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  1. #1

    Suggestion: More dynamic gameplay for healing

    At r50, it seems healing consists of spamming Cure III and Sacrifice III in rotation. There are virtually no viable spells to add in the mix to make healing more challenging or dynamic. And before it's mentioned, Stoneskin is pretty much useless. The only time where it is not a bother is before a pull, when buffing initially. As a 50THM, Stoneskin takes 6 seconds to cast(add in 1-2 seconds for the casting animation,delay,lag) and cannot even absorb a full attack from one of the higher tier of NMs. Those 6-8 seconds casting are much better spent letting the tank receive a full blow, and just casting Sac III in about three seconds. I'm guessing the only reason healing is so watered down is because of the incredible job-homogenizing the original team envisioned, so there would be no pure healer archetype, and the time in between my Cure/Sac spam should be used to assist with damage or buffs/debuffs(which is what I currently do.)

    I personally would like more set role definitions, as my intent is to play a healing job, not some Frankenstein meets MacGyver mash up. A few ideas I have to make healing a bit more interactive:

    -Increasing the amount of damage Stoneskin absorbs. Yes I know MND directly affects it, but It's not enough still to make it viable on the high tier NM's currently in the game. Speeding up the cast speed and increasing the cool down timer to say, 90 seconds to two minutes would totally make it more viable.

    -Giving either CON or THM an special ability that can be used every 20,30, minutes or so, such as:
    -a powerful HoT that could only be placed on a single target.

    - a transfusion of HP from one designated player to another target(much like Sacrifice, but a greater amount of health lost, and between two targets--excluding the caster.

    - a spell that placed a DoT on the caster, and heals everyone in vicinity, or a designated target, for the amount the caster receives, while under this effect, the caster receives 50% less health from healing effects.

    - a barrier spell that has a chance of healing the target each time he/she receives damage, with a duration similar to Protect or Shell, and the healing received on the low end of the spectrum.

    These are just a few oddball ideas I came up with, of course if any were to be implemented they would have to adjust the potency of spells, the effects received, the increase of potency from stats and abilities and so on. I'm sure many of these things will come with the revamping of the job system, but these are just my opinions and suggestions. ^ ^
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    Last edited by Daedae; 05-01-2011 at 11:51 AM. Reason: typo!

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