I believe currently this is the most pressing issue in the entire game that needs to be addressed above everything else. That is my feedback.
I believe currently this is the most pressing issue in the entire game that needs to be addressed above everything else. That is my feedback.
Your sole purpose is to make sure duty finder queue pops so the dps and tanks can enjoy their shortened queues...
... and you will like it.![]()
/s
I’d rather have more interesting spells for healing and support on healers’ toolkit than complex dps rotations.
That is my feedback
put multiple copies of your attack abilities on 6 different buttons and create your own rotation.
for example 1-2-3 + 1-4-5 + 1-2-6 + 4-5-6
or 1-2-3 + 2-3-4 + 3-4-5 + 4-5-6
I have 10,000 needles,
I'm not a weaver,
and I'm not scared to use them.
Theirs only so much "healing" spells you can add really thats the issue.
Fights are also just not designed for healers to heal most of the time, so they would also need to change that, I think having Proc based attacks on healer would add more to look out for.
Don't get me wrong I want healers and tanks to actually have more impact and importance in their support tools even in casual content, instead of making them plainly green/blue DPS only. But that will likely not change unless fight design changes.
I wish the game could accommodate this. Best case scenario, you'll use them the same way you'd use any other ability in it's place. Worst case scenario, you'll hate it being unique
We’re certainly at the point now where tacking more healing stuff on just seems like a waste of time unless SE actually deliver on increasing healing pressure quite significantly (case in point, a thread in the healer forum where I showed an example of a 24 boss doing literally 2 raidwides, one on pull across a near 5 minute fight).
Support, buffs and augments are an absolutely wasted opportunity though, the original cinematic intro guys did a better job of this than SE themselves have ever managed for healers. Maybe Yoshida should get them back on the payroll as they certainly seem to have more ideas than the job design team. Jobs like AST should be all in on GCD buffs IMO.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
Even if they bump up the volume of healing they can only do it in two ways
1) more planned healing- if they do it this way it will further amplify the stupid dichotomy and just further increase how much more useful shield healers are over regen healers (it’s funny their experiment to create main and off healers that backfired years ago basically exists in the current game, shield healers are the main healers, regen healers are just gimped casters with a few healing oGCD’s)
2) random damage- this is extremely limited by the system due to the slow GCD, it worked kinda well in coils when the damage the boss did to the tanks was generally un-telegraphed and varied throughout the fight but in 14’s system would be hard to replicate on the party itself unless the regen healers were given a very short permanent GCD to counter the slow GCD for random damage
Either way neither of these is going to happen because square is far too stuck in their ways with raid design (seriously can anyone name a savage fight that has stepped even a toe out of line since creator) so the best we can hope for is maybe some more DPS options
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