Just give us scholars at least Miasma, and Bane back. It was so fun when you could spread around dots with Bane!
Just give us scholars at least Miasma, and Bane back. It was so fun when you could spread around dots with Bane!
I'm thinking something similar as well but have the stance also turns our healing skills into their Lily Equivalent. So Cure 2 into Afflatus Solace, Medica into Afflatus Rapture and Afflatus Misery takes over Holy. This makes room for Afflatus versions of Medica 2, Cure 3, and a Single Target version of Misery to take over Glare. Essentially make Cleric Stance into Eukrasia and have Aero be WHM's version of Thunder and WHM would be fine.A simple diet coke BLM rotation for WHM for example. You can make aero work similarly to Thunder, AoE version that doesnt stack, stance change button, stone 1 & water 1 for single target, stone 2 and water 2 for AoE. Make stone and water spells be the same button based on stance to reduce bloat. change free cure to proc off of Water spells and reward a lily. holy can be your foul equivalent. At the same time move lillies down into ARR level range and build their healing kit around it so a WHM's MP economy is mostly used for DPS while lillies give plethora MP-free heals. Yes its still a 1 button rotation but having stuff to micromanage makes it better to play.
I would give SCH a % chance for Ruin IV procs (up to 2 stacks stored) from DoT ticks.
I would like to start off with saying I LOVED scholar's dps kit in HW. And I know a lot of people mention bringing dots back and such, but I don't think I would want exactly the old stuff just readded due to how bloated my hotbars are now. I think I'd want something inspired by SMN's whole spell replacement mechanic. Perhaps after using Energy Drain, it gives a couple stacks of a resource to use an upgraded Broil/Biolysis/Art of War. Biolysis could be upgraded into another unique DoT. Broil could also give another unique dot, or perhaps a very small defense debuff on the target. Art of War could be upgraded into an aoe defense debuff or become an aoe DoT. Also I'd love for Energy Drain to finally do aoe damage even if it has falloff. And remove the aetherflow cost from Energy Drain and turn it (preferably) into a charged action.
Next is something I wouldn't expect until a new expansion, but I'd enjoy a different approach to Dissipation. I'd like to keep the whole "eat your fairy" mechanic but have it visually and mechanically enhance the Scholar. Our DPS kit and healing kit would use a lot of fairy-themed animations. Potencies would be increased, obviously an increase to oGCD healing abilities. I don't have anything too specific in mind, but it'd be nice to see party buffs be involved somehow. Maybe a dissipation-enhanced Biolysis goes from being a DoT to a short aoe attack buff that needs to be kept up (maybe recasted after every 2-4 broils or something). And aetherflow used during Dissipation would also add to fey gauge for once.
For me, this would cater towards my love of the old DoT healer Scholar used to be. And with Sage being White Mage's parallel as the selfish dps healer, I think these changes would properly make Scholar Astrologian's parallel as the supportive healer. Because using Chain Stratagem once every 2 minutes isn't doing it for me, and I don't think I'd be much happier with charges or a shorter recast time. And obviously, assume all of these potencies would be rebalanced to acceptable levels. :^)
Last edited by Skye0; 12-23-2021 at 08:06 AM.
Sch: Dot mage and aetherflow centric job, reward the using of the aetherflow button with dps gains as well as the use of its heals
Whm: Afflatus+ Blm lite job, give limited ways to nourish the blood lily without dps loss (an attack instant cast cd that nourish it i.e) to make the blood lily a dps gain on single target, give better returns to its heals in maybe a buff to the next spell used or an ogcd attack as well as a longer cast harder hitting dps action that can be used only after using certain amount of glares (3 or 4) to break the 1 button monothony.
Ast: Extra dot + ways to modify and give more buffs to the party as well as manage more the cards they get (havent thought much of this as I have to try the EW ast)
Sge: expand the eukrasia system with variants to dyskrasia, toxicon and phelgma as well as add ways to accelerate the cds of their gcd attacks, grant more addersting actions so they become dps gains (some more limited than others or even combos or a bane like effect) and increase the ways to generate addersting without relying on the gcd shields
Some fantastic suggestions in this thread already but I'd like to give my input on sage:
1. Remove addersting, have toxickon cost addersgall and be off the gcd and give MP. It's clunky the way it is currently requiring a shield break and being dps neutral despite that. This way, it gives a way to burn addersgall when you dont need a heal and lets you not get behind in MP regen.
2. Rework Pneuma into a 10 second CD that heals all targets with kardion, increasing for each target hit. The base heal potency will be slightly larger than a normal kardion heal, to be used when burst heals are needed. This also makes pneuma more impactful and a core part of the kit.
3. Rework phlegma to be off the gcd and have a 25 yard range. E. Dosis gives a chance proc a charge of phlegma. Potency will of course need to be lowered to compensate. This lets phlegma be the filler spell I think it's trying be now but better (imo).
3. Have prognosis and diagnosis (non-eukrasian) apply kardion to the target for a few seconds, while reducing the potency of both direct heals for balance. Diagnosis will apply kardion for longer than Prognosis since its single target. This puts an emphasis on the 'dps healer' playstyle of sage by having kardia be more impactful.
