's an ability that works against the job as well as being redundant without aetherflow. Instead have deployment tactics gain the 20% Healing recovery while doubling shield strength for 15 seconds while also charging the fairy gauge to full.
As for AST I'm going to hold off on recommendations on this for the time being since it's been announced that the job is getting a rework with 6.2. That being said if there's once change that needs to be done it's make all the cards AoE by default.
Also return the heavy effect to Gravity and Gravity II.
Last edited by Raiya; 05-09-2022 at 07:37 AM.
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