I mean you just won't be able to eliminate direct DPS entirely. The combat system just doesn't allow it. I've expressed my specific take on what I'd do with AST before. Basically you'd have two Draw actions, one for offensive buffs and the other for defensive. Both the Draw and the Play would be separate GCD actions with 30 second cooldowns and 2 charges.That's 4 GCDs per 30 seconds. Additionally, I'd make it so that the buff effects don't immediately occur, but rather, the card is sitting on your target until activated. You activate all offensive cards with one AoE heal GCD spell, and you have another that activates all defensive cards. All of these actions would yield the DPS refund that you can pass on to someone else to trigger for you with an OGCD action.
That said, I'd be fine exchanging the DoT with something like a delayed attack--a premonition of sorts where all the damage occurs as the effect expires, though that could get tricky since the spell gets entirely wasted if it expires while a target goes through a phase change which could be annoying, and overwriting the effect could completely invalidate a previous cast which seems punishing. It would be more thematic though.
How I'd handle it is you'd still be doing DPS, it's just that the DPS would generate as you place buffs on allies and is a resource you'd need to manage. You could either pass off stacks of that damage for someone else to use, though that damage would still technically come from you and be treated as your own selfish DPS, or you could grant yourself the effect that detonates those stacks and manually trigger them with Malefic.
However you spin it, we have multiple different jobs under one role. Why aren't they taking different approaches to achieving the same thing? If someone wants to play a direct DPS healer, we can have a direct DPS healer, but not everyone wants that. So why don't we create an indirect DPS healer? We do ultimately need to have every healer contribute to DPS because if one just doesn't, then that healer's going to be thrown out of the meta entirely. But if you can generate DPS indirectly, you can have a healer who focuses on support while still having contribution.
One thing we have to accept is that things need to change if we want the healing role to not be the disaster it currently is. Jobs need to change. Excessive healing buttons should be cut even if they feel good to use and are great tools because we have way too much free healing and its sapping all the value out of our GCD heals. If we want the healing role to change and get fixed, but don't want anything to change or get removed, then it's no wonder healers are in the state they are.
Last edited by ty_taurus; 09-15-2022 at 01:52 AM.
Honestly, at this point, I'd just like to see a healer that has something other than "Nuke + 30 sec DoT + once a min or so third DPS button". And I say this as a healer that doesn't find DPS enjoyable and is thus perfectly content to have 1 button DPS. Even I find the "111111111112111111111123; repeat" to be stupid. We have 4 healers, why do they all have essentially an identical heal kit? If one is 11111111111111111 while another is 123123123 and another is 1112111311121114, this would be better to me than them all being essentially identical. Glare, Dia, Misery. Dosis, Eukrasia Dosis, Plegma. Malific, Combust, Earthly Star (I guess? Don't ever play AST because I don't care much for it). SCH is the only one that's at all different because it has Ruin 2 for a spamable (but you don't WANT to spam it) movement tool (useful for things like Wraith donuts in Delubrium) and that Energy Drain isn't a 45/60 sec GCD but rather a semi-spamable (limited by resource) oGCD. But even that is, for most purposes, 11111111111211111111112 between Broil and Byolysis, just with "3" weaves for Energy Drain (if not using the AF for healing; 6 under Dissipation) and Ruin 2 as an option.
As much as I'd be happy for WHM to just lose Dia and ONLY have Glare (and Misery), I'd also love to see some other design space across the healers. One having a simple 1-2-3 rotation like MCH does (which is just 1-2-3 with oGCD weaves and the 1-2-3 doesn't break when they use their other GCDs, so the hypothetical healer's wouldn't either, allowing them to freely cast cure GCDs if needed without gimping themselves) and one having something more proc or context based would not go amiss, imo.
That we have 4 healers but they all have MORE OR LESS identical rotations is just stupid. We have 4 tanks and they aren't TERRIBLY complicated, but each of them still feels like I'm playing a different thing when I swap between them because they all have different rotations, even their core rotations. WAR has an occasional upkeep buff finisher, PLD swaps between two finishers, a 3 hit stinger on Royal, and then the caster phase, GNB has a 1-2-3 like WAR but without the upkeep buff, instead playing with its GCD continuation abilities to prevent overcap, and DRK...well, I don't play DRK, but I'm guessing it's a bit different as well. There's no reason for healers to not be AT LEAST a bit more diverse given that.
I mean if you don't really want to engage with a healer's rotation, if all the healers get a more developed rotation, why not just ignore the rotation and spam whatever button you want? It's not like it matters at all outside of savage anyway. You can always just not use Dia if you hate it that much.
I appreciate your additional comments, once again, I may be mistaken, however it sounds a lot like AST would become a lot like a bard- which doesn't appeal to me.
By comparison- - I did very much enjoy a support job in another game which had a lot of utility, heals and DPS.
