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  1. #21
    Player
    VerdeLuck's Avatar
    Join Date
    Jan 2022
    Posts
    1,112
    Character
    Ymir Bombullshale
    World
    Halicarnassus
    Main Class
    White Mage Lv 100
    Give WHM a party-wide shield as a cooldown, right now it's the only healer who cannot give a shield to the whole party.
    If shield healers can have high pure healing and regens, and AST can give party-wide shields, there's no reason why WHM can't give shields too
    (2)

  2. #22
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Honestly I've only ever played 3 classes in FFXIV seriously.

    SMN, RDM, BLM.

    I also played...
    DRK, SCH, and GNB... but never seriously.

    The ones I played most were SMN and RDM. But I've been playing SMN since I started back during the Heavensward expansion.

    Originally the thing was really just a combo of the Necromancer and Summoner of Everquest. It was almost all DoTs and Pet Actions with a few nukes. Of course back then we still had Subjobs and you'd generally sub BLM with it, so you had some BLM nukes too.

    SMN Version 1:
    You had to hit your Bio1, Bio2, Miasma, Miasma2 which all stacked (and seems to me 1 more, but they were around 200 potency DoT ticking all together). Then you would have your Garuda use Contagion, which would extend the amount of time they ticked off, then you'd hit Tri-something and they would spread in an AoE to all other targets. Then step into melee range and spam Blizzard from BLM with a total tick count of around 220 potency in AoE. Not even BLM could maintain that kind of AoE output.
    You had your Pet Enkindles which aren't really any different than they are in this version but they were janky to use, and the pet didn't listen very often so you had to constantly click it to get it done. BUT back then it was one of the best AoE classes in the game.
    At the end of Heavensward: You got Dreadwyrm Trance and Deathflare, which worked a lot differently, you had like 15 seconds you spammed lo MP cost Ruin 3 (which cost a ton of MP outside dreadwyrm), and then had to hit your Deathflare before the timer kicked off or you'd lose it, but... use it early and it ended Dreadwyrm trance entirely. Timing was crucial.

    Verion Problem: with this version was that first of all, it wasn't very FF Summoner-like... secondly, only 2 pets ever got used, Garuda for the Contagion, and Titan for solo play because it used to provoke enemies off you making solo content very doable.
    The class as a whole took an extreme amount of concentration to play because you had to spend so much time counting off seconds, cutting it on a dime, and paying attention to your DoTs timers, and then the Dreadwyrm timer when you were in it.
    3rdly... it was an AoE class at it's core, It wasn't very good at Single Target, but it was highly mobile, unlike BLM with its long casting times and stationary positioning, making it much easier to dodge mechanics while maintaining high damage. But as complicated as it could be with 5 different DoTs, Pet Enkindles, and constant DoT and Dreadwym Timers, it was really fun to play because of that and very powerful if you knew how to use it.

    (continued)
    (1)
    Last edited by Silverquick; 09-24-2023 at 07:34 AM.

  3. #23
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    SMN Version 2
    Stormblood version... they nerfed the hell out of it while "simplifying" the DoTs. The new DoTs you got at 60-70 replaced the old ones... with the same potency you had at level 50 back then. And because you no longer had subjobs you lost a lot of stats too from abilities so it was a double whammy and lost Blizzard. Flipped side, you only had 2-3 DoTs now so they were easier to apply and track. Contagion became a "Magic Buff" (really guys... couldn't you just rename it?) And it took a serious step away from the Necromancer side. This made it hell to play in MSQ content, as it's job quests and MSQ were balanced on this kind of strength. And Solo play could really suck because your Titan no longer Provoked.
    The flipped side is... at level 70... you got an actual Bahamut summon and became pretty powerful. All happened under Dreadwyrm with only a couple timers to keep track of vs the ton it used to require, and overall the job was much simpler to play even at later levels, than it was in Heavensward.

    Verion Problem: This version sucked balls to play in pretty much everything BUT the highest level content and you couldn't even use skill to overcome that in lower levels, it just was that much of a problem. They had gutted it so bad, it was not fixable there. So it was great if you were one of the 1% playing Savage, but that was not most players or what they played.
    I confess I probably would have enjoyed the Stormblood content more if I hadn't had to go through all that, it might have actually been a fun expansion. But I didn't enjoy it much except the very end. The Raids, and Alliance Raids and High level stuff was enjoyable though. But I can't say I really liked that expansion much, either in Story or Content. Especially when each individual trash mob was like fighting a boss mob.

