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
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
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:
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.
Last edited by Renathras; 09-24-2023 at 12:57 PM. Reason: EDIT for length
Add a 500 potency shield to oblation and remove a stack.
Lean into a shielding theme with Dark knight.
I'll just focus on changes, not new additions.
Dancer: Closed Position working exactly like PVP, for the improved layers of optimization it can bring to the job. Also either being able to use CP on yourself or a Closed Position II for that matter.
Bard: Honestly, I'd be up for a complete rework of this job to fix its issues. And dots... either make them more interactible and non-mindless or remove them for something else that is more interesting.
Summoner: Physick scaling with INT to be as useful as Vercure in the niche (mostly solo) situations that it's due. Phoenix making Physick turn into Everlasting Flight Ready for 45s, so you'd have more control of that action. Carbuncle either auto-attacking or just becoming an optional full cosmetic spell. Ressurection getting a cooldown, so SMN is not 'rez-taxed' anymore.
Red Mage: Mini rework of Verstone/Verfire becoming the filler and Jolt being repurposed into something else, because currently it almost feels like a meaningless spell in the bigger picture of Red Mage. Enchanted Reprise buffed once more. Verraise getting a cooldown, so RDM is not 'rez-taxed' anymore.
Black Mage: Sharpcast making the next Thunder instant cast, instead of generating a Thundercloud proc. This would allow the procs to be more useful, instead of mostly going to waste.
Machinist: Bishop autoturret back for AoE battery spender. Flamethrower generating heat. Auto-crossbow working like Heat Blast and reducing the ogcd cooldowns.
Astrologian: Draw becoming a GCD and Play oGCD (or the other way around), and Lightspeed becoming a second sprint, movement utility action. Minor Arcana completely redesigned, anything else will probably be an improvement.
Sage: Toxikon becoming dps positive.
Samurai: Kaiten back, or at bare minimum something else to spend kenki on. Shoha II merged with I.
Last edited by Raikai; 09-24-2023 at 11:30 AM.
MNK - give me my positionals back. also rework chakra.
Strap in, it's going to be a thread.
Scholar: Consolidate Aetherflow and the Faerie Gauge together. Aetherflow could give a full meter for example. Lustrate could cost 25, Indom costs 40, Excog costs 30, Sacred Soil costs 15, so on, so forth.
Give us an Aetherflow spender shield. Like a TBN, just throw it on someone, and shield for 25% of their max HP right before they get hit. Excog kind of fills this niche, but that specifically needs you to drop below 50% which might not happen.
Rework Seraph and Dissipation. Maybe these could just be your actual phases similar to Summoner's Bahamut and Phoenix. so Seraph sticks around, and augments some of your damaging and healing skills to add in extra mitigation or regen. Dissipation could internalize your faerie skills into you, Increasing all healing, not just GCD heals, and causing spells like Fey Blessing, Whispering Dawn, and Fey Illumination to have increased potency, and originate from you rather than the faerie.
Add in a trait that gives you a 20% chance to proc a free Energy Drain when using Broil.
I could go on, but we'd be here all day if I listed every idea I had for Scholar.
Red Mage:
Resolution just feels awkward to use. It felt like enough of a finisher to have Scorch. Plus at level 80 you can fit two full melee finisher combos under one embolden, but at level 90 you can't. Resolution should only appear on the second melee combo in a chain. so the first one would be Scorch like normal which would now give a small damage buff, then when you cast Verflare or Verholy while under the effect of this buff, jolt changes to Resolution.
Minor change in comparison, but have Verflare and Verholy give the procs when mana is equal. That's so annoying that we get punished for things lining up perfectly.
Maybe some more party utility would be welcome if we're really going to lean into that aspect of the class. I'd give them a similar ability to Expedient, but instead targeted to one player.
And finally, I'm not sure how well this change would be received, but I want more mana management in caster classes. So how about the White and Black spells cost a lot more MP, maybe around 800. To the point where even with Lucid dreaming you would be running out easily. Jolt however would be changed to restore 1500MP on use. giving it a proper use-case in optimized gameplay. Scorch, Impact and Resolution could also give back MP, some larger amounts than others.
(1/3)
Astrologian:
Just prefacing this now, this isn't my favorite healer. I'm still trying to decide if I even like the class, so if this is entirely off-base feel free to ignore in favor of actual mains of this one.
For a card rework, I think a simple answer is looking right at us. Introduce 12 cards. The normal ones we have now, and Inverted variants (just like tarot cards). Regular cards could give one of three buffs, Critical Hit, Determination, or Skill/Spell Speed. Inverted Cards could give either Damage Mitigation, Regen, or a Shield. Then to fix the obvious complaint of not getting the card you want, they could add a skill to invert your card, which just swaps it over to the corresponding buff, while keeping the sigil the same.
Some more quick heal options would be nice too, but as I said, I don't really play this class. If I want tons of "o-shit" buttons, I'll just go back to Scholar. if players like Earthly Star, and Horoscope the way they are, then I hope they don't get changed.
Dark Knight:
This one I don't have a lot of experience with, but I've been brainstorming about it recently, so I might as well.
