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  1. #1
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Nizzi View Post
    Huh? All of the healers have more AoE damage options than Scholar. Scholar is the only job in the game with only 1 AoE damage button. Why would giving back Bane suddenly mean they "have to give the other healers some more AoE damage options" when all of them except SCH have 3 or more?
    I think it would more be a numbers retuning thing.

    Art does the most damage of all the healer AOEs.

    Holy: 150
    Art: 180
    Gravity: 130
    Dyskrasia: 170

    ...which becomes significant for each added enemy. For example, at 5 enemies, SCH is doing 250 more potency than AST would be (yes yes, Cards; that's part of balance). So if you gave SCH additional damage (DoTs), you'd have to reduce Art's damage or increase the other healer AOE damage options to balance them all out again. As some folks (Ty, for example) often point out here, back in ARR, SCH's damage was heavily DoT focused. How they achieved this was the DoTs had higher (relative) potency and Ruin had (relatively) lower. So let's say (for example) right now you do 1/3rd of your damage from Bio and 2/3rds from Broil. In ARR, it was more like 1/4th from Ruin and 3/4ths from all their DoTs added together.

    So it's less the other healers would need more damage AOE options (if we ignore for a moment the people wanting more DPS buttons for all the healer Jobs) and more their abilities OR the other healer abilities would have to be retuned. Right now, the reason WHM's Glare and Dia do so much damage is because they don't have Cards (AST) or Chain (SCH), so the raw damage of their abilities is higher to compensate. Same with SGE.
    (1)

  2. #2
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,410
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Renathras View Post
    Right now, the reason WHM's Glare and Dia do so much damage is because they don't have Cards (AST) or Chain (SCH), so the raw damage of their abilities is higher to compensate. Same with SGE.
    You're on about AOE though, since you're on about Bane being returned. Single target does not factor in here. And in AOE, SCH does the most damage with their AOE spam move even WITH Chain available to them. Yes, it's only on one mob, but there's also quite a few packs where one mob is significantly tankier than the rest (Behemoth and the goblins just before 2nd boss in latest dungeon). Also, Bane had a built in damage-reduction on the spread, first it was 10% diminishing per mob, then they converted it to a flat 60% reduction. I don't see why they'd need to bother changing much of anything. The damage of a Biolysis being spread by Bane in current game would be (700 - 60% = 280), but at the cost of a GCD to apply that Biolysis. Effectively, you'd be gaining 100p per mob (plus 520 for the main guy), but taking THIRTY seconds to reach that amount. Most pulls don't even last 30s.

    Though instead of Bane, a move used specifically on AOE, I'd rather they had a move like what I've suggested: A retooled Shadowflare, which does not conflict with Soil, and drops a puddle on the floor under the targetted enemy for 15s, dealing 100p on cast and 50p per tick for 5 ticks, totalling 350p. This makes it useable on singletarget as a regular DOT, but also means it's worth using in AOE, but not high enough damage on cast to spam in AOE (else Art of Snore would become pointless). Bane was cool and all, but it's only going to be useful in AOE situations. It will be a 'dead button' in Raids, which makes it feel, to me at least, like it's not worth asking for. If SE were to go 'okay you get Bane back, that's your one wish gone and used' then I'd call it a waste, because SCH gameplay in Raid would still be the same as it is now
    (11)