    (continued)
    (0)
    Last edited by Silverquick; 09-24-2023 at 07:36 AM.

  4. #24
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    SMN Version 3:
    Shadowbringers version. Honestly it didn't change much between Stormblood and Shadowbringers other than some buffs to try to help it along, but it still kinda sucked to play in the lower level content if you wanted to work it up from scratch. They really only added the Phoenix Summon which was pretty cool. The base mechanics didn't change much.
    At least you were able to enjoy this expansion at the level you played SMN through it. on top of that it was a spectacular story on the same level as Heavensward. Just top notch. I still prefer Heavensward, but Shadowbringers is a razer thin second choice.

    Version problems: Same ones as the previous expansion.



    Version 4:The Endwalker version. I don't know what to say about this one. I don't need to tell you about it since its the one everyone is playing right now.

    Version Problems: It fixes all the problems this class had in lower level content post Stormblood. Like... all the stuff the wrecked during the last rework, but its not as complex to play as version 1 or 2 was which admittedly was part of the fun of playing it.
    I liken it to this... it's like the difference between driving a stick shift vs automatic transmission.
    With a stick shift I can absolutely control on a dime giving as much or as little power as I needed and squeeze every bit of efficiency to make that baby run. The Automatic does it all for me... but... it's not quite as intense in terms of the thrill. I also cannot judge this one yet as I'm only level 85 in this expansion.

    Ending thoughts:
    I think the current version is probably, in terms of mechanics the best version of it that fits an actual Final Fantasy style Summoner. I don't know what it will be like in level 90 content. But I think it finally ended up being what it probably should have been in the first place back in the early days. So I don't really have any changes I would propose for this. It's kinda what it should have been in the first place. I might want to bring back the timer for Dreadwyrm trance, so at least it takes some bit of timing and something to pay attention to, but seriously... this is a good version and I don't think it should be changed barring any underpowered things that come up at level 90.
    (1)

  5. #25
    Player
    remiff's Avatar
    Join Date
    Jul 2016
    Posts
    808
    Character
    Caius Megaflare
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    I would like them to micro-rework the current summoner because the visual design is good, but its functionality isn't particularly great.

    They should create a new resource management system, either with carbuncles or completely remove it.

    They should also remove Physick, which is just a big joke and should have disappeared with the rework. Additionally, they should add buttons for Ramuh, Leviathan, Shiva and create an elemental combo system to create various interactions and effects between the summons.
    (That we can choose 3 out of the 6 elemental summons, when we use the Demi-summon 3 stack are restored.)

    I would also like them to separate Phoenix and Bahamut as they did in PvP, with Bahamut having a 1.5-second cast/2.5-second recast on its spells, and Phoenix having instant cast and a 1-2 combo like in Shadowbringers, with a small healing effect or a shield and granting 1 free instant resurrection stack.

    I would also like Crimson Cyclone to be a spell that we can use whenever we want, and for Crimson Strike to have an improved range like the summoner in PvP.

    That Bahamut uses Megaflare when we summon him, and that Deathflare and Akh Morn are merged on the same button since their animations are almost the same,

    I would also like Bahamut's spells to be in the form of stacks so that we can always have 6 spells regardless of the number of spell speed, with 6 stacks and a 30-second window to use them.

    I would also like them to add 2 OGCD abilities with 2 stacks each, similar to the old Egi-Assaults, with a theme where the summoner generates 2 Ruin IV stacks upon use and 2 Aether stacks for using painflare and ''fester'',
    additionally, they should rename Fester and change its animation (actual one make no sense without dot).

    I would like them to add a 1.5-s/2.5-s cast/recast to Titan so that we can weave the OGCD abilities, reduce the cast time of Ifrit's spell to 2.5 seconds, and make all of Garuda's spells instant cast.

    I would also like them to reduce the GCD between elemental summons from 2.5 seconds to 1.5 seconds.

