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  1. #1
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,019
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Okay. How does that fix the on-going issues?
    (14)

  2. #2
    Player
    HealerGuy's Avatar
    Join Date
    Jul 2024
    Posts
    31
    Character
    Eri Battlesaint
    World
    Brynhildr
    Main Class
    Warrior Lv 100
    There aren't ongoing issues. Just complainers.
    Everyone who isn't on these boards doesn't have a problem.
    (3)

  3. #3
    Player
    ElysiumDragon's Avatar
    Join Date
    Apr 2019
    Location
    Gridania
    Posts
    289
    Character
    Mimilla Milla
    World
    Spriggan
    Main Class
    Archer Lv 92
    I've watched the clip, and honestly, I'm not surprised it was doable. 7 DPS cuts a sizable chunk out of your average kill time which means less time to slip up and make a wipe-causing mistake, and of the DPS they brought all but one had both a party-wide damage buff or some form of heal/shield/mitigation/res.

    Having the one remaining DPS be a Samurai stacked with 6 separate raidbuffs and Dance Partner is something else though, that's a raw 33% DPS upgrade on that player alone, and 28% for everyone else. Across 8 separate players, that's a LOT of extra damage.
    (4)

  4. #4
    Player
    Retsu90's Avatar
    Join Date
    Jul 2024
    Posts
    40
    Character
    Elina Serat
    World
    Seraph
    Main Class
    Goldsmith Lv 100
    This is so dumb. Solution: Remove DPS from healers.
    (1)

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,875
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Food for thought: When a healer refused to stop healbotting my Warrior, I dropped all self-healing and mitigation during trash just to see what would happen. Even favoring Cure over Cure II or maintained Regen, he was still frequently overhealing even while slipping in occasional damage or stopping to type. Again, that was without me using a single self-heal or mitigation skill in W2W pulls in which he joined late (unless he had Rescue with which to pull me back as I used Sprint). Like, I was doing everything I could to make his habits feel like they had a context in which they'd be warranted and even with the Cure Is and no tank skills (nor Temperance, etc.) used, he was still ending up with downtime or majority overheating.

    In most Endwalker multi/all-packs pulls, I would not have survived that off incomplete uptime, let alone with so much spent on Cure I. I've heard commonly that Dawntrail dungeons are finally requiring some GCD heals, but I can't remember having to use any outside of Afflatus spells while leveling WHM, and as a tank the risks seem even fewer than in Endwalker and that's without even accounting for our added self-sustain.
    (8)
    Last edited by Shurrikhan; 07-31-2024 at 07:06 AM.

  6. #6
    Player
    PercibelTheren's Avatar
    Join Date
    May 2023
    Location
    Limsa Lominsa
    Posts
    1,036
    Character
    Percibel Theren
    World
    Zodiark
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Shurrikhan View Post
    I've heard commonly that Dawntrail dungeons are finally requiring some GCD heals, but I can't remember having to use any outside of Afflatus spells while leveling WHM
    Same experience here. I begrudgingly picked up WHM to fill FC roulettes because, while half my FC are healer mains, everyone is playing Picto and Viper right now and the only difference between EW and DT is that DT actually makes me use all my OGCD heals sometimes. I need to use Tetragrammaton for once, not just lillies. But that's also about it. I only occasionally needed to throw a Cure II in when everyone was in grey MSQ gear.
    (1)

  7. #7
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,314
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    7.05 Patch Notes...

    White Mage

    Dia Potency has been increased from 70 to 75.
    Damage over time potency has been increased from 70 to 75.


    Astrologian

    Play I / Play II / Play III Shared recast time has been removed.



    Thanks SE, that does nothing to convince that healers aren't just borderline abandoned content.
    (19)

  8. #8
    Player
    EusisLandale's Avatar
    Join Date
    Jan 2015
    Posts
    564
    Character
    Eira Landale
    World
    Cactuar
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    7.05 Patch Notes...

    White Mage

    Dia Potency has been increased from 70 to 75.
    Damage over time potency has been increased from 70 to 75.
    Oh it gets better. Take a look at the changes overview on the Job Guide page.
    White Mage

    The potency of several actions has been increased to keep in line with other healer jobs.
    (11)

  9. #9
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,382
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by EusisLandale View Post
    Oh it gets better. Take a look at the changes overview on the Job Guide page.
    And Samurai gets its 'Tsubame Gaeshi' change explained twice. And MNK's listed potency changes are wrong (probably the wrong action is listed, those potencies look like Tornado Kick/Phantom Rush).

    At least AST cards will feel less crap to use, from a 'weaving' standpoint. Can't really say the same for the actual effects though personally
    (3)

  10. #10
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,314
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    And Samurai gets its 'Tsubame Gaeshi' change explained twice. And MNK's listed potency changes are wrong (probably the wrong action is listed, those potencies look like Tornado Kick/Phantom Rush).

    At least AST cards will feel less crap to use, from a 'weaving' standpoint. Can't really say the same for the actual effects though personally
    Yea it's supposed to be Phantom Rush for MNK that's going from 1400 to 1500... But I wouldn't mind if it was True Strike that got 1500 potency. It's not like they actually care about balance and as proof of that I offer Healers.
    (6)

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