Man, playing other games always makes me miss Guild Wars 1's style of doing things... Ignoring the engagement of building your own build for a moment (because obviously that comes with a bunch of engagement)
Most skills had an energy (MP) cost, outside of specific ones such as signet abilities and adrenaline (rage) abilities.
Almost every skill had a cooldown of some sort, the only one I can think of off the top of my head that didn't was the elementalist's flare spell, which was a super basic one second cast no recharge damage spell.
Healers had to really think about the skills they brought. Sometimes they had a basic "main heal" spell, but not always, and every ability on their eight slot skill bar had a purpose (or at least should have a purpose).
Like, look at this: https://gwpvx.fandom.com/wiki/Build:...romise_Support
(you can mouse over abilities to see descriptions)
This monk build takes the assassin class as a secondary class and uses an elite assassin spell to generate energy and recharge skills, particularly the party-wide 50% block chance buff.
Alternatively, here's a ritualist healing build that focuses on energy management so the ritualist can reliably put out healing. Resource management is much more of a thing in GW1 than FF14, fwiw:
https://gwpvx.fandom.com/wiki/Build:...Songkai_Healer
The skills just generally feed off each other or have synergy within the build, unlike FF14 where most healing skills don't really have anything to do with each other outside of things like eukrasia, krasis, and zoe. I think that's one of the biggest issues people have with FF14 healing - the skills don't really have synergy. The damage spells don't really do anything with each other, the healing spells don't really do anything with each other and many of which are just reskins of the others. You don't have much in the way of resource management. You don't have creative/interesting ways to handle your healing through other means (such as the monk using an assassin skill to recharge all of their cooldowns).


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