    I would also like the cooldown of Searing Light to be changed to 60 seconds (affected by spell speed) and the duration of the effect (3% damage) to be reduced to 15 seconds.
    (1)
    Last edited by remiff; 09-24-2023 at 05:07 AM.

  6. #26
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    NIN: Hyoton changed to be useful. Preferably a utility skill that isn't just a bind - binds breaks instantly and serves no real purpose in FFXIV anymore. Forked Raiju and Fleeting Raiju changed to be able to use that weaponskill without breaking combo. Throwing Dagger now changed to be a GCD skill that holds up to 3 charges and evolves to Fuma Shuriken at lv 30 to replace the removed Shadow Fang skill. Single mudra ninjutsus will still grant a Fuma Shuriken. Under Katon and Goka Mekkyaku, Fuma Shuriken changes into Flaming Shuriken that also hits in an AoE range.

    SGE: More Kardia interactions, AOE Kardia, addersting gauge reworked to be more impactful and has a better way to generate, Toxikon reworked to be more impactful. Stuff that actually makes the core concept of SGE feels like a SGE rather than a SCH. Introduce the ability to set a targetable totem to attack if need be.

    AST: Cards reworked to have more flavor and differences. Cards feel so sidelined and unimportant. Astrodyne's effects are too lackluster as well and need a buff/rework. Lightspeed with 2 charges. Basic QoL that makes AST not feel like a pain when you don't have weave slots and need to double weave without Lightspeed at times because Lightspeed has to be saved for your 120 second burst window alignment.

    SCH: Quickened Aetherflow returned, DoT-Spread mechanic, more synergetic skills in general.

    WHM: Basic QoL ---- Secret of the Lily (Lily Gauge) unlocked at Lv 45, but the generation rate of each Lily is set to 30 seconds; WHM gets 2 lily spender skills moved to Lv 45: Lv 45 - Afflatus Solace brought down to Lv 45, Afflatus Misery now brought down to lv 45 but with lowered potency; potency of Afflatus Misery scales every time Stone gets upgraded or Glare gets upgraded. Lv 52 - WHM gets a new lily spender - AoE group target barrier at 200 potency, call it Afflatus detachment or Stoneskin, something to give WHM the ability to AoE shield but not at the same level as shield healers. Plenary can now be used somewhat equivalently to Neutral Sect through this skill at Lv 70. Cure I upgrades to Cure II at Lv 30 and Freecure is removed. Medica I upgrades to Medica II. Aero III returned at lv 74, lily generation speed increased at lv 74 from 30 seconds to 20 seconds. Remove 1 charge of Divine Benison, change Tetragrammaton and Assize to 2 charges instead. Divine Benison upgrades and merges effects with Aquaveil at lv 86.

    SAM: Kaiten returned at lv 52 instead being reintroduced as a new skill at lv 82. You could just grant Kaiten a trait that allows it to auto-crit at lv 82 instead when executing Midare tbh. Shoha I and Shoha II merged to one skill.

    SMN: Physick and Resurrection removed if they intend to keep SCH (and by extension all healers) beyond useless in the DPS skills department. If SCH gets more DPS skills, then SMN's physick can get an upgrade with Moogle Mog Summon - Pom Cure (sacrifices one charge of the current Aspected Arcanum to cast Pom Cure at 500p scaled with INT) and Ressurrection can also stay. Otherwise, SMN shouldn't get more utility.

    Introduce Astral Flow II. Summoning the 3 base Primal transforms your base aether-charged Arcanum gems, but Summoning other primals will be done with the Aethercharge system. Everytime you Aethercharge / Summon Bahamut / Summon Phoenix, SMN will also gain access to 2 additional Primal Summons. These two additional Primal Summons can be summoned concurrently to your current Ifrit / Titan / Garuda gem summon attack. These primal Summons does not have their own Gemshine / Precious Brillance action skills. Instead, it transforms Astral Flow II to a special action related to the primal. Using Astral Flow II will consume {#?} charges of the currently selected aspected Arcanum instead to unleash a special attack. Finally, SMN can get one new skill - Aetherdam Reserves Arcanum. After using Aethercharge / Summon Bahamut / Summon Phoenix, this skill will be fully charged. When using this skill, it replaces the current active Arcanum to the Reserve Arcanum (with 5 charges). These 5 charges can be spent freely on any of the additional Primal Summons Astral Flow II skill or on Pom Cure. SMN can toggle the reserve Arcanum on the gauge by using the skill. That way, if SMN can summon Leviathan, Ramuh, and Shiva, then SMN can choose which 2 of the 3 they want to summon every 60 seconds, giving more flexibility and gameplay choices in each 60 second phase. If there needs to be a lore reason why this Arcanum is compatible to any of the Summons while Ifrit, Titan, and Garuda needs a specific Arcanum respective to their element, then you can think that after charging with Bahamut/Phoenix, the various leftover aether is dumped into the reserve Arcanum, making it take on a Rainbow hue to represent every available element is mixed into the Arcanum. Thus these additional primals don't get access to Gemshine and Precious Brillance but you can still use the additional aether in the Reserve Arcanum for Astral Flow. Ideally, by level 100 there would be more choices than just 3 additional summons since there's roughly ~37 primals or so.
    (4)

