It's...an _interesting IDEA_. When properly executed and in a game that actually leans int/allows it.
Yes, those are caveats that mean, yes, it didn't work for FFXIV.
Having dichotomies like "main tank/off tank" work in games with more complex (e.g. less scripted) battle systems and more varied gameplay styles. For example, consider WoW circa Wrath of the Lich King. At that time, there was a dual tank healer (Holy Paladin) that had only a few single target healing spells (and no AOE to speak of), but they were hyper efficient and very powerful, meaning in a large (25 person) raid with 4-6 healers, bringing one was a no-brainer. Restoration Druid worked as a heal over time focused healer whose main job was to keep several HoTs on the tanks to smooth their recovery and "roll HoTs" across the raid group to ensure stable health values (no one getting and staying too low, recovery to max health over prolonged time periods of no damage). Restoration Shaman maintained buffs and assisted with party mana restoration (so did Druid in a pinch with Enervation, I think it was, and Paladins could help with Judgement of Wisdom on the boss that would proc MP gain for raid members striking the boss), and was good at AOE healing party members with the affectionately named "banana beam" (Chain Heal) among others. And Priest had two healing specs, Holy which was kind of the jack of all trades of healers, and Discipline, which for the first time was actually somewhat useful (it was mainly just used for leveling in Vanilla and BC) as a shield tank to smooth damage and a passable tank healer if you couldn't find a Paladin despite them being everywhere. It fully came into its role through Cataclysm and into Mists of Pandaria, the following expansions.
Now, I say this not to praise WoW or condemn FFXIV, but more to point out that a game that ALLOWS AND EMBRACES NICHES can work if the game plays into that AND the encounters support it.
FFXIV does neither.
The longer GCD filled with oGCDs completely alters the dynamic, and the scripted fight damage and low tank auto-attack damage collectively mean you don't need things like tank healers or party healers. All healers in FFXIV, even the powerful barrier healers, have effective and potent HoTs. They aren't spamable, but they don't need to be as there's no case in FFXIV where a Resto Druid-like "rolling" of a single target instant cast HoT (Rejuvination, which was basically Regen) is ever needed or useful to a party. While WHM _could_ do that...they could just cast a Rapture, Assize, or Medica 2 and call it a day in most cases.
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There's too much overlap (all barrier healers have regens, AST has barriers, WHM is the only odd one out), the fight design doesn't really allow that flexibility (barriers can't be MANDATORY or WHM can't heal an encounter, Cure 3 can't be mandatory or SGE can't heal an encounter, etc), and with fight damage that can be easily covered with oGCD healing in most cases anyway, regardless of if there's a barrier or HoT attached or not.
Every healer but WHM is an effective barrier healer. That includes AST. Every healer is an effective HoT healer. Every healer is an effective AOE healer. Every healer is an effective single target healer (in the few cases that's called for). Every healer has effective throughput/on-demand healing. Every healer has effective MP regen for their mainly used healing tools.
So you don't need an efficient single target Holy Paladin or a Hot Rolling Druid, an AOE specialized Shaman or a damage smoothing Discipline Priest, and a generalist Holy Priest doesn't come into play because ALL of our healers are basically generalist Holy Priests. It helps when the raid size is 25 as you're EXPECTED to have roughly one of each healer in your 4-6 person strong healing team.
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So it's a nice idea. I see what they were going for.
But the healer design (everyone has all the tools anyway), encounter design (scripted fights with rigid damage in predictable patters that can all be handled with oGCDs), and rigid class design (because every Job in FFXIV does every thing, there's no niche expression to speak of, and where there is, like SCH having extremely powerful shields, they aren't used in encounters because the other healers would then be unable to clear content)
As such, the idea failed.
FFXIV's combat system is just too rigid right now for specializations to work.
[Ironically, the main-tank/off-tank thing CAN work because raid groups CAN optimize to have one tank that just eats damage and the other that deals more and this be moderately effective. While gearing allows that to shift to just using 2x off-tanks for the greater damage leveraging their support skills to keep each other alive, at least during prog that dynamic actually IS useful, whereas the Pure/Barrier split never really is because the Barrier healers can match the Pure healers in throughput when using CDs, and the times you have those heal checks are both infrequent and scripted, meaning it's easy to have those CDs ready. This is why SCH/SGE actually is effective despite both having, on paper, less throughput. Because they have it when they NEED it, and that's all that matters. And as others have said, AST is only useful because of the party buffs and that it has a lot of mitigation for a Pure healer as well. WHM is only there because it's still easy and that matters to a lot of people, but it does less party damage contribution and has weaker mitigation meaning it's harder in prog AND farm. Somehow. <_< ]


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