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  1. #1
    Player
    YarnMage48's Avatar
    Join Date
    Feb 2025
    Location
    Gridania
    Posts
    41
    Character
    Makoto Yumishi
    World
    Goblin
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    Precast DeployAdlo before combat begins, this protects you from the first raidwide all on its own. For the first 'Love', Summon Seraph, drop one Consolation, and use Soil (and Fey Illumination before these if you feel like it, to buff the Consolation). For the second 'Love, you use the second Consolation after the first Love hits, and then use Expedient to mitigate. Then, Soil's up again for the raidwide that goes into Beat 1, and if you didn't use it before, you can throw Fey Illumination onto this too. In progression, you're much less concerned with 'spend every GCD on damage', and so you can throw Recitation Succor, or Deploy>Adlo, onto things with almost reckless abandon. For example, you could Recitation Succor the 2nd Love (supplementing the lonely Expedient), and then Deploy Adlo would be up (assuming you precast it before combat) for Beat 1's raidwide. Later on in gearing, when you're BIS and trying to parse, the 'advantage' of the additional heals that things like Holos provide, aren't as big a factor as you take less damage in the first place, have more Max HP, your other actions like Whispering Dawn etc. heal for more, etc. If the 300p healing of Holos really is such a big deal, well, as well as there being some pure healing being attached to those Consolations you'd be using, SCH can throw out Fey Blessing for the same 300p (ish, it's listed as 320 but pet potency still isn't 1:1, thanks SE). But it's also available twice as often as Holos' healing is (2min for Holos, 1min for Fey Blessing).
    Yeah, it makes significantly more sense to handle these mechanics differently on scholar. Taking my SGE plan and "converting" it to SCH in the way supersnow talked about resulted in a really weird plan.

    But I guess all we are doing is just "seeing differences in tooltips".
    (0)

  2. #2
    Player
    YarnMage48's Avatar
    Join Date
    Feb 2025
    Location
    Gridania
    Posts
    41
    Character
    Makoto Yumishi
    World
    Goblin
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Supersnow845 View Post

    And the way you’ve responded to my point about the mit plan just seems to show you are desperate to sell pointless “difference” as meaningful difference.
    As far as your baseless accusation that I'm "desparate to sell pointless difference as meaningful difference", I think this is best addressed with a specific example.

    M2S starts off with a Raid Wide, either a partner stack or spread, a second partner stack or spread, and then a raid wide as its goes into Beat 1. There's 23 seconds, then 29 seconds, then 23 seconds, respectively, between these hits. So I can't just use Kerachole for everything. But if I use Kerachole for the phase transition, that HoT also helps with the aforementioned long DoT. So here's what I did. After using Kerachole on the first raid wide, I used Panhaima to shield (shield equivalent to a heal of 200 potency) the first drop of love/spread love. This provided an additional heal of 400 potency once the effect wore off. I timed this in such a way that the heal popped right away after the damage. Then I used Holos to add an additional 300 potency heal and provide the mitigation for the 2nd drop of love/spread love. Only using these two skills, I added 700 potency of healing to the recovery between hits. How would this work swapping in Seraph for Panhaima and Expedience for Holos? Well, since Seraph isn't going to cast Seraphic Veil until damage happens, you'd need to summon Seraph for the first raid wide so that the Seraphic Veil mitigaion (equivalent to a heal of 180) would be up for the first "love". However, this means that Seraph will no longer be on the field to recast Seraphic Veil, which would provide healing, after the first "love". Then, if you use Expedience to mit the 2nd "love", you don't have any healing added. So, in this case, the Sage mit plan adds 700 potency of healing. Spam casting Eukrasion Prognosis, with a direct heal potency of 100, heals me for about 5300-5450 each time (not including crits). So that 700 potency amounts to around 37,000 - 38,000 hp of healing, which is over a quarter of my total HP. Using blessing, as you suggest, provides 320 potency of healing. Not even half of the 700 Sage can get, without having to use the additional skill.

    So in this scenario, using the Sage skills will both mitigate and heal a significant amount of HP, while the Scholar "equivalent" will only shield. I have every confidence that you could devise a heal plan for Scholar that would be able to handle this round of mechanics just as well, but the point I'm making here is that swapping the skills 1 for 1 the way you describe would have a significantly different result in the scenario I've described.