  7. #27
    Player
    Local_Custard's Avatar
    Join Date
    Mar 2023
    Location
    Ul'dah
    Posts
    379
    Character
    Rhel'a Tayuun
    World
    Sargatanas
    Main Class
    Culinarian Lv 83
    what if astrologian was given a teleport but based on ground placement? Or you could teleport to a thing like enemies and/or allies? I got this idea because Urianger has something like it. Not sure this is a good or bad idea though.
    (0)
    I love the men in this game

    I finally return to the game! Current goal: getting all my jobs to 90

  8. #28
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,919
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Can we remove the shield regen healer dichotomy

    Regen healers are currently useless while the shield healer is the most important member of the party
    (5)

  9. #29
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Just for Jobs I play, or for all Jobs?

    Jobs I play frequently/all the time

    PLD:
    -Something done to reduce button bloat.
    -Circle of Scorn just being an upgrade of Spirits Within that later upgrades to Expaciation.
    -Shield Bash upgrade to Goring Blade(or Goring Bash) when under the effect of Fight or Flight/Requiescat (one use; think RDM Holy/Flare using the Aero/Thunder button)
    -Fight or Flight upgrading to Requiescat. Requiescat being given a 25y range. You never use the buttons separately, so it's just additional bloat for no point.
    -Intervene's CD removed.
    -Royal Authority or Atonement getting the PvP Atonement treatment where it heals the PLD. PLD doesn't have natural healing in its main combo until level 82, FAR passed all the other Tanks (this becomes an issue in PotD/HoH solo runs...)
    -Cover's Oath Gauge cost removed. It's already limited by a CD, all the gauge cost does is FURTHER limit it by costing a separate mit.

    WHM:
    -Protect as a low level party oGCD short duration (10 sec) mit that upgrades to Pro-Shell around level 50 and later to Plenary Indulgence (same effect as now but also 10% magic and physical defense mit for the 10 sec duration). It's dumb WHM does not have a partywide like this considering AST, the other "pure" healer, gets one every 60 sec (Collective bubble) AND Neutral Sect's partywide barrier every 2 mins. Moreover, Protect is an iconic WHM ability, so it's stupid we don't have it anymore. I agree pre-shielding before pulls was stupid, but the ARR/HW version was like that. Modern EW game design has plenty of short duration party mits on CDs, so it being reworked into that would make sense and work fine. As it is, WHM currently has weaker party mitigation THAN BLACK MAGE (Addle does 10% against magic damage - which most raidwides are - and 5% physical if the boss is targetable every 90 sec vs Temperance being 10% to both and not requiring the boss be targetable but as a 2 min CD). That's just stupid. RDM has Magick Barrier AND Addle.
    -Other than that, not much. There are changes that could be made to various things, but the kit's in fairly good shape right now. One thing that might be neat is a cast time barrier with no CD (like ARR Stoneskin), but I don't think it would get much use in the current encounter design space.
    -Possibly combining some less used abilities. Cure 1 upgrading into Cure 2, Medica upgrading into Medica 2 (first heal + first tick that happens at once does the same healing as Medica 1 does now). Lower the MP cost of of Cure 2 to 500 and the cast time to 1.5 sec. Make WHM a highly efficient single target healer in a pinch.
    -Maybe make GCD heals damage neutral (contribute to Blood Lily) so I could actually USE Cure 2, Medica 2, Cure 3, and Regen more often and not feel like I'm being punished for HEALING on a HEALER. Alternatively, make Lily work like Eukrasia where the next GCD heal cast is instant, MP free, and nourishes the Blood Lily. That could work, too (and would remove Solace and Rapture since that would just be using this ability with Cure 2 or Medica instead).
    -In fact, in general, allow the healers to have different niches.
    -No new damage buttons, please. I like the kit as it is.

