healer lb1 and 2 are so utterly useless it's actually just miserable.
especially lb1. it's like a slower medica 1. horray?
healer lb1 and 2 are so utterly useless it's actually just miserable.
especially lb1. it's like a slower medica 1. horray?
I like this.
There are a few instances where things go south yet you only have LB2.
Tumblr: taildippedinpaint
lb1 or 2 that can rezz would mean some mechanics can be skipped in raid content, a pld could cover a healer and the healer can lb1 to get everyone back, and then you see a lot of the fight before you were supposed to... I know it would be nice for normal dungeons or raids, but for progressing and world first race, would probably be bad
I think heal lb1 could be something like 50% HP heal+regen effect
heal lb 2 100% heal + regen + haste buff for grp, maybe ending up as the better dmg lb2, because it sucks that melees have to interrupt their rotation for 'just' lb2, let healers do it because they are support anyway...
I actually use tank lb1 and 2 not as rarely as some people might think here. If you look out for situations where its useful you will find them and thats why I think they are fine. Most grps prefer to wipe instead of thinking about using it...
Tbh i'd like to see the pvp limit break system in pve
The fact you will almost never get to see your lb 3 unless you're a melee dps is kinda sad
obviously potencies would have to be adjusted but ye
Imagine how freaking crazy burst windows would be with every single character LBing at the same time.
Just like Tank LB 3, healer and tank LB 1 & 2 are pointless compared to DPS as someone said because SE designed the game this way.
Yes you can find some very niche uses for them, but it’s so few instances it’s ridiculous.
As it stands, so long as they don’t revamp/find ways to make them more interesting to use VS pure raw burst damage. They will always get shafted for DPS LBs
Tanks could get a duration buff (10/15/8 to 15/20/25) to help them realistically mitigate more than just a single mechanic or raid-wide attack. This also doesn't restrict LB3 to its required uses and makes it harder to botch. Currently, all three of these have gimmicky uses to save people, and not in most high-end content, whereas these buffs factor in the sacrificed damage from a DPS LB. While LB1 could also benefit from a mitigation buff, giving it a better chance to save people on its own, it's already consistent with LB2/3, which work fine enough.
At the very least, Healer LB1/2 should have a healing percentage buff (25/60 to 40/70) and restore MP by the same amount. LB3 should also restore MP to living party members (it's almost better to die and get revived). The regen/barrier ideas for LB1/2 are nice, potentially working differently with different healers. Allowing them to revive party members would help in giving them more use, and likely wouldn't incentivize raid mechanics as you're limited on uses and still have to deal with enrages, but it would still be hard to balance. They wouldn't be as powerful if they revived people with Brink of Death/Weakness, but that could lead to griefing in Alliance Raids.
Bit more than Potencies, some LBs would need to be redone entirely.
DRK would effectively be given a 2nd invul, while WAR's PVP LB would more or less be another charge of Fell Cleave and Thrill of Battle and 20% more movement speed.
While I would personally running around stupid fast as a tank, I don't think either of these things are ideal.
Last edited by Oizen; 05-04-2023 at 05:13 AM.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.