TBN is fun for it's Risk/Reward assessment, so I wanted that to remain intact without making it feel as bad. So how about option A: Increase the reward from an Edge of Shadow to a Bloodspiller proc. This way it's much more rewarding to use TBN right rather than the same as just using that MP for EoS in the first place. option b: TBN's cooldown is increased to 35 seconds, but when the shield breaks, the CD is reduced by 20 seconds, and you get an edge of shadow when the buff expires either way. For this one, it still keeps the risk involved by locking you out of your mitigation for extra time, but it ends up being DPS neutral.
Other than that, I'd definitely like some more personal healing for trash packs. Maybe make Abyssal Drain a shorter cooldown, or even better, let us use our new TBN proc on Abyssal Drain. you could even give it the same potency as Flood of Darkness to not lose damage. (I hope I'm remembering these ability names right.)
And finally, Since the AOE combo on Dark Knight are counted as spells, I'd differentiate them from all other tank AOE by having the circle originate from the target rather than under the player. It means you can pull multiple mobs from far away, and keep up the damage without missing a beat, and gives an actual reason behind your AOE not scaling with Skill Speed. You might need to target swap a bit more to keep everyone in range, but we call that job nuance. I think it'd be fun.
(3/3)I'm new here, and I don't know how to format properly, but I didn't want to risk losing this novel by learning.
Paladin:
Oh boy, this one used to be one of my favorites. My tank main, but then 6.3 happened, and I can't even look at it any more.
Step 1 would be to just revert everything. It was borderline perfect before, and I just want it back.
Since they're not going to do that, here's something they could do to make it less terrible. Make Goring Blade a DoT with no CD again, but have it take up all 3 Atonement stacks upon use. Atonement should also break your combo if you try to save them for just after your second combo button. Use them when you get them, or lose potency. I'm really not a fan of the 1244453 style rotation here. Speaking of, Holy Spirit should be a buff that you can stack many times. That way you can pool them for bursts, or extended movement mechanics. I'd say you should keep up to five of them optimally.
If you have Holy Spirit procs from Royal Authority, you should be able to use them under Requiescat without taking Req stacks, but still getting the damage buff. This way, it rewards you for saving them for bursts, and brings back the old feeling of using a few spells, then a few Confiteor finishers. And of course, bring back the DoT on Confiteor's finisher. obviously adjust timings to fit with this new rotation.
Black Mage:
It's in a pretty good spot as we're all aware, but I think there's a few key things to do.
Simple stuff first. give Scathe an actual use-case. as it stands, it's too much of a detriment to use because of the MP cost. We've already got plenty of movement skills if you plan them out properly. Scathe should lean into being the desperation button. Make it pause the Umbral/Astral timer for a GCD length, and cost no MP. Also remove the sharpcast trait, that was just meaningless in the first place. I don't want the skill removed entirely because I know about people running Palace of the Dead as Black Mage who make good use of it. (Masochists)
Swap the levels at which we get Leylines and Triplecast. One of these is infinitely more useful to lower level players, and I know which one I'd rather have when running old content.
This might remove too much of the fun kind of optimization difficulty, but perhaps Thunder could double-stack up to 60 seconds so we can use a Thundercloud proc for movement without fearing losing too much DoT damage.
Here's a ton of leveling changes to add onto that previous point. Fire 4 should be learned at level 50. Flare and Despair need to be swapped out entirely, or consolidated into one button. Maybe if you keep Despair, just have it on a minute CD, and increase potency so it's not the standard finisher.
(2/3)
I really can’t get behind any suggestion that removes the current way energy drain interacts with SCH’s kit, it’s basically the entirety of the foundation that SCH is built upon and is what sets it apart from the other healers
Removing energy drain just turns SCH into the same beige “boring DPS rotation with 4,000 oGCD’s you never press, like imagine SCH’s healing potential with no limits on aetherflow use and a 20% buff to everything with dissipation, it’s HPS would be off the charts, SGE is already bad enough
BLM
- Mana is restored per GCD during ice phase, not by mana tick. Mana tick optimisation is neat but requires non-vanilla software.
- Using Umbral Soul when you have Umbral Ice 3 + 3 Umbral Hearts locks your Enochian timer at 15s until you cast a damage spell. This is a QoL change for cutscenes, loading screens, and boss downtime phases.
- Don't nerf transpo/paradox lines.
- Ley Lines/BTL on same button.
I also quite like Gartred's suggestion of making Scathe usable as a last resort panic button. How about it costs 0 mana, adds 3 seconds to your Enochian timer, but also removes one Astral Fire/Umbral Ice?
MNK
- Using your phoenix combo procs Six Sided Star, reducing its recast time to 1GCD. This allows you to use it as a filler skill to help align stuff.
- Can overcap chakra to 7
- More positionals
SMN
- Make Phoenix distinct to Bahamut in feeling.
- Rez only available under Phoenix.
- At least one walking cast like MCH/BRD have in PvP.
- 3 new summons after Phoenix. I made a massive picture with ideas for this a while ago, I'll link it here: https://i.imgur.com/aLm1yb6.png
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