Final Fantasy XIV has a perfect trinity of DPS, DPS with tank stance and DPS that sometimes heals.
Final Fantasy XIV has a perfect trinity of DPS, DPS with tank stance and DPS that sometimes heals.
Personally, I'd love to see a tank system where tanks don't hold aggro, and instead defend the party by intercepting attacks with their bodies, interrupting attacks, and using moves like Cover/The Blackest Night. This solves the problem of it being silly that intelligent foes just keep attacking the sturdiest party member, while also letting the tank feel like they are actively protecting their allies.
That said, I also accept that what I just described is such a departure from our current systems that it would require a game-wide rework of content to work, and thus it's incredibly unlikely we'll ever see such a thing in FF14.
l am yet to run into a group that does not ask for a quickness/alacrity healer for strike missions and raids.GW2 doesn't exactly NEED healers and for the most part you aren't exactly encouraged to bring them. Are they welcomed? Yes. Are there mechanics for them? Also yes. Are they hard required? No, because the rest of the specs (broken up by the weapons you use) can bring enough self healing to cover it. They have instead buff bots that can also side heal and get by.
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I really miss FFXI buffer jobs
Commendations.
If I play dps I only give it out to other dps.
If I play tank I only give it out to healers.
If I play healer I only give it out to tank.
Only if they should be getting a commendation.
There are always exceptions to the rules!
I'm wondering how much of this is also an issue of jobs not being part of a spec with shared XP. In other games, GW2, WoW, etc. you often end up with additional specs that allow you to level quickly with an interesting DPS toolkit and then transition to a more-dedicated role in group content. Here tank and healer jobs can't fall too far behind other jobs because that might be the only job you have, and you still have to do all the normal content including MSQ.
I’ve never understood why people think WAR or PLD is remotely balanced in single targetBoss Positioning used to be fun until they decided melee downtime was illegal.
I still think proper mitigation cycling and optimization is fun, the problem is the discrepancy of outgoing damage in low end/high end content.
In high end content I actually think the current suite of mitigation is tested fairly well, WAR isn't as broken in single target situations, DRK's lack of sustain isn't an issue in raids
In low end content, Tank mastery (baseline 20% mit at all times) basically is all the mitigation you'll ever need forcibly baked in to the job, which I don't like and think the first step to fixing tank is removing this trait.
I mean to be blunt here, I think the dungeon gameplay and normal content in this game just sorta sucks, I avoid doing dungeons and roulette content whenever I can. To me, the best place where tank has ever felt properly tested is Criterion, especially savage and and no one does that.
Sure they aren’t as cracked as cleave content but the level of healing is still absolutely absurd for little reason
It's pretty much totally vestigial at this point. IMO this was endwalker's biggest failing. Healing in anything under savage (and select extremes) feels horrible because you barely need to be there. And in normal content healers are downright redundant.
I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.
#FFXIVHEALERSTRIKE
This is now a healer thread
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