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  1. #41
    Player
    BubblyBoar's Avatar
    Join Date
    Aug 2013
    Posts
    605
    Character
    Xyno Edajos
    World
    Cactuar
    Main Class
    Thaumaturge Lv 90
    Being a healer in FL is still very much about protecting and saving your party members, but you have to do it differently. It's not as simple as it was about. In fact, healers are one of the best ways to defend against the current DRK/DRg meta that has taken over FL.


    WHM - Aqua veil is your friend and the difference between a person getting caught by a group or not. Also, Seraph striking a DRK that is pulling your alliance will help them. They all get protect as well as you healing them from some of the damage they are taking. That is often enough to get most people out alive. People really dont understand how much the DRK/DRG strat hinges on player error. Not healing or guarding in time or having just enough HP to survive matters. LBing a group as the DRK pulls also delays some of the follow up burst and scares off some people as well. Everything helps.


    SCH - Even easier in this regard. A spread shield and a spread bio will reduce the DRK/DRG meta strats by a ton. Movement boost allows people more escape while using skills. Summoning Seraph and the follow up sheilds are a huge boon to surviving the stack. I've saved entire parties with it.


    AST - Again, a great defender. While the Bole is more targeted, AST LB is a huge 30% dmg reduction. it effectively neuters the DRK/DRG combo (which usually has an AST alongside them for the 30% dmg up). Deleting a whole third of the incoming damage is a HUGE deal and should be used well. Not to mention the popped Macrocosmos that will heal a significant amount of HP between dmg bursts.


    SGE - straight up annihilates the DRK/DRG combo. In fact, when I play SGE, I had the alliance that did it specifically target me before they unleashed it because I completely ruined their stack combo so many times. Just drop LB on the area the DRK uses it's pull and watch how many LBs and attacks are wasted doing literally 0 damage. It is insane and hilarious. Not to mention popping panhaima to add on t the defensiveness.




    So yes, a healer is still very much very strong in FL, but the skill needed to use one has changed. It is no longer reactionary. You cant see that someone needs help and bail them out. You have to be preeptive. If you see a DRK shield up and run toward your group, you know a pull is coming. If you see a but of DRGs jump into the air, you know what is coming. If you see that AST pop LB early, you know what is coming and have to plan accordingly. It's how you become an effective FL healer. You are the one keeping an eye out for that kind of thing. Stop trying to save the one guy getting CC'd to death while being mobbed by 20 people. You aren't going to save them.
    (2)
    Last edited by BubblyBoar; 02-15-2023 at 08:56 PM.

  2. #42
    Player
    Jettinson's Avatar
    Join Date
    Feb 2021
    Location
    Ul'Dah
    Posts
    792
    Character
    Ivan Moondiver
    World
    Alpha
    Main Class
    Warrior Lv 80
    Quote Originally Posted by BubblyBoar View Post
    SCH - Even easier in this regard. A spread shield and a spread bio will reduce the DRK/DRG meta strats by a ton. Movement boost allows people more escape while using skills. Summoning Seraph and the follow up sheilds are a huge boon to surviving the stack. I've saved entire parties with it.
    Seraph Flight is great, while the 1 time purify is negligible in FL, having Excogitation has saved many times in choke points, that heal pop at 50% rocks
    (1)

  3. #43
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Llynethil View Post
    Thing with war specifically is, 2 of your skills cost you 10% of your hp to use, so even with some lifesteal and the lb, it's immediately offset by the fact you lose hp just to use your skills, ninja ain't gotta pay in hp to use anything, and has a way to strong shield.

    For example, war shield has potency of 10% of max hp, with LB used I have around 80000 hp, so with LB it's a 8k shield give or take.
    Ninja's shield has a 16k potency and gives 25% movespeed.
    With no LB war shield is only about 5.4k ...

    How is this ok for a non tank class that doesn't even lose health on using basic abilities and can get away 10x easier aswell.
    Orogeny also doesn't life steal so it makes it even worse. WAR and DRK losing HP to use specific skills is really horrible. Its why I stopped playing WAR. Their AOE stun and LB are great, but two of their skills taking 20% of your HP feels awful.
    (1)

  4. #44
    Player
    Kathleen_'s Avatar
    Join Date
    Aug 2022
    Posts
    102
    Character
    Kathleen Nadinea
    World
    Adamantoise
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Ransu View Post
    Orogeny also doesn't life steal so it makes it even worse. WAR and DRK losing HP to use specific skills is really horrible. Its why I stopped playing WAR. Their AOE stun and LB are great, but two of their skills taking 20% of your HP feels awful.
    The sheer amount of self healing WAR has in FL due to the number of people it can hit easily makes up for that tiny HP loss, not to mention that Orogeny is also mitigation. I've personally never felt like it was an issue at all.
    (0)

  5. #45
    Player
    Llynethil's Avatar
    Join Date
    Feb 2021
    Posts
    266
    Character
    Llynethil Kindle
    World
    Balmung
    Main Class
    Botanist Lv 90
    Quote Originally Posted by Kathleen_ View Post
    The sheer amount of self healing WAR has in FL due to the number of people it can hit easily makes up for that tiny HP loss, not to mention that Orogeny is also mitigation. I've personally never felt like it was an issue at all.
    Problem is if you get stunned, you cannot lifesteal.

    Meanwhile pala or drk or ninja with their shields can be stunned and not care because it'll still be on while cc'd, if war uses bloodwhetting you just cc him and destroy him because their main mitigation is now down.

    Which I'm honestly fine with, I think this is actually good design, it makes it so you have counterplay to war, this type of counterplay needs to be available against other jobs with way stronger mitigation aswell, but it isn't there which makes it a problem.
    (0)

  6. #46
    Player
    BubblyBoar's Avatar
    Join Date
    Aug 2013
    Posts
    605
    Character
    Xyno Edajos
    World
    Cactuar
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Jettinson View Post
    Seraph Flight is great, while the 1 time purify is negligible in FL, having Excogitation has saved many times in choke points, that heal pop at 50% rocks



    Very much so. The 1 time purify is great for not getting the bind from DRK's pull. It's not often that the alliance dumps their CC on the group pulled before that. But every bit counts. And like I said, it's not for helping that 1 person being jumped by 20 enemies. That person is dead, abandon them.
    (0)

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