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  1. #11
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Renathras View Post
    Not a critique, just more a curiosity on my part:

    Can you generate a Healer damage idea that has no DoTs?

    I mean as kind of a general exercise. You know I hate DoTs, so I'm curious what you might be able to come up with. Bonus points if it can be done in a way that has context button swaps (like RDM) for hotbar economy, but I'm just curious what you can come up with.

    EDIT:

    Oh, doesn't have to be SCH, btw. WHM or SGE is fine, etc. I'm just curious what non-DoT options exist.
    Just want to add, I went with Scholar A: because it's the job I'm very familiar with from way back then, and B: because it's the healer with the greatest disparity between what its filler potency used to be (80) vs what it currently is (295). But yeah, however it'll take me a bit of time to re-math things for a different job.

    Quote Originally Posted by Shurrikhan View Post
    One small thing to consider are intuitive flows. For instance, in ARR, using Shadowflare, Bio2, Miasma, Bio, Aero would mean that you'd then have a similarly consecutive flow 18s after the first of Bio, Aero, Miasma, Shadowflare, Bio2. From there, things would get messier, but still in pretty intuitive ways.

    It's kind of like modern MCH, where you have ABC, A, AB, AxC, AB, A, ABC between Drill, Air Anchor, and Chainsaw. If you just remember the AxC gap and that every other Drill will have an Air Anchor, you don't actually need to look down at all.
    That's true. As far as the theorycraft concept is concerned, and what I'll work on for a non-DoT specific take, I do want to add that these aren't genuine suggestions as they are. I'm just doing these theorycrafts for the sake of numbers and very surface level gameplay feel. I'm not really thinking about things like the consequences of the more burst-y nature of these or how it flows into dungeon fights. That's naturally something that would need to go into these designs, but I'm just trying to communicate the math aspect for this conversation.
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    Last edited by ty_taurus; 09-07-2023 at 08:01 AM.