Or Discipline Priest in WOW, which is a healer that has to be proactive because most of it's healing is done through dealing damage and debuffing the enemy (Smite reduces the damage of the next autoattack by a flat amount iirc). It has to use skills to apply 'Atonement' to allies, which marks them for the transfer of damage>healing, but it has a fairly long CD on the skills that apply Atonement in an AOE, it only applies to 5 allies (rough in a 20man mythic), and the durations of those AOE-applied Atonements is lower, so gameplay involves 'ramping', ie, applying the Atonements and extending their duration ahead of the raidwide damage, and then doing essentially a 2min burst window, to maximise the damage that is transferred into healing
Instead we have Kardia, which is 'the old Embrace Macro'.
For removing obsolete healing tools like Cure1/Benefic1, they should have done that back in SB when they started consolidating the damage skills (ie, Stone1/2/3/4 upgrade into each other), it's insane to me that it's over 5 years on and they still haven't done it, who's using Cure 1 in endgame content? As for Sage though, the issue with Chloromancer and Discipline is that if you get overwhelmed and cannot keep up, there's not really a fall-back per se. Our classes have a Medica they can spam if panic is happening. I'd say the devs should have realized this 'liferaft' exists for the casual players, and made SGE healing more technical. After all, if a healer is struggling to keep up with the technical damage>healing gameplay of SGE and starts to flounder, they can spam Prognosis until the party's stable again, at the cost of some of their damage. Couple of us who have suggested reworks to the class even go one step further, and make Prognosis cost zero MP! The only 'cost' it'd have in our designs is that it costs you a GCD of damage. But of course, SE's design team is allergic to the idea of nuance, complexity, etc at the moment, so instead we have Scholar 2



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