    So yes, they are different skills that can be applied to different situations in unique ways, with a significant difference in the end result.
    (0)

  3. #3
    Player
    BunnyQueen's Avatar
    Join Date
    May 2022
    Posts
    211
    Character
    Flora Kosaki
    World
    Golem
    Main Class
    Warrior Lv 100
    Healers need to be able to heal 60% of the time in dungeons, rn they heal less then 5%, even less when i am on warrior. They need to fix dungeons.
    (1)
    #FFXIVHEALERSTRIKE

  4. #4
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,976
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    I never said conversion of an optimal SCH plan to a SGE plan would be optimal on SGE, I said that it works “near flawlessly” (like 90-95%) and I didn’t have to alter anything. Sure on SGE I could have done “more” by changing and reoptimising but my point is that my converted SCH plan shouldn’t even work in the first place. I shouldn’t have skills similar enough I can even convert the plan. My SCH plan got me clears on SGE without me changing anything, that shouldn’t happen

    A 100% SCH plan shouldn’t be a 95% plan on SGE it should be zero because it shouldn’t even work

    Like take a step back, instead of going “expedience and holos are different because of sprint vs heal” why do both shield healers even have a 10% mitigation on a 2 minute CD, an oGCD shield on a 2 minute CD and a bubble that’s a 10% mitigation and a regen on a 30 second CD. Like why do two classes need such blatant skill crossover
    (7)
    Last edited by Supersnow845; 02-24-2025 at 03:34 PM.
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  5. #5
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,117
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    A reminder that Holos didn’t even had a shield attached in its inception. It was just 300p heal with same mit% for 20s, but added Holosakos later on because SGE was having an issue in one of DSR mechanics in that time. They weren’t having a problem because SGE wasn’t capitalizing its many ‘pity heals’. SGE was struggling to compete against SCH because of mits issue. Maybe if they don’t just copy pasta too much from the SCH template down to its potency, learning level, purpose, etc then try to add random effect baked into the same button as an attempt to sell meaningless differences & instead give the job more thought why XYZ skill needs to exist in a job’s kit, they would’ve immediately realize the 300p heal attached has always been very superfluous.

    What’s the lv76 button for SCH? Ah yes, Fey Blessing. Used to be a 2m cooldown. Turned down to 1m by EW. For same potency. SGE being a job that was developed from mid-ShB, it’s another notion adding to its similarities.

    “How do we differentiate Blessing and Holos somehow..? I know! Give it a mit but keep it 2m cooldown!”—somebody in their team, probably.

    They probably don't even remember the attached 300p heal on it today. Am I saying they should remove it now? Not quite. But there's a part in my mind that tries to imagine.. will they even buff Holos ever if... instead of starting as a 300p Heal + 10% mit, it was always been 300p SHIELD + 10% mit? Honestly? I don't think they would.
    (1)
    Last edited by Rein_eon_Osborne; 02-25-2025 at 12:10 AM.

  6. #6
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,422
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    I think the problem is healers never really come out of training mode. The opportunity to use your entire kit is few and far between and devs are too scared to do really big hits. This causes hiealing for the most part to be rather dull and less engaging when things are going right and more engaging when things go wrong.

    Content design is set to where things rarely go wrong in casual content which is where healers need help the most. However their gameplay loop is tuned to 8 man savages where things go wrong in early prog which results in a simplistic DPS kit of 2 buttons.
    (1)

  7. #7
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,469
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Derio View Post
    I think the problem is healers never really come out of training mode. The opportunity to use your entire kit is few and far between and devs are too scared to do really big hits. This causes hiealing for the most part to be rather dull and less engaging when things are going right and more engaging when things go wrong.

    Content design is set to where things rarely go wrong in casual content which is where healers need help the most. However their gameplay loop is tuned to 8 man savages where things go wrong in early prog which results in a simplistic DPS kit of 2 buttons.
    Problem is, whenever anyone suggests the seemingly obvious followup to this, of 'well, what if we add some stuff that you can use to make that time where 'nothing is going wrong' feel more interesting?', we get some shade of 'no don't do that, healers are meant to heal'. It's so incredibly easy to make the downtime feel more varied with as little as 'add literally one new damage action, and shorten the DOT timer so we press the DOT more often', but there's this pervasive stance that 'Healers should heal', so SE doesn't take the time to address the problem, and the problem has persisted for years despite a solution staring them in the face.

    Take WHM. Add new action, Water, at level 15. Give it 40p more than Stone, a 15s CD, and make it instantcast so you can use it for mobility. Upgrade Water each time Stone upgrades, including converting it to Banish when we learn Glare.
    Reduce Aero/Dia's duration to 12s, rescale potency to compensate. My maths has 150p, plus 70 per tick, as good numbers, and this would also benefit 'clip it on purpose for mobility because you have nothing else' even more than currently.

