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  1. #1
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    This expansion it feels like they neglected AST, SCH and WHM and put all the attention into Sage (even then Sage has flaws, but at least it has a strong toolkit that makes sense).

    I thought AST had got love from the devs too, but from playing it, it feels more like they just made random changes because they don't really know what to do with it. AST is ridiculously good at healing and not fun to play at all (in my opinion). Too many new buttons that don't do anything and create busywork for little reward.

    SCH and WHM are both abandoned and neglected. They got no real changes when there are so many little things they could have done to make both classes flow better, especially WHM.

    WHM is nerfed far more than it has any right to be. I'm convinced the devs balance healers based on popularity metrics rather than anything to do with how strong the class is. WHM is popular, so it got hit the hardest while receiving the least amount of toys. AST is unpopular, thus has an insane amount of powerful toys and healing.

    All 4 healers are viable, but 3 deserve a lot more love than they got. I'm fairly sure AST, WHM and SCH simply got minimal dev attention, just quick tweaks.
    (5)

  2. #2
    Player
    rewd's Avatar
    Join Date
    Jun 2021
    Posts
    592
    Character
    Tolo Rewd
    World
    Spriggan
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Liam_Harper View Post
    This expansion it feels like they neglected AST, SCH and WHM and put all the attention into Sage (even then Sage has flaws, but at least it has a strong toolkit that makes sense).

    I thought AST had got love from the devs too, but from playing it, it feels more like they just made random changes because they don't really know what to do with it. AST is ridiculously good at healing and not fun to play at all (in my opinion). Too many new buttons that don't do anything and create busywork for little reward.

    SCH and WHM are both abandoned and neglected. They got no real changes when there are so many little things they could have done to make both classes flow better, especially WHM.

    WHM is nerfed far more than it has any right to be. I'm convinced the devs balance healers based on popularity metrics rather than anything to do with how strong the class is. WHM is popular, so it got hit the hardest while receiving the least amount of toys. AST is unpopular, thus has an insane amount of powerful toys and healing.

    All 4 healers are viable, but 3 deserve a lot more love than they got. I'm fairly sure AST, WHM and SCH simply got minimal dev attention, just quick tweaks.
    You haven't played 6.0 SCH yet, right?
    (0)

  3. #3
    Player
    Silver-Strider's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Since I've been slow to experiment much on healers, I'll be brief.

    SCH feels fine so far. The changes to Energy Drain and Aetherflow haven't affected how I play the class and having the weave window from Broil is nice. The Fairy Cast time change is alright for the most part. Dying however, is even more punishing than before. Since all my MP restore is now solely based on Aetherflow and Lucid, an untimely death can easily scuff a run up since I can no longer use Dissipation+E.Drain to recover MP. The same is true for WHM with the Thin Air Nerf.

    AST meanwhile has been made self punishing due to the heighten RNG of its card system. While it now only punishes the AST with missing out on the effects of Astrodyne, that's precisely the problem. People don't like to feel punished by something they have no control over. By removing the RNG mitigation AST used to have, Astrodyne feels like a slap in the face every time you fail to get 3 seals and there's nothing you can do except take it on the chin and move on. That isn't exactly fun to most.

    SGE is alright but something just feels off with it that I can't put my finger on.
    (2)

  4. #4
    Player
    Alrin's Avatar
    Join Date
    Feb 2018
    Posts
    158
    Character
    Alrin Kireen
    World
    Phantom
    Main Class
    Sage Lv 100
    Quote Originally Posted by Silver-Strider View Post
    SGE is alright but something just feels off with it that I can't put my finger on.
    When we vere chatting about healers in my FC I wrote something similar. I cant tell that I like it and I cant tell that I dont like it. Something about this job feels off. Cant tell why. I Just have this inner feeling.
    (0)
    In darkness, in cold, in the midst of winter where nothing walks the world but death and fear let the brave rejoice: I call the light.
    Out of darkness, light. Ouf of silence, song. Ouf of the sun´s death, the birth of each year. Out of cold, fire. Out of death, life. Out of fear, courage to see the day. (Elizabeth Moon - The Deed of Paksenarrion)

  5. #5
    Player
    Maxilor's Avatar
    Join Date
    Mar 2015
    Location
    New York City
    Posts
    718
    Character
    Pocket Prince
    World
    Famfrit
    Main Class
    White Mage Lv 57
    Quote Originally Posted by Alrin View Post
    When we vere chatting about healers in my FC I wrote something similar. I cant tell that I like it and I cant tell that I dont like it. Something about this job feels off. Cant tell why. I Just have this inner feeling.
    My ONLY complaint about Sage and what feels funny to me is mana management.

