Could they put faerie hp bars back or return efae so dt is used on more than just adlo?



Could they put faerie hp bars back or return efae so dt is used on more than just adlo?




I actually wouldn’t be terribly opposed to that, but I think that’s because I find AST’s horrible APM not a form of skill expression but just an annoyance, AST having draw and play as oGCD’s feels like if DNC had reverse fountainfall and bloodshower as oGCD’s, slightly slowing down the job without changing the expression of knowing who to card and when wouldn’t be the worst thing in my mind


Because they will eventually give the new caster dps the "nature" theme or some other healer that "druid" style.
As for the post itself.....
I have zero expectations. Many of us have been around enough to know that the devs have absolutely no clue on where to go with healers. Every expansion has more and more questionable healer design choices.
So if I had any expectations, it would be the following.
1 - Upgraded sfx dps spell/dot.
2 - More redundant healing.
3 - "We've raised the damage to make you heal more" lie.
4 - More robes.
5 - Healer role in need in both DF and PF x10.
If we want to get more specific...
WHM
1 - Lily regen (ST or AoE)
2 - Thin Air 3rd charge
3. That's it.
SCH
1 - Fae spender
2 - Fairy is auto summon glam
3 - Expedient nerf
4 - Embrace nerf
AST
1 - Healing nerfed into an unplayable state
2 - Disconnecting and dumbing down the cards even more
3 - Macrocosmos nerf
4 - Essential Dignity 3rd charge
5 - Lord/Lady removed again
6 - Synastry removed
7 - Astrodyne reworked into something worse
8 - Players locking out AST due to poor stated released in.
SGE
1 - Pneuma dmg removed
2 - Soteria removed
3 - Krasis reworked into Soteria (OG)
4 - Pepsis reworked in flat AoE heal
5 - Gap closer 2nd charge




I replaced my AST main with RPR so there is that. No doubt they'll dumb down AST more and make the cards messier. Got to balance fun into the ground more.


You forgot the most obvious SCH changes
5: Removed Energy Drain (again)
6: Added Energy Drain 4 weeks later due to VERY vocal player feedback (again)
Was rereading things and I struggle to believe this one. Not the effect, it's plain jane enough that the devs would absolutely leap at the idea of 'AOE Regen Lily spender'. No, the name annoys me for some reason. 'Shelter' doesn't sound 'high and mighty' enough to me for the WHM naming theme. We got Asylum, Solace, Rapture, Confession (the buff from PI) so I'd propose... Afflatus Absolution. Or maybe that could be something else, idk I think the word 'Absolution' would fit well somewhere on WHM
Last edited by ForsakenRoe; 08-04-2023 at 01:58 AM.




The real question is which healer is going to get murdered through literal development/QA failure this time?
Will SE remember to adjust Misery's potency this time?
I'm honestly not hopeful unless I see some signs that they've been recruiting.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~




