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  1. #1
    Player
    AmyNeudaiz's Avatar
    Join Date
    Dec 2011
    Posts
    2,016
    Character
    Adahna Serafi
    World
    Excalibur
    Main Class
    Blacksmith Lv 80
    Am I the only one who thinks Whm needs to turn into more of a healing specific job by nerfing its offense? (tone down the magic potency a bit for Whm but not Cnj)

    I mean, they would just need to make a change to Whm and add a healing/dps hybrid to have real variety. Look what we have now with Gld/Pld and Mrd/War. We have a versatile tank only class (which IMO, people underestimate) with Gld, tank/healer hybrid with Pld, tank/dps with Mrd and War so why not do the same with healer and dps?

    Just keep Cnj as is (a healer with a little bit of dps capability) and add a new class and job to be a healer and dps hybrid like Red Mage or something way more capable than what some people think Brd can do and lower the offensive capability of Whm. (maybe even make it a little better at healing? A more "Enhanced" Cure would be nice so you can have a viable and faster choice other than just Cura so that way neither are useless and would be perfect to make Whm a really good main healer.)

    Like this everyone can play exactly how they want to play and there's no complaining about anything. (Could people complain about too much variety? Oh wait, this is the official FFXIV forum, of course they could lol)

    I'm not saying they would have to do this exactly, but I'm just throwing some ideas. Like some other ideas could even be if they made heals have combos that would be cool too for Whm. Like just for example if it was like this: Cure > Cura [Combo: Slightly reduced cast time and partial MP return based on HP healed] > Curaga [Combo: Increases AoE range and reduces enmity gained] and maybe other things too like Cure > Regen [Combo: Increased duration of regen effect] or Cure > Esuna [Combo: Decreases recast timer on Esuna by half]. That alone would make Whm just so much better as a main healer and please don't say it is now. Most content requires 2 full time healers and depending on some players skill level, 3 healers. So no, Whm is not a good main healer as is.
    (1)
    Last edited by AmyNeudaiz; 06-13-2012 at 10:23 PM. Reason: missed some of my points

  2. #2
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Quote Originally Posted by AmyNeudaiz View Post
    Am I the only one who thinks Whm needs to turn into more of a healing specific job by nerfing its offense? (tone down the magic potency a bit for Whm but not Cnj)

    I mean, they would just need to make a change to Whm and add a healing/dps hybrid to have real variety. Look what we have now with Gld/Pld and Mrd/War. We have a versatile tank only class (which IMO, people underestimate) with Gld, tank/healer hybrid with Pld, tank/dps with Mrd and War so why not do the same with healer and dps?

    Just keep Cnj as is (a healer with a little bit of dps capability) and add a new class and job to be a healer and dps hybrid like Red Mage or something way more capable than what some people think Brd can do and lower the offensive capability of Whm. (maybe even make it a little better at healing? A more "Enhanced" Cure would be nice so you can have a viable and faster choice other than just Cura so that way neither are useless and would be perfect to make Whm a really good main healer.)

    Like this everyone can play exactly how they want to play and there's no complaining about anything. (Could people complain about too much variety? Oh wait, this is the official FFXIV forum, of course they could lol)

    I'm not saying they would have to do this exactly, but I'm just throwing some ideas. Like some other ideas could even be if they made heals have combos that would be cool too for Whm. Like just for example if it was like this: Cure > Cura [Combo: Slightly reduced cast time and partial MP return based on HP healed] > Curaga [Combo: Increases AoE range and reduces enmity gained] and maybe other things too like Cure > Regen [Combo: Increased duration of regen effect] or Cure > Esuna [Combo: Decreases recast timer on Esuna by half]. That alone would make Whm just so much better as a main healer and please don't say it is now. Most content requires 2 full time healers and depending on some players skill level, 3 healers. So no, Whm is not a good main healer as is.
    I think I see where you are going. You are saying that WHM should work something like this. Since WHM is seen as a healer then their ability to inflict dmg should be greatly reduced to amplify the fact that they are a healer first and a DD 4th.

    In 2.0 they may be able to be more flexible with ability but from what I see you want something like

    Conjurer:
    Stone-Stonera
    Aero-Aerora

    WHM: Earth/Wind potency is lowered but Holy potency is unaffected
    Cure-Regen "Increases duration of regen"
    Cure-Esuna "Cures based on amount of enfeebles removed"
    Cura-Regen "Increases potency of Regen"
    Cura-Holy "Converts to single target with change to lower mag defense"
    Curaja-Esuna "Grants a temporary stat resist enhancement"
    Curaja-Holy "Consumes half of current MP to inflict AOE dmg"

    Stone/Stonera/Aero/Aerora=Unable to combo but the accuracy of inflicting said enfeebles will increase

    So I'm thinking you want to see something like this which pushes the idea that WHM is a healer, while I have no idea how the above combos would work the idea is to focus on WHM as a healer and limit their offensive abilities but in place of that those "offensive" abilities now become primary enfeebles with their increased chances of being able to inflict the enfeeble on a target.

    It is possible with the current engine they are unable to be as flexible as they'd like to be with combos so perhaps come around 2.0 they will be able to have it where a WHM can have it's own unique combos apart from CON to further the idea that a WHM is a primary healer with a weak offensive capability.
    (1)

  3. #3
    Player
    AmyNeudaiz's Avatar
    Join Date
    Dec 2011
    Posts
    2,016
    Character
    Adahna Serafi
    World
    Excalibur
    Main Class
    Blacksmith Lv 80
    Quote Originally Posted by Airget View Post
    I think I see where you are going. You are saying that WHM should work something like this. Since WHM is seen as a healer then their ability to inflict dmg should be greatly reduced to amplify the fact that they are a healer first and a DD 4th.

    In 2.0 they may be able to be more flexible with ability but from what I see you want something like

    Conjurer:
    Stone-Stonera
    Aero-Aerora

    WHM: Earth/Wind potency is lowered but Holy potency is unaffected
    Cure-Regen "Increases duration of regen"
    Cure-Esuna "Cures based on amount of enfeebles removed"
    Cura-Regen "Increases potency of Regen"
    Cura-Holy "Converts to single target with change to lower mag defense"
    Curaja-Esuna "Grants a temporary stat resist enhancement"
    Curaja-Holy "Consumes half of current MP to inflict AOE dmg"

    Stone/Stonera/Aero/Aerora=Unable to combo but the accuracy of inflicting said enfeebles will increase

    So I'm thinking you want to see something like this which pushes the idea that WHM is a healer, while I have no idea how the above combos would work the idea is to focus on WHM as a healer and limit their offensive abilities but in place of that those "offensive" abilities now become primary enfeebles with their increased chances of being able to inflict the enfeeble on a target.

    It is possible with the current engine they are unable to be as flexible as they'd like to be with combos so perhaps come around 2.0 they will be able to have it where a WHM can have it's own unique combos apart from CON to further the idea that a WHM is a primary healer with a weak offensive capability.
    Well I only gave some examples to get what I had in mind across, what they actually add for combos, which I seriously think Whm needs, is up to the devs and the QA team. But yeah, that's pretty much what I was saying.
    Also, you can get around the potential of an unintentional Holy-nerf by reducing magic potency on the character and increasing the power of the actual Holy spell so it remains unaffected.
    I just wish it would be a little faster and more fluid than it is now and didn't suffer the tiny area of effect for buffs and AoE heals. And where is my Curaja?
    (0)