Results -9 to 0 of 4812

Threaded View

  1. #11
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Archwizard View Post
    And while I agree with that, in practice, you end up avoiding supportive skills almost entirely.
    Which I'm not happy with, but wasn't so badly the case when, say, Cure II was... 650(?) potency (relative potency 845 due to traits) while Clemency on others was 1200 (effectively 1800 due to 50% healing to self), or up to 2700 total healing during Req (though I think Cure II-likes were already 700p by then).

    I feel like we often forget that PLD's supportive kit started off much stronger. Clemency was originally packed a shitton of healing, while covered damage originally followed the Paladin's mitigation, even allowing one to HG covered damage (most notably for a cheese strat in Ultima Ex, iirc).

    Of the four tanks, three of them can heal other people (DRK can't and that's fine IMO)
    Ehh, they're all 4 offering flat and percentile sustain. We wouldn't normally call a barrier innately inferior to a heal, would we?

    1) The fact that the Warrior can heal other people the same way. There's no way about it: that's magic.
    Oh, absolutely. I despise the external healing component of Nascent for that reason. I could maybe see a fading temp HP Warcry ability -- through some manner of strike/war-leader motif -- but... Nascent makes no goddamn sense.

    2) There are other ways to have an active mitigation playstyle beyond direct-healing actions, including having it build raw DR/armor or even stackable barriers -- things that increase maximum EHP in conjunction with external sources of healing.
    Aye, and that'd be fine.

    The only consistency among initial versions of Warrior was that it (perhaps problematically) scaled less with content and more with its own gear, similarly to healers and damage-dealers and opposite Paladin. Inner Beast quickly turned into mitigation, and it'd have been equally fine for it to give an amount of Defense based on damage dealt instead of a flat percent of mitigation (at least, if not for the wonkiness that is Defense tiering in this game, which Inner Beast would then have to be put through a formula to accommodate).

    I do think some amount of less timing-specific output suits Warrior, as to afford it a bit more independence than the average tank, but to lack it entirely would just be to waste the main thing that makes tanks feel like tanks, timely preemption.

    Not to say that WAR shouldn't have any healing -- a second wind via Equilibrium or an EHP boost from Thrill make sense, even has Storm's Path for exactly the "heal by attacking" element -- but the existing method is a bit far beyond the job descriptor.
    Agreed.

    I honestly do think WAR should have the most sustain over time (at least, in any fight in which damage isn't dealt almost purely under TBs timed to typical CD arsenals), in exchange for being less able to absorb portions of damage in an intensive and timely manner (again, a trade of timeliness for independence), but there's no reason for it to have as much healing as it has at present.

    Even in terms of overall sustain (healing+mitigation) or total rDPS and healing attention thus thus spared, it's a bit much.
    (0)
    Last edited by Shurrikhan; 07-08-2022 at 01:35 PM.