4. Pepsis becomes more akin to emergency tactics. Removes the kardion application from diag and prog but boosts it's base potency. Lets you spam heals viably in a pinch, like ET.
5. Combine krasis + phsysis, and Zoe + Holos. Maybe make Panhaima into Eukrasian Haima. The goal here is just to reduce button bloat and the clunk from its healing kit, which I think will lower the skill floor a bit, which is needed. Potencies and cooldowns will need to be massively adjusted of course but I think its necessary.
The goal is to have a core rotation, in this case Dosis, E. Dosis, Phlegma, and Pneuma all funnel in to the kardia mechanic, and giving more ways to apply kardia. Which I believe doubles down on the theme for the job, the quote 'healer with DPS options'. The reduction in button bloat would make the job more intuitive to newer players and the expanded core rotation would be engaging enough for veteran players.
All of these sound horrible to meSome fantastic suggestions in this thread already but I'd like to give my input on sage:
1. Remove addersting, have toxickon cost addersgall and be off the gcd and give MP. It's clunky the way it is currently requiring a shield break and being dps neutral despite that. This way, it gives a way to burn addersgall when you dont need a heal and lets you not get behind in MP regen.
2. Rework Pneuma into a 10 second CD that heals all targets with kardion, increasing for each target hit. The base heal potency will be slightly larger than a normal kardion heal, to be used when burst heals are needed. This also makes pneuma more impactful and a core part of the kit.
3. Rework phlegma to be off the gcd and have a 25 yard range. E. Dosis gives a chance proc a charge of phlegma. Potency will of course need to be lowered to compensate. This lets phlegma be the filler spell I think it's trying be now but better (imo).
3. Have prognosis and diagnosis (non-eukrasian) apply kardion to the target for a few seconds, while reducing the potency of both direct heals for balance. Diagnosis will apply kardion for longer than Prognosis since its single target. This puts an emphasis on the 'dps healer' playstyle of sage by having kardia be more impactful.
4. Pepsis becomes more akin to emergency tactics. Removes the kardion application from diag and prog but boosts it's base potency. Lets you spam heals viably in a pinch, like ET.
5. Combine krasis + phsysis, and Zoe + Holos. Maybe make Panhaima into Eukrasian Haima. The goal here is just to reduce button bloat and the clunk from its healing kit, which I think will lower the skill floor a bit, which is needed. Potencies and cooldowns will need to be massively adjusted of course but I think its necessary.
The goal is to have a core rotation, in this case Dosis, E. Dosis, Phlegma, and Pneuma all funnel in to the kardia mechanic, and giving more ways to apply kardia. Which I believe doubles down on the theme for the job, the quote 'healer with DPS options'. The reduction in button bloat would make the job more intuitive to newer players and the expanded core rotation would be engaging enough for veteran players.
1. I like that Toxicon is on addersting, I feel like Toxicon needs some love to incentivize more usage of it. Doing it the way you're suggesting basically makes it akin to Energy Drain and Afflatus Misery. I like the idea of it being a resource generated by breaking of shields, it's supposed to be a shield healer and it's a cooler mechanic IMO, I just want to use it more.
2. I would reduce the Pneuma cooldown, but maybe 30 seconds or 60 seconds, maybe give it a little more potency to feel like you're bursting out a big laser but nothing else. But I agree it should feel a little more impactful as part of our kit.
3. I'm not sure, maybe it could work as an oGCD, I guess the part I'd be worried about is it feeling like weaving Energy Drain on SCH, which feels less impactful. The way I kind of use it is to close the gap with Icarus, tap Phlegma twice and go back to healing/DPSing - a jump back might be nice. So you jump in and out for your Phlegmas and maybe for Pneuma too.
4. Pepsis to me already feels like a QoL Emergency Tactics. It allows you to detonate the shields when you need the heal, rather than deciding you want to the shields to give extra health upfront and find you've wasted it because your co-healer turned out to be on-the-ball and got people's health up.
5. I'd be against the idea of combining these, am I always going to do Krasis + Physis and Zoe + Holos? Haima and Panhaima have separate cooldowns and have a separate use although the effect is practically identical. Haima is useful when the tank is taking repeated incoming damage (or a non-tank) and Panhaima is where the party does and normally they'd be separate mechanics in a fight that they're useful for. I honestly don't feel that there's bloat, I like that I feel busy, it's what I've been asking for.
I completed a run of the Tower of Babil about an hour ago. Only after reading this comment did I realize I never once used Seraph during that run. Even with heavy pulls from the tank, who was a Warrior I might add, I completely forgot I even had the ability.How about instead of turning healers into pseudo DPS jobs, we instead boost the frequency of unavoidable damage.
Second boss in Panda has been absolute blast to heal specifically because pugs fail mechanics regularly along with consistent frequent unavoidable damage.
I barely have the GCDs spare to drop my Dot on the boss, let alone be upset at spamming Dosis.
The only time we healers are "spamming our 1 button" is in groups that never fail mechanics and have good coordination.
We need the content to put our entire healing kit, including GCD heals, to use throughout an entire encounter.
We only get reduced to spamming our single DPS button for any length of time when the fight is fully optimized/overgeared.
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