    SCH:
    -A reduction in button bloat, honestly. The problem is there's not a lot to combine since a lot of the buttons are independently useful.
    -Whispering Dawn could be combined with Fey Illumination OR upgrade into Fey Blessing at some point (so it works like Medica 2 with an initial heal then a HoT), etc. Summon Eos with Summon Seraph (I already have a macro that does this very thing to conserve a button), etc.
    -Give Lustrate a barrier component (think AST's Divine Benison equivalent, I think it's Celestial...Intersection?), which makes it a useful AF dump. It's dumb SCH, the OG barrier healer, doesn't have an instant cast barrier while all other healers do. Once this is done, Energy Drain isn't needed as an AF dump anymore, so can be decoupled from AF or even just removed outright.
    -Faerie Gauge to either do more things or be outright removed. Just make Aetherpact a toggle at this point, there's zero reason for it to use a guage. Reduce its potency to 200 so it's just a slightly stronger Embrace at the cost of focusing on only one target, done.
    -Give Art of War a 25y range, centered on the caster if no target given or centered on the target (Cure 3 works that way for friendlies already). It's kind of stupid that Art and Dyskrasia are identical abilities. (Alternate listed in SGE below)
    -Remove or completely rework Dissipation. It's quite possibly the worst, and at best one of the worst, abilities in the game. Removing Eos goes counter to SCH's lore and class fantasy. It only boosts healing MAGIC, not healing ABILITIES, despite giving you Aetherflow charges. It's used almost exclusively as a damage cooldown to get in three more Energy Drains rather than a serious healing button, and if it's for emergency healing, it shouldn't gray out a third of your kit by dismissing your healing PARTNER, Eos. And by dismissing her, it also means spending that AF you generated UNTIL EOS COMES BACK doesn't generate Faerie Gauge. It's such a bad ability. While a number of SGE's abilities have poor synergy and even kind of work against each other, Dissipation not only works against the rest of the kit, it works against ITSELF. I've thought about ways to fix it, but at this point, I just want it removed.

    SMN:
    -Give Carby SCH's Ruin 2, make it an oGCD like SCH's Energy Drain. Just so it can pelt enemies every 3 seconds when it's otherwise do nothing. MCGA: Make Cararbie Great Again!
    -Honestly, I really like SMN at the moment, so don't really want the formula changed too much. It might be cool if we got the other three Primals (Levi, Ramuh, Shiva) after Phoenix, though, even if they were more or less just reskins of the first three.
    -Physic to scale off INT. If RDM's Vercure isn't overpowered, half-that strength (no Dualcast) Physic shouldn't be. I loved doing content in ARR where I could spot heal in emergencies (useful for ARR Relics if you're soloing some of those FATEs even now...)
    -Absent that (or maybe even with it), make Aegis castable on other targets like it is in PvP.
    -Possibly add a button that lets you use one Primal without consuming (or requiring) a Gem. Kinda like Dark Arts for DRK works. Basically, when SMN needs to hold burst, they could use this instead of having the choice of forced Ruin 3 spam or forced desync from the party.
    -ABSOLUTELY DO NOT REMOVE RESURRECTION.

    Jobs I play less frequently but still often:

    SGE:
    -Plegma getting a 25y range. It's dumb that it's near melee for no apparent reason.
    -Toxicon being either damage neutral or at least A LOT CLOSER TO damage neutral. Possibly ways to generate Addersting otherwise (e.g. Rhizo could give one of each instead of just one AG).
    -Make Dyskrasia 25y range centered on the target (if given one) or the caster (if none). Basically, have Art of War do one of these and Dyskrasia the other so they aren't SO IDENTICAL. SCH is shooting lasers (or probably more plasma charges; lasers shouldn't bend back down with gravity like that...), so it makes sense it actually could have some range and be like a arrow/artillery bombardment instead.
    -Instead of so much oGCD healing, it would be neat to have a 5 or 10 sec AOE Kardia on a 30 or 60 sec CD. SGE has WAAAAY too much "free" healing, and far too little interaction with Kardia, imo.
    -In pretty good shape overall, just needs a few tweaks.

    RDM:
    -Reverse the AOE rotation so it works like the single target one. Jolt -> Aero/Thunder, so it should be Impact -> Aero2/Thunder2, not the other way around.
    -Vercure generate either 5 White Mana or maybe 2 of both (like Jolt does); while the latter is weirder, it prevents getting imbalanced.
    -Enchanted Reprise reduced to 2/2 from 5/5. 5/5 made more sense when we did 80/80 for the burst combo, now we only do 50/50, making Reprise a worse option, relatively, vs what it was before.
    -Vermedica (in my dreams)

    Jobs I play less, but still play somewhat:

    WAR:
    -I honestly like it a lot, it is an overall good Job, and seems very popular. I don't play it much but can't think of much of anything I'd change. It seems to heal a bit much in 4 mans making healer runs boring if you have a WAR tank as you being the healer, but I'm not sure that's a problem with WAR itself; it certainly seems to be a thing WAR mains love.

    GNB:
    -I like it a lot, but the rotation seems somehow to desync itself, and there's a part of me that wishes Bloodfest was 60 sec so that burst could be normalized. I get people like it, so I'm hesitant to ask for any change, though. I just feel that there's some stuff with it that's just...off. Like it's almost great, but just a SMIDGE off somehow that's difficult to put my finger on exactly...

    AST:
    -Too many to mention, I really dislike this Job. And I don't like to comment on Jobs I hate since I know what I hate about them is what others may love about them, and I don't want them to lose the Job they love. But good god is AST a mess.
    -At the very least: Restore Diurnal and Nocturnal Sects.
    -Other stuff might include making Cards GCD and with much shorter cast times (so you're throwing them out a lot more often), but this Job needs a total rework. The Seal system is a mess and largely pointless anyway, the APM carpel-tunnel power weaving is ridiculous (though I get many people DO love that...)
    -Either have it pick being a Barrier OR a Pure healer, or do away with the dichotomy altogether (my vote's on doing away with; it was a failed experiment)
    -I suppose it IS getting a (major?) rework, though...

    MCH:
    -Wildfire and Hypercharge get the stack treatment (like Requiescat/Confetior/Swords) instead of being latency dependent.
    -Wildfire generate heat gauge or...something.
    -Defibrilate Raise with a 3 or 4 or 5 min CD or something (in my dreams); this I felt would have been cool when MCH was unwanted, but Dismantle seems to have fixed that issue quite a bit, so...

    NIN:
    -Reduce button bloat somehow.
    -I loved the Job UNTIL Ninki gauge. I've disliked it ever since. I wish it didn't have that, honestly. I'd rather get to use Ninjutsu more often (and feel that would be more fun anyway) than a tacked on gauge with a half dozen abilities that all feel meh to use (other than fire froggo, that is kinda cool).

    And not a specific Job change but:

    Quote Originally Posted by Supersnow845 View Post
    Can we remove the shield regen healer dichotomy

    Regen healers are currently useless while the shield healer is the most important member of the party
    I'd like to vote for this as well. It's stupid anyway. SGE can heal almost as much as WHM and AST can barrier and mitigate with Neutral Sect and Collective Unconcious. SCH can also do a lot of party healing, and through oGCDs. WHM is the only healer this limitation really applies to, to its detriment. It's dumb and either they need to REALLY double down on it - make SCH and SGE heal for less and their heals to be more costly like in GCDs; make AST less able to mitigate and barrier - or they need to just do away with it and let every healer do both as needed.
    (1)
    Last edited by Renathras; 09-24-2023 at 12:57 PM. Reason: EDIT for length

  10. #30
    Player
    GoatOfWar's Avatar
    Join Date
    Jul 2022
    Posts
    976
    Character
    Pepper Oni
    World
    Twintania
    Main Class
    Samurai Lv 100
    Add a 500 potency shield to oblation and remove a stack.
    Lean into a shielding theme with Dark knight.
    (1)

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