


Not everyone is playing White Mage. Yes, there are instances where you have better options, but that's not what you originally said, is it.



Literally any ultimate with a heal check.Provide high-end instances where medica 2/3 is a better option than Afflatus Rapture is for example.
There is no reason not to do Rapture considering it's a DPS gain overall with a 20s replenish.
Sure. because there are better spells that achieve better results. The only instance where Medica 2, regen, and Cure 2 are valuable is in low-level dungeons. Otherwise, there is very little incentive to use them.
Another example is Physis 2 where what you want is not necessarily the HOT but the 10% extra heal which not only strengthens your shield but makes subsequent spells heal more when you have a timeframe where you take repeated raidwides. (like intermission into multiple strong hits in phase 2 of m4s).
No idea why you're talking like you've done all the content in the game when Medica 2/3 is one of the best healing spells in the game due to it being a readily available 20 yalm regen that pairs flawlessly with plenary allowing you to top most anyone if not the entire party at the cost of a slight mana increase to medica.
Edit:
For clarities sake for new healers when dealing with medica and medica 2 specifically there is no initial difference in healing potency between the two spells.
The reason for this is because by the time you finish casting another medica 2 you will have gotten at least 1 regen tic from medica 2.
If you were to use medica 2 3 times in a row you would end up with 1,200 potency at the 3rd GCD after the 3rd tic of the regen.
Because you keep refreshing it you'll end up with a total potency of 1,950 if you were to stop at 3.
If you were to use medica 3 times in a row you would end up with 1,200 potency.
If you were to use medica 2 1 time and medica 2 times you would end up with 1,500 potency at the 3rd GCD after the 3rd tic of regen.
The difference between the spells is 100 mana and 5 yalms.
5 yalms is a big deal, it's the difference between 0 and 1, between healing someone and the entire party dying because you didn't want to over heal and spend 100 more mana.
So what you're considering isn't mana or potency necessarily but range, range that allows your party to ignore the restraints of healing, though that's not such a big deal anymore.
Last edited by Nethereal; 11-08-2024 at 08:36 PM.





Wow, look at all those tags lol.
Kind of wild the problem didn't really get addressed, still.
I'm of the same mind as before, unless they want to change more than one role and itemization and dungeons.. the easiest 'fix' is in my mind intentionally giving healers support (team) and offensive variants, for the purpose of adding more opportunities to provide to their team. Potentially losing and having some healing spells combined, or at least dual purpose.
Team based healers will thematically be helping or at least using their team, with allies being a absolutely massive part of their target time. While the offensive variants targeting enemies a surprisingly large amount, up to even a majority of their time. Like Sage will gain many more heal by killing abilities, where some of their pepsico named stuff becomes offensive in style.
Team based won't mean no damage, just rather derived from ally targeting. Concessions designed into the job to ensure solo doesnt suck cause of that lol. Which can also mean, via buffs. So some healers may use their allies to explode energy from, creating aether pools that turn into turrets like an abathur from hots, while another would be hastes and team buffs (Astrologian goes full Yu-Gi-Oh). So even within the field of offensive and defensive you could have different themes (aggressive defense vs the team atlas cheerleader).
WoW has some decent examples of healing be more of a thing, but you'll need to change more than just jobs to get us there. So I think just giving healers more ways to be part of damage is king formula, which does work for us currently, is also doable.
So.. keep the healing output that is needed for the fights that are designed, but trim, squish, and combined much of it so that there is just more unique tasks to do. If you are an offensive healer your offensive kit will be far more dynamic than ogcd heal and then spam your two damage skills. If you are a defensive healer if you don't need to heal you will be targeting the crap out of your team to continue to provide value. The general concept doesn't need to be binary, just general themes, say Sage is very offensive based, meanwhile scholar is mostly offensive with also some more buffs (bringing back the super fairy from HW era), and then say like Astrologian who is pumping decks like a card shop to their friends.
The theme was picked cause I noticed some loved old scholar that for normal content could almost afk heal lol, and they were more battle healer, and then the classic healer person who wants to be the we in team.
Last edited by Shougun; 11-03-2024 at 05:09 PM.



Also looked at what blm got. They got a 2nd charge of ley lin3s and they seemed to of made Despair instant cast. Also, they are limiting lb generation with dulipcate classes for all ultimates.


Can't wait to see the new 'JP no cast times' BLM rotation of something like F3, Paradox, Thunder, Despair, Transpose, Paradox, Thunder, Transpose, Paradox (and from there it loops, throwing in Xenoglossy in Ice phase whenever it's up) etc

Care to elaborate why you feel HoTs are overrated, Kohashi?
If you mean something like Regen vs. Afflatus Solace, I do agree the lily heals should generally be managed first to charge Misery.
If you mean Cure 2 vs. Regen, the Regen usually wins out by essentially being cheaper on mana at the cost of healing slower over 18 ish seconds. We have the cooldowns Asylum and Temperance that can be used in addition to Regen as well. Medica 2 / 3 also factors in since a few others just stated how the total healing there trumps Cure 2 as well. Plus the tanks can also mitigate damage with short cooldowns.





I think they meant Medica III/Helios Conjunction spammers. That still doesn't discount the magnitude of both actions being always available outside gated by MP cost though, which is powerful on the hands of better healers. Beginner healers tend to not pay attention to things like regen ticks so seeing one who spams and overwrite their own HoT isn't quite a novelty.



Holy helios batman, this thread still lives.
Journey to all fish: 1383/1729 (348 remaining) [79%]

Yeah, that is a good catch to the discussion, Rein. Although as you said, it's just a beginner learning the class in the case of overwriting their own HoTs too early.
I've honest to God saw a PLD spam Rage of Halone during the Heavensward time. More than likely, they saw the combo potency, but missed the part where it needed the 2nd prior combo hit. Otherwise, 100 potency hits. Forgot the name of the deleted enmity 2nd hit, but it is all on Riot Blade now. We still see the combo sequence needed since the tanks need to have some fun mastering their class. Now if only that logic is applied to healers too >.>
As for the BLM class that I tried out, I did try out a fast cast scenario for the tank pulling groups 1 and 2 together. Since Thunderhead procs from every instance of switching stances, I was manipulating this with alternated Fire 2 / Blizzard 2 casts. It's still not amazing, but it's better than no damage while jogging with everyone.
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