I should clarify (or try to), when I say that 'I don't think 123 combos is the solution', I mean for a healer, and the healer design specifically. Since we're on the subject of WOW, I'll use an example from that. Disc Priest has, while doing it's 'damage to heal' bursting combo, Smite as it's filler, Schism to open the 'deal more damage' window, Mind Blast (2 charges), Penance (gives mobility, channeled, very short CD), MindGames (longer CD but very strong effect), ShadowWord: Pain (DOT), ShadowWord: Death (bursty hit but deals selfdamage), maybe I missed one idk I don't play Disc much. Point is, all of these are unlinked, they don't '123' into each other, and they all have different CDs. You'd ideally want to use them all in a certain order for 'the most optimized burst possible', sure, but sometimes one of them's not up when you need to do a round of healing. The game's not gonna go 'oh I see you don't have both charges of Mind Blast back yet, I'll let you chill till you're ready', so you have to do the burst, without that second charge, and adapt your burst window accordingly, filling that missing GCD with something else.
So back to FFXIV, we could have something like, SGE could have Dosis (filler), E-Dosis (DOT), Phlegma (Hard hit, 2 charges), Toxicon (gives mobility, very short CD, get rid of/rework addersting it sucks), Dyskrasia (some kind of proc that causes it to deal bonus damage so it's a gain on ST), maybe an E-Toxicon or E-Phlegma if we're feeling spicy. None of these have to be linked via a 123 combo, they can all be standalone moves, with their own separate CDs or charge timers or whatever. I wouldn't do this to SGE, as I've already made a post about what I'd do to it on the healing side of things, but the premise can be put onto other healers too. SCH having 2 DOTs, a ground effect, an AOE with a DOT component to discourage spamming, etc. to manage in SB for example.


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