Improving the Lv92 Skills

RSS News

Syndicated News Service
All but SGE's Psyche are locked behind each healers' big 2 minute cooldown, and all they really do is be an additional nuke to toss in during raid buffs. This is kind of what every existing job got across the board this expac, but while the others are struggling to find room to fit new skills in their rotations, healers are far from it, so it's a single drop in an empty bucket. They also have no interesting mechanics with them that's fitting for the role. Assuming we don't add any other skills and mostly make do with what we have, how would you want them to be improved, if at all?

Here are my takes:

WHM - Keep the current 3 uses of GlareIV PoM gives, but also have Thin Air'd GCD heals in battle grant a single use. GlareIV's current potency makes it dps negative this way, so it may need to be adjusted to be dps neutral and do two hits of GlareIII's potency. The job has some powerful casted heals, and they should be allowed to use them with little to no dps loss. More charges of Thin Air may be nice to have as well.

SCH - Put Baneful Impaction behind Aetherflow instead. Being tied to Chain Stratagem makes the move much harder to use on trash pulls and the AOE aspect feels very wasted. Maybe have it spread the current target's Bio too.

AST - I don't really know what they should do with Oracle, but it's not this. Personal DPS isn't really AST's thing so why give it a nuke on Divination of all things? I never understood Astrodyne for that same reason. I think it should play into the cards somehow (time dilation?), but they need to make improvements to the cards themselves first.

SGE - This was suggested by someone else in the JP forum, but Psyche should grant an Addersting. Its recast should also be adjusted to 55s to reduce drift.

Continue reading...
 
Back
Top