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  1. #1
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    IMHO the core thing that needs to be addressed is breaking the 'need' to be smashing the dps button mindlessly.

    Right now, there's just no reason not to be smashing Glare/holy as fast as the GCD will allow for 99% of the time you spend in combat. Until that fundamental detail changes, things aren't going to improve much IMO.

    As for how to do that, that's the difficult part as I honestly don't think there's an route that's going to suit everyone.
    (6)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  2. #2
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Sebazy View Post
    As for how to do that, that's the difficult part as I honestly don't think there's an route that's going to suit everyone.
    Agreed. That's why I think the "Four Healers" idea has merit. This way, while a lot of people will be at least somewhat upset (having to swap Jobs if their Job now doesn't work like they like), the most people possible can be happy since they will still have a healer, at least one, that appeals to them.
    (0)

  3. #3
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,397
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    The problem is if you increase the healing requirement in new fights it doesnt solve the problem of the back log of content that doesnt have the increased healing requirement which causes an issue.

    Also increasing the healing requirement increases the difficulty of the job which may discourage even more people to not play healer.

    You do not have to give healers full blown rotations like tanks. However giving them 3-4 more damage buttons per job would do wonders for engagement
    (3)

  4. #4
    Player
    Somnolence's Avatar
    Join Date
    Jul 2019
    Posts
    418
    Character
    Ixa X'phele
    World
    Zodiark
    Main Class
    Dark Knight Lv 100
    Assuming the fight design does not change fixing healers seems rather hard, basically a rework:

    * A lot more DPS abilities.
    * Burst phase
    * Simplified healing kits of strong abilities that are consolidated, f.e. basic single target heal should scale with target HP missing
    * Healing should not be dps loss or this will not solve PF healer shortage when they feel like they are being griefed when forced to heal more than needed. Either it should be oGCD or refund some resources for dps aka lilies?

    In addition, gearing needs to be fixed. Gearing healer alt is not easy and in statics healers are last in line to receive gear which is demotivating.

    I could be playing healer but right now with the state of things I just can't be bothered. If Square Enix wants for people like me to heal they need to put some serious work.
    (0)

  5. #5
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,399
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    We don't need 'a lot more DPS abilities', I think, just 2 or 3 more would work fine if there was some interplay which made them interesting. Monk in WOW has like 3 abilities to use for it's damage rotation, but they play into each other very well. Tiger Palm gives a stack, which increases the number of times Blackout Kick strikes. Blackout Kick reduces the 10sec CD of Rising Sun Kick by 1sec per strike. Rising Sun Kick is the big hitting ability, and with certain talents, can extend the duration of the monk's HOTs. Blackout Kick also can be talented to restore mana, a certain talent can be taken to give a CD which summons a very fast crane friend called Chi-Ji, who heals 3 people each time you use Rising Sun Kick, and gives a stack that reduces the cast time of your very strong HOT (which also increases healing received from all sources as a side effect) by 33%. 3 stacks makes that cast time instant, so DPSing allows you to seamlessly weave between doing damage and healing, all with just three DPS buttons.

    Also, Shaman has what, Flame Shock, Lightning Bolt, Lava Burst? And when Flame Shock ticks crit, it gives a Lava Burst charge (stacks to 2), and Lava Burst is guaranteed to crit on targets that have the Flame Shock DOT on them. Probably the simplest interaction imaginable, still more than what we've got in terms of how our kits interact with themselves. Holy Paladin generates Holy Power (think aetherflow, but it stacks to 5 and spells cost 3) by either healing it's 'Beacon' marked player (Synastry but actually useful) or by hitting the enemy with it's damage skills, some of which are melee. Now that we have basically 100% melee uptime on the bosses in FF, is there actually any reason we couldn't have a melee healer?

    And don't get me started on Discipline Priest and how it works with 'deal damage to cause healing' because it just makes me sad how much of a missed mark Sage really is
    (1)

  6. #6
    Player
    IllyaPrisma's Avatar
    Join Date
    Oct 2017
    Posts
    129
    Character
    Illya Prisma
    World
    Famfrit
    Main Class
    Arcanist Lv 100
    I genuinely believe SGE is fundamentally lacking in every department. The recent Phlegma buff pushed it ahead of WHM for rDPS, but otherwise it feels like a worse version of SCH in every way. Attempting DSR with a WHM/SGE was so unbelievably bad that SE had to attach an additional shield to Holos. That was partly the fault of WHM having very weak mitigation options, but SGE had quite a bit of trouble covering the deficit. SGE has miniscule shielding capabilities by comparison and has a carbon copy healing kit of SCH, with the exception of Pneuma. SGE has no equivalent to Deployment Tactics and only has 2 percentage mitigation options, where as SCH has 3.

    SGE needs multiple damage options added to their kit, and basically their entire healing/shielding kit needs a ramp up. Several abilities should be changed so that the job isn't a cheap SCH knock-off. There are weird time restrictions on SGE's shields that don't make sense. Seraphic Veil is a 30 second shield. Panhaima should also be a 30 second shield...

    Additionally, I'd love for SCH to have 2 Dots again. The return of Aero III, etc
    (1)

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