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  1. #11
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by ForteNightshade View Post
    How about Holminster Switch with a rando tank in 380-390 gear and I'm on Scholar—my worst healer by no small margin? Oh, and he pulled the whole room. Admittedly, I spam healed a lot more than I ever would on White Mage but I still contributed decent enough damage on a healer I don't know very well. How? I looked up how it played beforehand. Momo Sama has a fantastic guide.

    Maybe people shouldn't jump onto jobs they don't know much about then get upset when it frustrates others.



    You keep making Strawmen.

    If you fundamentally change the encounter design, you also have to consider how it impacts each job. White Mage, for example, is an MP battery that practically can't run out. It can handle persistent AoE healing but Astro, functionally, cannot. You wouldn't make healing harder, you'd be forcing Astro players to literally do nothing but heal because they couldn't afford to waste any MP on DPS spells. This causes an imbalance as now White Mage is far and away superior since it can accomplish both mass AoE healing and dealing damage without running out of MP.

    Now I'm all for more outgoing damage and greater emphasise on healing but should they go in that direction, 6.0 needs to give all three healers (hopefully four) the tools to handle it.
    Holminster Switch is a minimum ilvl of 370. 380 - 390 is literally the ideal gear range for that instance. You admit that aren't very good at SCH, And I posted earlier in the thread that efficiency with Healing comes from experience and understanding. You can mimic a guide, But the only way to properly learn is by doing and reflecting.

    Also, In every single one of my posts i have been supportive of guiding Healers into doing damage in downtime. I don't know where you lot are getting the idea that I'm not.

    As to your final statements... Strawman? Really? I don't need to construct anything because this thread is filled with posts claiming Healing is so easy they only need oGCDs to heal entire runs.

    Astro has the same quality tools as WHM and SCH for opening windows for damage. Being able to drop 500 potency worth of Regens on the Tank at a moments notice is an incredibly powerful thing.
    WHM MP is only as good as it is because Lilies and oGCDs line up perfectly with practically all incoming damage.
    Which is precisely the issue i wish to address by having damage be more constant. Constant enough that its a threat, Light enough that we wont be combo'd to death by a splash of damage and an immediate unavoidable mechanic.

    We already have a plethora of powerful tools. We just lack situations where GCD healing is valuable. Heck, We even have traits on our cheap Heals that would and should encourage more use of them in a world where the party was constantly taking damage.

    Quote Originally Posted by althenawhm View Post
    Every time someone mentions that they should just raise the amount of damage bosses do to make healers more interesting.
    And every time I have to remind them that the devs would have to either rebalance all the fights in the game, or there would be the levels of 1 to 80 that would be completely boring and 81 to 90 would be the only good levels.
    I have never and will never suggest that bosses simply hit harder. That is the antithesis of a good healing model.

    What I'm after is frequency. Tank Busters line up perfectly with Anti Buster Cooldowns. Partywide damage lines up perfectly with free oGCD AoE healing.
    Up the frequency, introduce some non script damage and suddenly we'll need to prioritize GCD Healing on occasion over damage spells.
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    Last edited by Sylve; 05-19-2020 at 04:21 AM.