    That's all that's needed to spice up WHM's gameplay sufficiently (for my tastes at least). WHM gets 50 GCDs per 2min (cos of POM). As it stands, you get 6 Lilies, 2 Miseries, 3 Glare4, 4 Dia, leaving 35 GCDs as Glare3.
    With the above example, you'd instead use 6 Lilies, 2 Miseries, 3 Glare4, 10 Dia, 8 Banish, and that leaves just 21 GCDs per 2min as Glare3. From 35/50, to 21/50, is a pretty big leap in 'rotational variety' IMO
    (0)

  8. #8
    Player
    BunnyQueen's Avatar
    Join Date
    May 2022
    Posts
    211
    Character
    Flora Kosaki
    World
    Golem
    Main Class
    Warrior Lv 100
    Gonna keep saying it, healers should be healing a lot more then they are, make it so healers need to heal 60% of the time! SE killed the fun of healers in stormblood!.

    Not just in raids and trials but all content including low level dungeons! Crack down on level sync! make it more effective!
    (1)
    #FFXIVHEALERSTRIKE

  9. #9
    Player
    YarnMage48's Avatar
    Join Date
    Feb 2025
    Location
    Gridania
    Posts
    41
    Character
    Makoto Yumishi
    World
    Goblin
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by BunnyQueen View Post
    Gonna keep saying it, healers should be healing a lot more then they are, make it so healers need to heal 60% of the time! SE killed the fun of healers in stormblood!.

    Not just in raids and trials but all content including low level dungeons! Crack down on level sync! make it more effective!
    I get what you are saying, but I don't agree. Dungeons are the first level of content new healers will engage with. If dungeons are too difficult, then players who might be interested in trying out the role will be scared off and won't try it. Realistically, there needs to be a steady influx of new healers. New players join the game all the time, and if they all become tanks and dps, there wouldn't be enough healers to balance that out. Plus, players leave the game for a variety of reasons, including the fact that sometimes life changes. If healers leave as part of the natural loss of players, but the barrier of entry for the healer role is too high, eventually there won't be enough healers to go around. This stalls out gameplay for players who are trying to get through MSQ, or even get their roulettes done in a timely fashion.

    All of this is to say that there needs to be content that new healers can cut their teeth on. Dungeons are perfect for this because you can engage with the toolkit as it grows more complex. Now, I know it's a common opinion that dungeon healing is easy. And I agree, it is easy. But when you talk to players who are trying out healing for the first time, you'll find that they still find it intimidating. It can be scary until you get the hang of it. And don't get me started on how one nasty player can scare people off of trying healing again. I encountered some nasty players when I was learning how to heal dungeons, including the classic "constantly fails mechanics but blames me for not being rezzing when I already burned swiftcast rezzing you the last time you stood in the obvious red circle and I don't have the time right now to stand still to hardcast it". I didn't let it stop me but I've heard some pretty bad stories. All of this is to say that I don't want to make dungeons more difficult because I want new healers to have a space where they can start to spread their wings. Literally, if they are a White Mage. Let them grow into the role as they take on progressively more difficult content.

    It can be hard to find enjoyment in easier content when you get used to more demanding options, I know. But I think its important to remember that the player base is made up off people with a large variety of skills, and the game is just as much for them as it is for us. There are also a lot of people who like more casual content, and who maybe aren't up to more challenging content. Again, the game is just as much for them as it is for us. This game isn't built to have only super mega hard content for super mega hard core players. And this is never going to be that kind of game.
    (0)

  10. #10
    Player
    Basteala's Avatar
    Join Date
    Apr 2022
    Posts
    474
    Character
    Basteala Thayne
    World
    Mateus
    Main Class
    Gladiator Lv 90
    You know, in a weird, ironic way, healing is both more difficult for new healers than ever before, yet more mind numbingly boring for any healer with experience.

    Why? It comes down to tax damage.

    Tax damage in this case being the unavoidable. The inevitable nickle and dimes taken out of your tank's hide. The mild to moderate predictable damage that needs to be healed that the tank simply can't shrug off. Unlike the real world, low taxes aren't desirable here because it means that healing goes from 0 to 100 when some chucklehead picks up three vuln stacks out of left field, and the healer has to go from mindlessly DPSing to snap healing someone almost dead, or simply globalled due to their own ignorance.

    Of course, any skilled healer will probably know to throw some OGCD at the derpy DPS or whoever screwed up, but that's the other thing: there's too many buttons for good healers to really actually use what makes the core class feel like the core class, and too many buttons to *not* overwhelm new healers.

    Bring back actually threatening auto attacks. Cut back on the arbitrary invisible walls. Cut down on healing CD bloat by like a third. You'll see change.
    (2)

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