I think they intentionally made it.. any key you press heals, you can't make any bad choice if all choices same :3
I think they intentionally made it.. any key you press heals, you can't make any bad choice if all choices same :3



There are so many options they could open up healer DPS rotations with, but taking your idea, it's a no-brainer:After this, each healer could have a simple DPS rotation that ties back into their healing in some way like increasing their healing potency or granting them a free heal, etc, in the reverse way to how using lilies grants a bloody lily at the end to restore lost DPS. And in the spirit of EW, they could even make it so that using your healing abilities don't break these combos so there's no reason NOT to heal when you really need it but also a reason to optimize your DPS to increase healing. But most importantly, it doesn't have to be overly complicated; just more than the one attack and one dot we've had for a while now. My mind is exploding with countless ideas about how this could be done inside of the current game's framework but I'd love the opinions of others on the matter.
* AST - cards proc DPS spells.
* SGE - have more heal abilities generate addersting and have more spells to spend addersting on.
* SCH - bring back Miasma/Bane, maybe have a regen associated with it.
* WHM - Just give them more nukes. Quake, Tornado, Flood. WHM go kaboom. WHM don't need heal tie-ins.

OMG, I LOVE this idea! It's simple, ties healing into DPS for at least some of the jobs, and would provide a unique job identity for each of the healers. I especially like the idea of giving White Mage more nukes that tie back to their elemental origins which SE has moved away from in recent years. I always feel so jealous when I take Y'shtola as a Trust and see her casting powerful White Magic offensive spells that I never got the chance to learn even after playing the Job for the past 8 years.There are so many options they could open up healer DPS rotations with, but taking your idea, it's a no-brainer:
* AST - cards proc DPS spells.
* SGE - have more heal abilities generate addersting and have more spells to spend addersting on.
* SCH - bring back Miasma/Bane, maybe have a regen associated with it.
* WHM - Just give them more nukes. Quake, Tornado, Flood. WHM go kaboom. WHM don't need heal tie-ins.
I recommend that you, or anyone else here in General Discussion, watch Sarixis's YouTube videos on FFXIV Healing. He is a small, but underrated FFXIV content creator that gives a brief but good explanation as to why healers are in such a sad state right now and offers a good benchmark on how SE can rework the jobs by using old assets that are still in the game's files. Because of his videos, I was able to convince someone who was in favor of the 1 button DPS spam into understanding our argument and in favor in adding more DPS spells.
Please note, these videos were made before the 6.1 patch.
WHM: https://youtu.be/dF3XIhJm_N0
SCH: https://youtu.be/b2YZ1dx34ug
AST: https://youtu.be/XNJGY9B7VW4
Take his WHM video for example.
He suggests that SE brings back Fluid Aura.
- The spell will act as a mini-Enochian and gives the WHM a 5% dmg boost.
- Will upgrade to Water/Banish at later levels.
- Adds the trait "Conviction" where if a WHM heals an ally that's below 50% of their health, they gain three Conviction "stacks" that boosts the damage of Fluid Aura/Water/Banish significantly.
He also suggests that SE introduces a new skill called, Sacrosanctity.
- It uses the old Cleric Stance animation.
- Marks an enemy npc and deals damage to them whenever the WHM casts a healing GCD.
I don't agree with everything on his videos, but it's a good watch and it helps non-healer players understand what we healer mains want. He understands the Healer role very well.
His videos are great! I don't agree with everything he suggests either but I can't deny that it would be more fun than what we've currently got.I recommend that you, or anyone else here in General Discussion, watch Sarixis's YouTube videos on FFXIV Healing. He is a small, but underrated FFXIV content creator that gives a brief but good explanation as to why healers are in such a sad state right now and offers a good benchmark on how SE can rework the jobs by using old assets that are still in the game's files. Because of his videos, I was able to convince someone who was in favor of the 1 button DPS spam into understanding our argument and in favor in adding more DPS spells.
Please note, these videos were made before the 6.1 patch.
WHM: https://youtu.be/dF3XIhJm_N0
SCH: https://youtu.be/b2YZ1dx34ug
AST: https://youtu.be/XNJGY9B7VW4
Take his WHM video for example.
He suggests that SE brings back Fluid Aura.
- The spell will act as a mini-Enochian and gives the WHM a 5% dmg boost.
- Will upgrade to Water/Banish at later levels.
- Adds the trait "Conviction" where if a WHM heals an ally that's below 50% of their health, they gain three Conviction "stacks" that boosts the damage of Fluid Aura/Water/Banish significantly.
He also suggests that SE introduces a new skill called, Sacrosanctity.
- It uses the old Cleric Stance animation.
- Marks an enemy npc and deals damage to them whenever the WHM casts a healing GCD.
I don't agree with everything on his videos, but it's a good watch and it helps non-healer players understand what we healer mains want. He understands the Healer role very well.




It's also just well-thought out which our current healers are not. There are so many ways to break a job's design that it's understandable why they felt like homogonization was the correct path, even if unacceptable by many of us.
To be honest, though, I think we need to be less scared of breaking stuff. Balance is important, and I'm normally a huge advocate of balance, but becoming obsessed with balance and perfection has made our jobs dull and lifeless. I would rather have something imbalanced but fun than something consistently dull. We all to often forget that this is a game, not an SAT test. The job does need to flow, and we can want to play as best we can with the jobs we have, but was it really bad for AST's cards to have RNG? Was it really bad for the faeries to be different but lopsided?
This is good and ties in several iconic FF abilities that Black Mages have decided to abandon between FFXI and FFXIV, but also, I need to mention Aero 3.
I'm still mad about Aero 3.
Mr. Yoshida, I'm looking directly at you right now (in a stern but non-threatening way). What did you do to my Aero 3?
Actually while I'm at it, Shadow Flare. And Bane. And Miasma 2.
Oh no, I better stop before I start writing an essay...
Anyway I agree with this post, yes yes.
pretty good ideas tbh. quake+tornado=yesThere are so many options they could open up healer DPS rotations with, but taking your idea, it's a no-brainer:
* AST - cards proc DPS spells.
* SGE - have more heal abilities generate addersting and have more spells to spend addersting on.
* SCH - bring back Miasma/Bane, maybe have a regen associated with it.
* WHM - Just give them more nukes. Quake, Tornado, Flood. WHM go kaboom. WHM don't need heal tie-ins.
lol
That isn't a bad idea. Maybe make it a spell that can spread to allies as well. If an ally is hit, it gives them a regen. If it hits an enemy, they get a DoT. Hmm...perhaps make this a circle ground-targeted AoE so we have a return of Shadowflare in a sense?
I was thinking sage could have a “melee combo” ala red mage with three buttons where the first charges in (summoner Ifrit special) the second cleaves, and the third explodes and jumps back (red mages). Remove the nonsense in melee aoe they have now and put toxicron on the ogcd so you can weave it between your attacks. Make more of it generate naturally.
The attacks could be done with beam sabers formed by our floaty things.
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