1) How long have you been playing?
Somewhere between late 2.2 to early 2.3. My first FC lead was constantly riffing the levi theme in chat. I started out on a terrible laptop (8-12 FPS people walking outsped me on a chocobo terrible) so I stuck on BLM until I got it upgraded right before HW. First healing experience was with SCH somewhere in the middle of ARR as part of levelling Arcanist for the cross-class skills. Wound up moving to Arcanist slowly once Heavensward came around (mostly on SMN in Savage as there are better healers in my static, we swap around on Extremes). I didn't really take to healers until I started maxing all the jobs out properly. Post Gordias I shifted from Astrologian to Scholar, and have been playing it and Summoner ever since.
I'm used to caster or support DPS in most MMOs as I've mostly played them casually, but looking at it more thoroughly I'm drawn to the mage archetypes that feature a mixture of offence and support or crowd control elements. Lulu/Orianna/Karma/Twisted Fate in League, Sage/Priest in Ragnarok Online. It's probably why I'm right at home here given how XIV's healing meta is bizarrely catered towards DPSing most of the time.
2) Do you use controller or mouse/keyboard?
Mouse and Keyboard. While controller's supported well enough I'll never get used to it by virtue of how much space you really have on a keyboard if you're willing to alter the default binds to your comfort level. I've been using the same 1 to 6 by Z to N layout for my hotbars since I first got into MMOs playing Ragnarok Online and Maple Story as a kid and I don't see that changing anytime soon.
3) Do you find healing too boring, too hectic, or just right?
I find healing depends way too much on other players screwing up and how much they're allowed to screw up before the fight forces you to wipe, instead of on the fight itself pressuring your resources at a base level and using those mistakes to add stress over time. In casual content I can solo-heal garbage situations but I wouldn't call it hectic as much as I'd call it a sobering experience for the sprouts involved. Extremes and Savage can be hectic, but to some extent that's limited to progression. You can see the effect that skill gap has in Alliance raids as much as levelling content. People learn at different rates and as long as you're willing to learn or share what you know you can clear every bit of content in this game, eventually.
I think the problem is SE's approach to fight design in and of itself. Ever since Gordias they've really hunkered down and settled into one niche that they are unwilling to break out of in harder content. The majority of what everyone is actually doing in each fight learning how to move their respective avatars according to the correct dance. I can't recall a time when they actually had you micromanage a mob or an encounter specific resource for more than 15 seconds since A2S. And, sure, that's okay as a DPS, they have enough to pay attention to already, but I find myself wishing there'd be more of that irrespective of the role I'm playing. On a healer in particular that's especially painful given the lack of a rotation to engage with when the party -is- competent, and SE's unwillingness to allow for recovery in harder content. If, as a designer, you have to resort to binary outcomes like Doom stacks and instant-kill AoEs to make a phase matter, you are kind of admitting the mechanics you're presenting within that phase aren't interesting in of themselves anymore.
4) Based off question 3, which content are you referring to.
All of it. Engagement and Difficulty are two seperate vectors that make up gameplay, and my concerns are primarily with the former. I don't mind content being hard. It's how that difficulty is presented that matters. We're variety starved at the moment. Dancing and DPS checks aren't the only option. That will always be a part of fights to some degree, but the better part of the MMORPG genre doesn't lean on it as heavily as XIV has. And giving players more ways to actively control an encounter also allows for more a granular difficulty spectrum to be implemented within an encounter. It also requires that you design more dynamic class kits on the player side of things, because you can expect that a greater amount of flexibility will be needed to deal with fights properly. Not everything has to be about the 1m-2m raid buff window, after all.
5) How many healers have you maxed and which is your preferred to play? Which is your least preferred?
I've got three characters I'm working on at the moment. My main has all healers maxed. I have an alt with Scholar maxed and geared in case I want to do side content and Savage runs without disrupting my static's gear progression, and a third character who's quickly becoming a second main on a different Data Center, that I'm working maxing everything on. I plan to max Arcanist via Scholar on all of them first in Endwalker before branching out.
Of the healers we have right now, I prefer Scholar. I maintain the stance that it's the best healer to learn how to heal the way XIV wants you to. The primary draws to the class are Aetherflow, offering multiple low cooldown go-to heals for a minimal DPS cost; and the Fairy, a free smart regen that will give you more value than anyone really respects. If you're looking to improve it gets you to an intermediate level very quickly, and it has the easiest time optimizing thanks to its flexibility. Because its GCD heals are noticeably more inefficient than other healers, you really are encouraged to get away from the trap of Cure/Benefic spam that the other two push you into, and that cost is still worth the power the whole kit holds in aggregate. Is it a lot to juggle? Sure. But it's a robust toolbox that actually makes you flex your kit around what is happening in a fight, unlike the other two, in my experience.
The worst of the three I find is Astrologian. I don't find it particularly fun anymore in spite of how good it actually is. A majority of AST's cooldowns have the same general problem for different, nuanced reasons: While they are extremely powerful when maximized, they are also really inconvenient to work with because of how you go about maximizing them. In contrast, I think cards are fine (unless you're on a controller), but I do wish they had more use in the healing toolkit like the pre-Shadowbringers iteration did. I've posted a card rework elsewhere that accomplishes that in a manner I'd consider intuitive, but the gist of what I was after was shifting away from reacting to the card you just drew. I did that in said rework by giving players a hand of four cards and making every action that used a card draw another, but you could accomplish that by simply showing upcoming draws.
I do want to mention my opinions on White Mage. Because it's important to the healer discussion as a whole. White Mage is disappointing, completely lacking the depth that could make it a standout healer in spite of how iconic it is. I enjoy it more in ARR and HW content than I do in recent instances, though I still enjoy it more than AST because it doesn't have awkward cooldowns, just less of them. It's serviceable, but lacks key features the other two have. While Lilies are flexible to some degree, they aren't enough to carry the job the way Aetherflow and Cards do, and don't fully close the design gaps White Mage has. Every problem Healers have right now as a whole has now is something White Mage has been dealing with since Heavensward. If that doesn't tell you how emblematic of the problem they really are, nothing will.


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