


What kind of replacement skill would you propose that both accomplishes the same job as Rescue (if used correctly) but doesn't affect the person's position and can't be used to grief? I'm curious.It's certainly telling that a few players, even when the offer is made to replace Rescue with a skill that does the same thing (save a person from damage at range) but WITHOUT the yanking around, they still insist on wanting Rescue anyway.
Now what possible part of Rescue are they so adamant to keep access to? Hmm...


As I said in my post, give them an absurdly hefty shield or a 90% DR for a 2 to 3 seconds. This would require the healer to have good timing and knowledge of the fight. So it allows the skill expression crowd to puff their chests while not causing the other players a problem. It allows the "I must save them!" crowd to save folks without taking away someone's autonomy. It gives absolutely psychotic tank and healer duos another tool for doing absurd dungeon pulls. Gives Savage Raiders a new way to cheese stuff. I can't think of anyone who loses in this change, except the people who use rescue with malicious intent. And those people deserve to lose.
"But they still get a vuln!" Yeah, and they learned that hit gives a vuln and you got to save them from dying. Win Win imo. Plus, in 95% of content...a single vuln is not going to cause the entire run to collapse. "But it's a skill that rarely if ever sees use!" One, that's utter BS and you know it. People would not be this against or annoyed of a skill that 'rarely if ever sees use'. It's used a lot, just maybe not as much by you. Two, this change would likely make it see MORE use that is beneficial to the party as a whole. I could rant all day about this. I won't. But boy howdy I could.
Didn't healers use to have Protect and Shell? Just repurpose them and put them back in. Could even keep the physical/magical split so said healer has to pay attention to WHICH barrier they throw out. (IE: Protect won't save someone from magic damage.) Or hell, even split them between jobs. (WHM and AST with Protect, SCH and SGE with Shell, or whatever other combination you want.)
They want to be engaged? They hate the brain-deadness of it all? They want "job diversity"? Fine then, here's a tool that makes them "think" while giving them TWO buttons instead of one for the same function, or otherwise requires two different kinds of healers to cover both defense types in relevant content where both damage types are going out consistently.
Could even use it as an excuse to take away some of the party barriers from tanks to further increase the value of it. Said tanks are always demanding they be able to keep their self/party-heals, right? Surely they won't miss the party barriers that some of them barely even use anyway (looking at you, Cover and Passage of Arms).
And if any tanks complain about losing their party barriers while insisting they keep their self/party heals too? Well, now you have proof that they're just greedy and don't actually care about healers being rendered vestigial. Give and take, and its time tanks gave up SOMETHING if Square-Enix is going to insist the support roles share functions. #MakeGreenMageValid
|
|
![]() |
![]() |
![]() |
|
|
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