In that job design, it had a number of buffs to pick from that were basically toggles that could be set at any time. That was more effective and enjoyable than tracking and managing when a buff was going to run out. I could concentrate instead on heals and DPS, depending upon the circumstances.
I've explained this build before on these forums, which I mainly say because I don't really mean to sound like a broken record or present this as the "only" or "right" way to build AST or a new support-focused healer, but I think it outlines a really healthy way to create a more support-focused healer who is allowed to forego a lot of their DPS focus. So here's a simple overview of the just the card system in my own personal take on an AST rework:
1. Draw is split into 2 GCD actions: Solar Draw and Lunar Draw. Both have 30 second cooldowns with 2 charges and are independent of one another.
- Solar Draw will randomly pull either The Balance, The Arrow, or The Spear, all offensive buffs.
- Lunar Draw will randomly pull either The Bole, The Ewer, or The Spire, all defensive buffs.
- Only 1 Solar Arcanum and 1 Lunar Arcanum can exist at any given time on a party member. The effects do not activate immediately, but sit on the target until activated with another action.
- Both the act of drawing and playing a card summons 1 Lodestar that orbits around the AST. Up to 6 Lodestars can orbit the AST at a given time.
2. Celestial Opposition and Celestial Intersection are moved to the GCD along with a new action: Celestial River. Each of these has a 60 second cooldown with 2 charges.
- Celestial Opposition is a GCD AoE heal of 200 potency. It additionally generates 1 Lodestar. All allies healed that have Lunar Arcanum on them have the Lunar Arcanum activated. Example: The Bole adds a 10% damage reduction buff on top of the 200 potency heal.
- Celestial River is the same as Celestial Opposition, but triggers all Solar Arcanum. Example: The Balance adds a 5% increased damage dealt buff on top of the 200 potency heal.
- Celestial Intersection is a 400 potency single target heal that activates both Lunar and Solar Arcanum on 1 target and generates a Lodestar.
3. Stargazer is a new OGCD action on a 5 second cooldown that applies 2 stacks of a unique buff to either yourself or another party member. When using a spell or weaponskill, 1 stack is consumed, which causes 1 of the AST's existing Lodestars to attack the first enemy attacked by the buffed party member's action, dealing your current Malefic potency to the first enemy and dealing 50% less damage to nearby enemies.
The main point I'm trying to convey with this concept is that we can potentially create a healer who spends much of their GCD time targeting allies with buffs and healing in place of DPSing. Because the buffs are also not immediate, you aren't creating a healer that's necessarily keeping up lots of buffs constantly, but rather setting up buff windows to activate later. This is just the core of the concept and other tools can be added around it as well, for example, I imagine Horoscope could possibly be reworked to apply a 1 random Lunar Arcanum to the party to set you up for upcoming mechanics in savage. The numbers in this example could also change of course, but again it's really just about communicating the idea of something that allows players who want a healer that can break away from being green DPS.
AST isn't interesting at all, the card mechanic is terrible. Its 'buffs' are two different flavors of Balance Jr., with astrosigns that matter so little that it's not worth redrawing a wrong one. Their design is boring and creatively bankrupt. Moving cards to the GCD allows more thinking time between Draw and Play and, correspondingly, allows the devs to create interesting DPS card effects that require more decision-making from the player than 'is this a melee or a ranged card?'.
he/him
I'd agree and disagree with this. Disagree because way back in ARR healer DPS wasn't as big of a thing. Going into Cleric Stance legit felt like a risk-reward, and particularly more so for SCH where you could apply your DoTs, have lustrate for emergencies, and then take stance off if needed. I do agree that it would not work nowadays with the way the game has gone, and it would not be an option, only a nuance.
The biggest issue with old Cleric Stance in my mind is that you're obligated to engage with it. If you don't feel comfortable taking that risk, you were punished with virtually 0 ability to contribute DPS, but then if you do engage and you make any mistake in your assessment, then suddenly you can't even perform your most basic role function (outside of a few exceptions like Benediction).
I think simply giving you a more valuable DPS buff that has a time limit but does not tank your healing would be a far more balanced and forgiving way to address that concept. Lets say you have charges of this buff and it lasts X seconds. If you misjudge when the best time to use it is, and need to start healing, you're losing uptime during that buff window and is a consequence, but it's not this grand ultimatum where you either do damage and can't heal at all or you do nothing and prepare for healing.
I like to believe the reason Sage is essentially "easier SCH" is because the devs were hesitant to try how a dps healer would function or is received, since they're testing new waters, and after everything is settled they'll expand more into that identity for 7.0. *inhales hopium*
That said, I'd be really disappointed, but not surprised, if they just upgrade Dosis, add more healing ogcds, and call it a day. At the very least, give us an aoe Kardia!
|
![]() |
![]() |
![]() |
|