Misery's potency is still wonky.
It's a flat 2140 potency when you learn it despite Glare being 290 potency, meaning it's a raw gain during ShB content. They clearly couldn't be bothered to set it at 1160 and then increase it to 1240 at level 82.
Similar, but worse deal with Toxikon. Regardless of how utterly worthless Toxikon is as an action point blank, it doesn't get its potency adjusted at level 72 to 320 to match Dosis II, so not only is it already a joke, it's even more of a joke during ShB content.
If I'm allowed a small degree of naive optimism:
General Changes
- Lucid Dreaming Removed. (This was previously almost half of our MP generation per minute, the remainder being passive MP per 3s.)
- We now instead tick for 500 MP per GCD, up from 300 per 3 seconds, doubling our passive MP generation. Spell Speed therefore increases MP efficiency, while this increased rate fully makes up for the removal of Lucid Dreaming. (Time to fully replenish MP passively reduced from 100 to 50 seconds.)
- DoTs and HoTs now tick per second; values adjusted to retain multiples of 5 on each tick and on application while reaching the same total potency.
- MP restoration on most abilities removed, as this only further punished players for holding those healing actions actually for actual burst healing.
- Most GCD's MP costs have been reduced.
- Many healing abilities now have shorter cooldowns and/or additional charges but now have (significant) MP costs. One cannot sustain use of these oGCDs at less than their former cooldowns without their MP levels dropping over time, but they offer fairly flexible emergency tools.
- Raid and tank damage taken between bursts has been increased.
- There are now a greater number of random-target attacks against non-tanks, though generally spaced away from raidwide bursts of damage taken.
- AoE heals and effects may now act on any friendly players, regardless of whether they are in your party, though to a maximum of 8 players affected (with party members prioritized).
- Nearly all AoE heals now migrate would-be overhealing to other allies, but split part of their total potency.
Medica, for instance, heals for 200 potency + 800 potency split over all wounded allies in range, to a maximum of 600. This results in 600|600|467|400|360|333|314|300 per target, or a total of 600|1200|1400|1600|1800|2000|2200|2400, down from a maximum of 3400 across 8 allies (including self). This in turn allows individual mitigation to play a stronger role alongside AoE healing.
- Misery now begins at 2060 potency and is only buffed to 2140 at level 82 as part of Glare Mastery. Toxicon II has been moved to level 72 to scale correctly opposite Dosis II, while a Toxicon III has been added at level 82 to function opposite Dosis III, etc.
- Glare III renamed to Glare II because the number system doesn't have any AoE associations for even numbers anyways.
- Many skills acquisition levels lowered or new, lower-level variants added to introduce their gameplay earlier, though at lower power.
White Mage
- Glare III (see above). 330 potency.
- Each Lily now blooms a Blood Lily, rather than only every third, but the value of each Blood Lily is thus reduced to a third of its former value.
You may now hold up to 5 stacks of Blood Lily. These now show both on your status bar among priority buffs and marked on the Afflatus Misery button itself.
Afflatus Misery consumes all available stacks of Blood Lily to deal ~80%|90%|100%|100%|100% offensive efficiency relative to Glare spam (e.g., 530|890|1320|1650|1980 potency after acquiring the 330p Glare III).
It is still optimal to use Misery with exactly 3 Lilies, but this leaves it a bit more options for use while on the run or for burst damage against a pivotal add.
- The instant portion of Dia's damage has been increased from 1/11th to 1/6th (120 instant, 600 over time). This reduces the cost of using it for mobility. Near identical changes to each prior version of our DoT.
- Regen moved up to level 24 (now part of the CNJ kit), Thin Air to level 35, and the Transcendent Afflatus trait to 58.
- Stoneskin has been added at level 30 (in place of Cure II, which is now part of CNJ itself). It "creates a barrier around self or target party member that absorbs damage equivalent to a heal of 400 potency," lasting 15 seconds, on a cooldown of 40 seconds.
- Lily skills replaced with Thin Air, which is now a 3-charge 20-recast ability that (A) nullifies your next healing spell's MP cost and causes it to cultivate a Blood Lily, and (B) reduces your cast times by 3 seconds, reduced by 1 second per spell cast.
- Secret of the Lilies III (~lv64): Dia and your healing spells (GCDs) now reduce the cooldown of Thin Air, Divine Benison, and Plenary Indulgence by 4 seconds per cast.
- [Overoptimistic] New spell - Invocation (~lv40). 20s CD, 2 charges. 3s cast time. "Repeats the most recent spell at 30% increased power. Additionally, if single-target, 60% of the damage or duration (if any) is applied to nearby enemies, and if multi-target, damage to the first target struck is doubled."
Think a casted Tsubame-Gaeshi, but where Stone I/II/III/IV is turned into Quake I/II/III/IV, Glare I/II are turned into Chastise I/II, Aero I/II is turned into Tornado I/II, Dia into Shining Tempest, Holy I/II into Judgement I/II, each with a new animation. The healing spells' animations is just given a slightly greater glow.
- :: So, basically unchanged apart from adding 3 non-Glare attacks per minute with varied animations, but now streamlined, and with some small barriers to nuance removed and some very easily-reached benefits grabbed in uncreative fashion, and some of its fun moved to earlier levels.
Last edited by Shurrikhan; 08-05-2023 at 07:30 AM.




Trying to revive SB lily design is a bold decision but I can’t say I actively hate it
|
|
![]() |
![]() |
![]() |
|
|