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  1. #21
    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
    Quote Originally Posted by Sylve View Post
    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.
    They'd have to do a lot more work in order to make this viable. You'd have to buff healer MP economy since instead of the 400 minimum that Healers do with their DPS spells, you're now looking at, on average, 700-1k, depending on the healer (why they all have different costs is beyond me) While AST might be able to slip on by, that might not necessarily be true for the other healers. It's much easier to just add a DPS skill or 2 to healers and be done with it.
    (1)

  2. #22
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    I think it's a case of both really.

    We definitely need more unavoidable raid damage and harder hitting boss autos to give us more purpose than babysitting prog groups through mistakes. There's a middle ground between going several minutes without unavoidable damage and having to spam GCD heals non-stop. Encounters just don't do enough damage.

    However, at the same time, they have to acknowledge some downtime is inevitable in the long run. As our groups get better, we get better at heal planning, we get better gear and we map out mitigation, we end up needing to heal less. So we need a filler for that downtime too.

    So basically, we need a bit more unavoidable damage to heal and more engaging dps.
    (3)

  3. #23
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    Let’s be clear, they don’t need 1-2-3

    No caster or ranger should ever have something so boring that they don’t need to be close to the target. They need to all be lite versions of current casters and rangers much like how tanks are lite versions of melee

    The bigger mechanics of the rangers are procs, dots, and rng and shouldn’t be difficult what so ever to even have Glare proc something now and again, SCH can utilize the dots SMN lost, AST can have more offensive spells unlocked by cards, and SGE can explore its toxicon skills more or have a basic 1-2 following Dosis
    (4)

  4. #24
    Player
    rewd's Avatar
    Join Date
    Jun 2021
    Posts
    592
    Character
    Tolo Rewd
    World
    Spriggan
    Main Class
    Summoner Lv 100
    SCH: Broil, Biolysis and Miasma with different timers, Bane. Energy Drain gets a new animation and AoE damage. Ruin II becomes Kaustra after every Aetherflow usage with 3 charges. Instacast and same potency as Broil. Higher potency when used on targets afflicted with Biolysis and Miasma, 50% AoE fall off damage.

    SGE: Dosis and E. Dosis are the same, Dyskrasia gets an eukrasian version which applies an AoE dot (doesn't overwrite E. Dosis, different timer). Phlegma grants a buff that makes the next Toxicon you use more powerful, which is now an oGCD.

    AST: Star gauge is added, a star lights up every time you play a card on the correct role, up to three. When three stars are available, changes Divination to Declination after use, an AoE attack. Enables one use of Card Converter, which converts the minor arcana you are currently holding to the other version.
    (0)

  5. #25
    Player
    currentlemon's Avatar
    Join Date
    Nov 2018
    Posts
    262
    Character
    Celica Genhu
    World
    Famfrit
    Main Class
    White Mage Lv 80
    For WHM, they really shouldn't have deleted Fluid Aura. Simply rework the spell to an oGCD that upgrades to Water III and Water IV, which are spells that already exist in the game. Give it multiple charges too while you are at it. Also, get rid of the Free Cure trait and include a new trait that involves procing Aero II/Dia with Aero III/Tornado. Aero III/Tornado will still be the AoE DoT that everyone remembers, but can only be cast if proc from Aero II/Dia's DoT timer.
    (4)

  6. #26
    Player Soge01's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    2,406
    Character
    Waira Amarilla
    World
    Faerie
    Main Class
    Black Mage Lv 100
    Scholar:

    Have Scholar handle managing multiple poison DoTs again with a timer reset ability that can be used on one or multiple enemies.

    Give it a ranged AoE attack that, alongside Broil, two spells damage increased the more an enemy(s) has poison DoTs attached to them.

    Let us spread our DoTs to multiple enemies again and also bringing back our old AoE DoT attack.

    So basically DoT Mage.
    (0)
    Last edited by Soge01; 12-25-2021 at 09:06 AM.

  7. #27
    Player
    AceofRains's Avatar
    Join Date
    Jun 2011
    Posts
    832
    Character
    Raidrien Ascher
    World
    Hyperion
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Sylve View Post
    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 agree with this sentiment but it does nothing for previous encounters that have already been designed. Unfortunately the answer cannot be to increase emergencies within encounters unless we’re talking “Unreal” content. The way they have made this game is to make even the newest encounters do-able in a casual sense unless it’s savage or unreal. Once people understand the mechanics, healing becomes an afterthought. Even if the rate of unavoidable damage went up, it would have to be ALOT more to warrant a dedication to nothing but healing in a fight. So much so that what should be causally comfortable becomes frustrating for the unskilled.
    (1)

  8. #28
    Player
    Sindal's Avatar
    Join Date
    Dec 2020
    Posts
    33
    Character
    Lucky Oak
    World
    Balmung
    Main Class
    White Mage Lv 100
    My spitballing thoughts to encourage dps.
    I can only speak on whm cause that's my main and I don't have an intricate enough headspace for the others.

    -move affaltus solus to an earlier level (let's say 36) to smooth them out
    -change freecure to the following

    *Trait: Natural Flow (lvl 32)
    'Whenever you successfully cast a spell, there is a 15% chance to gain the "Flow" buff for 15 seconds. While under the effect of Flow , Aero/Aero II transforms into "Flood"'.Flood consumes the Flow buff.

    The chance is doubled when using an 'afflatus' spell.

    *Flood
    Spell
    Mp cost:0
    Cast time: 1.5 sec
    'Deal 350 potency water damage to a single target.
    Additional effect: restores 5% max mana (500mp)'

    Lvl52 learn a ability named "Abundant Blossom"

    *Abundant blossoms
    Ability
    Instant
    'Consume a lily and gain the effect of "Flow".
    Additional effect: nourishes thr blood lily by 1 stage, if it is unlocked.'

    -Can only be used when 3 lilies are available-

    Lvl 72 - Natural Flow upgrades to Enhanced Natural Flow
    'Flood upgrades to 'Flood of Light'

    *Flood of light
    Spell
    Mp cost:0
    Cast time: 1.5 sec
    'Deal 450 potency unaspected damage to a single target.
    Additional effect: restores 5% max mana (500mp)'

    Thoughts for the changes
    - Gives a new dps skill without increasing button bloat
    - encourages the use of the lily Guage and gives a lily spender (only available if overflow is happening to prevent the encouragement of just using lilies for damage)
    - a bit of mana to help with WHMs lacking mp regen options.
    -make sure it's not focused as this could be scholars tool, instead focusing on strong Gcd spells
    (0)

  9. #29
    Player
    AFuzzyMu11in's Avatar
    Join Date
    Aug 2013
    Posts
    319
    Character
    Tiramisa Damsela
    World
    Behemoth
    Main Class
    Scholar Lv 90
    no scholar is fine
    (0)

  10. #30
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,112
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    Any extra DPS ability should be weighted against resources, MP and cast time in a way where finding the time and resources to cast it rewards the healer's careful planning.

    I'd say give each healer a very expensive, long cast time spell, either dot, or direct damage, that prevents them form weaving anything in it and requires to stay stationary for a while-

    (In case of AST for example, rather than a damaging spell it could be a short lived single target buff)
    (0)

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