    On paper it seems fine, use OGCD Heals and abilities to gain 7% mana back.

    But in execution a lot of the times when healing is not needed I end up almost going OOM because using a heal when no healing is needed would be a waste, but that's the only way for me to get mana back.

    Essentially, Sage needs a dump like Energy Drain. The only thing we have close to that is Kerachole which can be used fairly often without being a waste but that's on a 30 sec cooldown.
    (0)
    The menacing aura of every Lalafell.

  6. #6
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Maxilor View Post
    But in execution a lot of the times when healing is not needed I end up almost going OOM because using a heal when no healing is needed would be a waste, but that's the only way for me to get mana back.
    It's not a waste if you get mana back. Weave it in and get some mana. It's not the best design, sure, but there's still no reason to go OOM on it. Overheal is only a big issue if you're losing dps over it, but oGCD's are free.
    (5)

  7. #7
    Player
    Maxilor's Avatar
    Join Date
    Mar 2015
    Location
    New York City
    Posts
    718
    Character
    Pocket Prince
    World
    Famfrit
    Main Class
    White Mage Lv 57
    Quote Originally Posted by Liam_Harper View Post
    It's not a waste if you get mana back. Weave it in and get some mana. It's not the best design, sure, but there's still no reason to go OOM on it. Overheal is only a big issue if you're losing dps over it, but oGCD's are free.
    Yes I suppose, but every fiber of my being rebels against wasted resources like healing someone at full health.
    (1)
    The menacing aura of every Lalafell.

  8. #8
    Player
    -BlueGreen-'s Avatar
    Join Date
    Sep 2013
    Posts
    162
    Character
    Akira Yukino
    World
    Coeurl
    Main Class
    Red Mage Lv 91
    Quote Originally Posted by Alrin View Post
    When we vere chatting about healers in my FC I wrote something similar. I cant tell that I like it and I cant tell that I dont like it. Something about this job feels off. Cant tell why. I Just have this inner feeling.
    Perhaps it's one of these points that have crossed my mind:
    • Spell speed increases don't help Eukrasia and the augmented spells. Those are locked to 1/1.5 GCD so that combined it's a 2.5 second GCD. This creates a problem where if your spell speed is high enough, your casting rhythm will be uneven. IMO, Eukrasia needed to be an ability and the augmented spells have standard GCDs so spell speed just works.
    • If, for some reason, you're stuck needing to focus exclusively on healing (bad team, heal check, etc.), Kardia basically becomes pointless. SCH's fairy at least tries to do something during such times, but if you're not DPSing, Kardia does nothing. This also interestingly means that in tearms of healing, Diagnosis is only a +280 potency heal over just tosing out another Dosis where as a SCH could cast Physic and maybe the fairy would add to it. Basically, even though you're a healer, it feels "bad" to actually heal directly.
    • Toxicon, at its current potency, is largely smoke-and-mirrors to make the job feel more interesting. Outside of the instant cast, I've found it is near pointless in boss battles, especially just building it up. You have to pay 900 MP to put up a shield that you need to break to get a "free" damage skill that does the same as Dosis. Better to just Dosis x2, let the tank eat the tank buster then come back with Druochole. It'll cost 100 less MP, deal 2x the DPS, and heal for only a little less (Eukrasion Diagnosis is 300 potency heal + 540 potency shield while a Dosis for a Kardia heal and weaving Druchole is a total of 770 potency healing for that first GCD, in the second GCD, Toxicon and a second Dosis both trigger a Kardia heal for another 170 potency heal in both contexts).

    Now, trash pulls in a dungeon where you have tanks pulling wall-to-wall? Toxicon is a little less pointless as it's an AoE where it's generally better in total vs. Dyskrasia and breaks even before becoming worse for DPS only after a fairly large number of targets. Given that tanks generally do take significant damage at such times, it's usually necessary to put the full healing kit to work which means both Eukrasian Diagnosis as well as the Addersgall heals. This setup makes the alternation between DPS and healing such situations feel more natural if you can keep up with it. Reading other threads here, though, it's clear some players are struggling to switch targets rapidly enough for this to actually work.

