

I guess the problem the devs are having is that some people use 'secondary' to refer to 'where in our list of priorities damage is', that is, 'we keep the party alive first and foremost, and only then do we consider damage', whereas others use it to refer to how often one or the other is used as part of our gameplay, and so it seems that there's not a consensus, due to the misunderstanding



I would honestly say that in current healer design, healing is secondary to doing damage at this point.
At 60-80% of your total casts, your damage buttons see far more use than your healing buttons, even in supposedly harder content.
in another thread someone was saying how useless cure 1 is and imo cure 2 also, my quick take for that which is relevant here as well was that they can remove cure 1 and 2 and put 1 or 2 more dps spells and spice up the rotations and playstyles. they can instead have one of the later healing spells available early to compensate or if you will add only one new dps spell, make cure 1 upgrade to 2 and later to the instant lily heal. the same can be applied to the aoe heals and similarly to the other healers with their own versions of cure 1,2 etc. i think this isn't a proper solution, that would be a complete rework of all jobs quite frankly but at least with this suggestion you can get an easy and fast fix.




At that point it's just arguing semantics which get neither of us or them anywhere with that.
"Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."


Honestly, both Scholar and Astro need help beyond just more dps buttons. Went back to playing scholar after two years and realized very quickly how unintuitive the aetherflow mechanics are. You basically need aetherflow to access a good chunk of their abilities and the stacks are stuck on a button that also serves to restore MP, and another button that kills your healing actions from the pet for 20% bonus healing. Mechanically they need to be able to gain aetherflow from doing standard abilities. Some of the combo skills the scholar has are already a bit of a learning curve like emergency tactics and deployment tactics.
The problem they got is over complicating the healing kits. The DPS side is basically the same as what we have in PvP.


Remove the dash from Seraph Strike and you have almost move for move the ability cadence of SB WHM. The 20s Seraph Strike mirrors the 24s duration Aero 3 (sort of), and the 15s Misery mirrors the 18s Aero 2 duration (sort of)
SGE applying shields by using it's damage skills, and being able to counterattack with Toxikon as an OGCD when the shield is broken makes it way faster paced for PVP too. Not sure SCH would work so well though, since it's PVP kit is so focused around spreading the debilitation of the DOT with a pseudo-Bane, which wouldn't be much help in singletarget content
Still, pretty impressive that they have 'an answer' of sorts (use the PVP damage rotations in PVE too) right in front of them and they still can't see it


The pvp team has more freedom in what they can do with the jobs skills than the people who are doing the PvE content. Well, that and Scholar is another healer that suffers from the change in direction on what healers are supposed to do. Originally it was something like Scholar = shield healer, WHM = pure healer, and then Astro was this funny guy that could do both depending on draws. When they swapped things to pure shield and heal the kits got a bit weird. To put it bluntly I'm not a big fan of how much of a pain in the rear they made getting shields on people with scholar. I'd much rather prefer them to have dedicated healing spells and then dedicated shielding spells, and have skills that boost shields. Because right now they have this weird heal that requires time to cast, which then has to be comboed with two other skills to create a strong shield across the entire party.Remove the dash from Seraph Strike and you have almost move for move the ability cadence of SB WHM. The 20s Seraph Strike mirrors the 24s duration Aero 3 (sort of), and the 15s Misery mirrors the 18s Aero 2 duration (sort of)
SGE applying shields by using it's damage skills, and being able to counterattack with Toxikon as an OGCD when the shield is broken makes it way faster paced for PVP too. Not sure SCH would work so well though, since it's PVP kit is so focused around spreading the debilitation of the DOT with a pseudo-Bane, which wouldn't be much help in singletarget content
Still, pretty impressive that they have 'an answer' of sorts (use the PVP damage rotations in PVE too) right in front of them and they still can't see it
There is nothing inherently wrong with Emergency Tactics, either. If the shielding was simpler then Emergency Tactics would have a use, but the way scholar has to wield the current skills it just isn't worth it because the skills that shield also provide healing. I'd rather have them do something like create a shield for 1/4 of a persons health using a skill and then combo Emergency tactics to turn it into a heal, then to have to use Adlo + Recitation to crit heal and apply a mega shield that likely isn't needed at that point unless you've planned out a mega shield for a strong AOE and are using Deployment Tactics on top of it. (Also, Adlo + Recitation + Deployment Tactics puts my warrior triple buff shield timing skills to the test...)
Like the core of a shield healer should be dedicated heal + dedicated shield + skills unique to the Job that give it flavor. The Pure Healers should be more like "Temp HP" healers that buff the base HP of the character temporarily and then heal them that amount so they can take bigger hits. Both fill the same role, but they do it different ways.
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