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  1. #1
    Player Anhra's Avatar
    Join Date
    Sep 2020
    Location
    Ul'dah
    Posts
    824
    Character
    Anhra Nefaris
    World
    Omega
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Laerune View Post
    Instead of more Dps skills give healers more utility skills, reduce damage, increase dps,spells or skillspeed. Make ranged full dps and give their buffs + old Ast cards all healers.
    As things currently stand, Healers have way too many raw healing abilities (14-18, iirc). A CNJ alone with cure1&2, as well as medica 1 (and rescue) are already enough raw healing potential to cover EVERY Dungeon this game has to offer. If those Skills could be reworked in a way that it works in savage raids as well (lets say were being generous and keep 1-2 Healing Spells from the ones i havent mentioned), it would leave us with 9 "empty slots" on average which should be more than enough room to give healers both the utilities and dps skills they actually deserve.
    (3)

  2. #2
    Player
    NYCLouisGamer's Avatar
    Join Date
    Apr 2021
    Posts
    72
    Character
    Nyclouisgamer Alto
    World
    Golem
    Main Class
    Astrologian Lv 57
    Quote Originally Posted by Anhra View Post
    A CNJ alone with cure1&2, as well as medica 1 (and rescue) are already enough raw healing potential to cover EVERY Dungeon this game has to offer.
    I have thought about that for years. Do we need 10-14 spells that all boil down to "HP goes up"? Instead of splitting hairs to create new healing spells along the lines of "HP goes up a lot and then a little" vs totally different /sarc "HP goes up a little and then a lot", it could be just like you said. After the 5-6 crucial healing spells, the rest of the spells could be utility & dps.
    (4)

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