    IMO, since Phlegma is essentially melee-range to begin with, I feel like it'd help both Toxicon and Phlegma to have the same range/target as Dyskrasia so that you can use them while still targeting the tank (without the need for macros) and benefit from far less frequent target switching in big pulls. Sage would essentially just become a melee healer, which would help set it apart from the rest in terms of playstyle.
    (4)
    Last edited by -BlueGreen-; 12-09-2021 at 05:12 AM.

  9. #9
    Player
    Maxilor's Avatar
    Join Date
    Mar 2015
    Location
    New York City
    Posts
    718
    Character
    Pocket Prince
    World
    Famfrit
    Main Class
    White Mage Lv 57
    Quote Originally Posted by -BlueGreen- View Post
    Toxicon is a little less pointless as it's an AoE where it's generally better in total vs. Dyskrasia
    That would depend on how many targets there was. I'm at work so I can't do the quick math, but how many targets would it take for Dyskrasia to do more DPS than Toxicon?

    Reminder that Toxicon II is 330 Potency to first target and 50% less to all others...so 330 + 165 for each extra target.

    Dyskrasia II is 170 to everyone no matter what.
    (0)
    Last edited by Maxilor; 12-09-2021 at 05:32 AM. Reason: wrong potencies
    The menacing aura of every Lalafell.

  10. #10
    Player
    -BlueGreen-'s Avatar
    Join Date
    Sep 2013
    Posts
    162
    Character
    Akira Yukino
    World
    Coeurl
    Main Class
    Red Mage Lv 91
    Quote Originally Posted by Maxilor View Post
    That would depend on how many targets there was. I'm at work so I can't do the quick math, but how many targets would it take for Dyskrasia to do more DPS than Toxicon?

    Reminder that Toxicon is 300 Potency to first target and 50% less to all others...so 300 + 150 for each extra target.

    Dyskrasia is 160 to everyone no matter what.
    I figured I probably should have just done the math to post the numbers, but because Dyskrasia has more potency than the 50% all others of Toxicon, there's a break even point:

    15 target Toxicon = 300 potency for first target + 150 potency for 14 targets for 2400 total
    15 target Dyskrasia = 160 * 15 = 2400 total

    In other words, less than 15 targets Toxicon is always better if you have a charge of it. After that, Dyskrasia edges ahead 10 potency per additional target. Granted, how often do you have 15+ mob pulls? Just don't think about it and use Toxicon if you have it in AoE. Besides, even though in theory you could do more absolute DPS by ignoring Toxicon completely at 16+ mobs, you'd probably benefit from the MP savings if you're already using Eukrasian Diagnosis to survive such a pull.

    Note: the math does change at level 82
    Toxicon II = 330 primary, 165 additional
    Dyskrasia II = 170 all

    Toxicon II: 330 + 32 * 165 = 5610
    Dyskrasia II: 33 * 170 = 5610

    For that case, you'd need 33 targets to break even. (lol, does that ever happen?)

    My point still stands, Toxicon edges out Dyskrasia in virtually all AoE situations assuming you aren't casting Eukrasian Diagnosis for the sole purpose of triggering Toxicon.

    If you're wondering, in 2 GCDs against just 2 targets (to try to benefit Toxicon II), DPS-wise (ignoring the effect on healing):

    Eukrasion Diagnosis + Toxicon II = 495 total potency for damage
    Dyskrasia II x2 = 680 total potency

    Now, obviously, if you don't have any OGCDs to heal with and must use a GCD on healing, Eukrasian Diagnosis -> Toxicon in an AoE setup at least gives you a partial "refund" in terms of DPS lost to healing vs. just tossing out more Dyskrasias with this effect being more noticeable with fewer targets. Additionally, using Toxicon in such situations where you had to use Eukrasian Diagnosis to cover a lack of available OGCD heals also saves you the 400 MP that Dyskrasia would have cost if you had ignored Toxicon completely.
    (3)
    Last edited by -BlueGreen-; 12-09-2021 at 05:50 AM.

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