Healing is going to become a secondary role to dps

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Let's just be honest healing isn't what it used to be, it's not as necessary in a decent group, and almost every class has some way to mitigate damage or can more easily avoid damage than some others. Going forward (cause I tried to explain it in another thread but people couldn't see past pretty pictures) that healer will either go more caster with fewer healing options, or more of a support tank role, with the latter being something akin to a ranged tank who holds the 2nd highest enmity and durability in a 4 man group making them the obvious all-rounder when the tank drops for whatever reason. If they go the caster route more non-offensive skills will be condensed down or out right removed from the game.

Example, look at White Mage, it starts off as an elemental mage using water, earth, and wind, the holy aspect doesn't come in until after you unlock the job and do a certain job quest that's supposed to teach you its first holy attack, Holy if I recall correctly, however eventually Stone becomes Glare a single target holy attack or white light attack, if you count the number of traits between each healing job you can visually see the oldest to newest jobs, with newer ones having far fewer traits, so basically White mage SHOULD eventually just remove the progressing Stone Traits (4 of them, and just have Glare right out of the gate, with us eventually getting Glare 2 which never existed from what we can see, and Holy 2 which also never existed, then the already implemented Glare 3 and Holy 3.,

What would White Mage/Conjurer be after such a rework, while trying to keep to its original lore story, the aspect of what a conjurer and white mage is, would and should probably just change into the caster who uses the life energy of the world (not a focus on elements in the sense of water, stone, wind etc etc) but rather life energy of all things especially those living within the 12's wood, and eventually the entire world, hence holy and glare are just all-encompassing magicks that rep Life, both as a offensive form of magic as well as a defensive form of magic. Many people have said we don't need to have so many cure buttons, 3 GCD heals and maybe 3 OGCD heals should be more than enough if all have respectable recast times. So what else should the white mage and by extension the other healers have in the place of all those no longer needed heals, simply put skills that are unique to their class/job.


1.) White Mage the essential Caster Healer, besides their healing spells, they should feel like the pure casters of the healing group, as its in their name White "MAGE" they are the real spellcasters of the group of healing jobs, they should thus have spells that cover the gauntlet of things Black "Mage" doesn't do, Reducing Damage to party members with things like Protect and Shell which should reduce Physical and Magical attacks respectively, so what if the other healers don't get those spells, they should have their own unique abilities that offer support in other ways, a few status effect spells like Sleep or Repose in this make sense as well again they are the casters, I can easily see Repose being a OGCD and Sleep being the AOE version that is a GCD, that's 4 spells new spells that are White Mage exclusive (Sleep being shared with Black Mage and the other dps mages I guess) Misery should just be a OGCD, no need to make it more complicated, one thing all the healers should share is a string of OGCD offensive spells, a AOE one, a Single Target one, and one that applies a status effect as well as a 2nd DOT, in this sense Repose would be the status effect / 2nd DoT think of it as a holy DOT with a sleep effect. They could keep everything else, in White mage and flesh it out with more actual spells

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