


To be honest, they had something going with high APMs with WAR and DRK in HW, then GNB since they released. Kits with really busy rotations which kept you engaged throughout.
It's no surprise that the game has been very, very damage oriented and they keep releasing DPS jobs every single expansion without fail -- the two non-DPS jobs we got since HW are Sage and Gunbreaker, which funnily enough, are marketed as damage oriented jobs despite their different role. One definitely does it better than the other.
I would say GNB largely fulfill that role so far. That would be really neat if Sage also felt and played like a DPS job. I'm sure it would bring a lot of people to the role as a whole, because there's interest for this.


Alright, all healers at 100, I dedicated some time to play them individually in DT dungeons/trials to play with new selection of toys CBU3 gave me.
Let's see... (what comes below is my opinion from normal difficulty instances)
- White Mage
Aetherial Shift - why the hell that thing has a whopping 60s cooldown? It is inferior to Icarus in every way, but gets a longer CD. Don't get me wrong, it was nice to slide around the place, but it comes so rare, that it gets forgettable.
Glare IV - WHM was the biggest winner in terms of new damage buttons. New glares feels like a controllable "Triplecast" that can be used for mobility.- Astrologian
New cards - boring. Aetherflow 1.5, where 1 cards goes to dps and 2 cardsgo to tankare discarded on next draw, because tank doesn't need them either to survive.
Oracle - is such forgettable oGCD. Woo, a couple of times in the fight I can nuke the enemy extra hard. And, of course it goes after Divination, because no way we will deviate from the blessed 2 minutes meta!- Scholar
Baneful impaction - another forgettable oGCD that you throw after Chain strat and is already pre-aligned with burst. Woo...
Why no Aoe Chain Strat, by the way?- Sage
Psyche - oGCD Phlegma that will be pressed automatically after a couple of hours without second thought. Just great.
Ehncanced Soteria - out of all abilities to "enhance", you picked this one? Really?
And a couple of words about their universal upgrades and capstone abilites:
Enhanced AoE GCD heals are nothing more than an animation update.
All level 100 abilites are, of course, very fancy and cool looking, but are fated to collect dust on hotbars outside of EX+ difficulty because they are not needed. Yet another inflation of free healing for all healers that will totally NOT get balanced out by increasing incoming damage. Ain't no way they ever gonna do that.
1 nuke button spam still there, Freecure still there, pile of unnecessary healing/mitigation bombs still there and getting ever bigger.
Nah, I am not touching this role anymore. Thanks for the mount though...

How'd that healerstrike go? Now all endgame content is constant AOE damage, DoTs and mechanics so hectic you'll spend a lot of time healing. You got your wish, right? Healers are super needed again. And with less people playing SMN and RDM, less people to res, making you even more needed in another sense.




is that in FF14? havent noticed that actually.How'd that healerstrike go? Now all endgame content is constant AOE damage, DoTs and mechanics so hectic you'll spend a lot of time healing. You got your wish, right? Healers are super needed again. And with less people playing SMN and RDM, less people to res, making you even more needed in another sense.
I havent noticed anything that actually "super needed" healing, so... you talking about a different game? if so.. which one? I am interested
#FFXIVHEALERSTRIKE
As a casual, the single fight that actually got me to constantly heal is the very last phase of M4, and I'm sure even that will become way easier as the average ilvl scales.

@Zjar
Only a few bosses from the casual end really got more healing needed. The 93 trial has a perma raid DoT that pops up at 50% boss health to slightly bump up healing needed. The 95 dungeon final boss has deadly knock backs that still does heavy unavoidable damage when done right. Most of the rest... Umm... Not so much.
As I said before, the mechanics are too reliant on dancing around avoidable stuff or dying. I get why it is done to grant more survival accountability to everyone. However, this also means we have times zero damage happens when everyone avoids. Some notes may need to be taken from the above bosses as well as slowly increasing boss auto damage so more healing can be required.
As for the SMNs and RDMs being more rare, it's more so a symptom of PCT flat out being better than the other 3 classes for Spell Ranged slots. In a way, I believe RPR is also noticed to be very strong for similar reasons of offering a raid 2% buff and higher than expected personal damage. The melee side is less of a problem since the more selfish DPS on that end can actually compare to RPR. Although that does mean DRG and NIN may need another look to verify if they are okay still.

That's true. NIN and DRG right now feel... different than expected for their classes. I got NIN to 100 recently and there's so many CDs to keep track of that I keep forgetting about some. (Though it does feel distinct to have a job that feels like it has a small burst window practically every 20 seconds.) IDK maybe that's just a symptom of DNC being my main and RPR was my EW main and both are mildly "turn off your brain" jobs.@Zjar
Only a few bosses from the casual end really got more healing needed. The 93 trial has a perma raid DoT that pops up at 50% boss health to slightly bump up healing needed. The 95 dungeon final boss has deadly knock backs that still does heavy unavoidable damage when done right. Most of the rest... Umm... Not so much.
As I said before, the mechanics are too reliant on dancing around avoidable stuff or dying. I get why it is done to grant more survival accountability to everyone. However, this also means we have times zero damage happens when everyone avoids. Some notes may need to be taken from the above bosses as well as slowly increasing boss auto damage so more healing can be required.
As for the SMNs and RDMs being more rare, it's more so a symptom of PCT flat out being better than the other 3 classes for Spell Ranged slots. In a way, I believe RPR is also noticed to be very strong for similar reasons of offering a raid 2% buff and higher than expected personal damage. The melee side is less of a problem since the more selfish DPS on that end can actually compare to RPR. Although that does mean DRG and NIN may need another look to verify if they are okay still.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote



