Hello. I'm assuming you've read the title of the thread.
To give some background, I am a mediocre one-trick healer main since (late, late) Eden's Promise whose accomplishments include an off-patch DSR clear last expansion and a week two clear of the most recent savage tier (made less impressive by the fact that I was between jobs and playing 12 hours a day for the first week of it). Most of my progression last expansion was done on AST, I dipped my toes into WHM for reclears or to help people who were progressing after me, and this expansion I've been playing SCH. I also have SGE at level 100, I guess (not my cup of tea sorry y'all). I've done both prog and reclears of savage and ultimate in both static and PF environments. All this to say I know each healer's kit reasonably well, I think, and can pinpoint what I like and dislike about each of them.
And what I like? Cure III. Neutral Sect. Seraphism. What do these abilities have in common? Immense amounts of healing (and for the latter two shielding) at high MP costs. I've liked saving a bad run on WHM by using one stack of Thin Air to rez and the next to Cure III. I've liked spamming Neutral Sect heals during p10s's Harrowing Hell or DSR's Wroth Flames. And I've like spamming Seraphism heals in m3s's Fusefield or m4s's Ion Cannon. They feel strong and impactful and I am able to access that strength by managing my MP correctly in prog.
So here's my proposal: Reduce the MP costs of GCD heals to that of filler damage - 400MP. Have oGCD heals cost MP - starting at 500MP for single targets and 700 for AoE, depending on the length of the CD and the potency. Casual players can keep doing what they're doing...progressing through most content mostly GCD healing and casual raiders can keep waiting on gear to compensate for lesser healer damage. More skilled players will have a new mechanic to consider when playing the puzzle game that's piecing together a heal plan for optimal damage. As a bonus, piety becomes a relevant stat when bringing enough of it saves you and your coheal enough GCDs that its a gain over pure damaging substats like crit.
tl;dr I've found myself enjoying MP management and would like to see more of it by adding MP costs to oGCD heals.
What do you guys think?
Continue reading...
To give some background, I am a mediocre one-trick healer main since (late, late) Eden's Promise whose accomplishments include an off-patch DSR clear last expansion and a week two clear of the most recent savage tier (made less impressive by the fact that I was between jobs and playing 12 hours a day for the first week of it). Most of my progression last expansion was done on AST, I dipped my toes into WHM for reclears or to help people who were progressing after me, and this expansion I've been playing SCH. I also have SGE at level 100, I guess (not my cup of tea sorry y'all). I've done both prog and reclears of savage and ultimate in both static and PF environments. All this to say I know each healer's kit reasonably well, I think, and can pinpoint what I like and dislike about each of them.
And what I like? Cure III. Neutral Sect. Seraphism. What do these abilities have in common? Immense amounts of healing (and for the latter two shielding) at high MP costs. I've liked saving a bad run on WHM by using one stack of Thin Air to rez and the next to Cure III. I've liked spamming Neutral Sect heals during p10s's Harrowing Hell or DSR's Wroth Flames. And I've like spamming Seraphism heals in m3s's Fusefield or m4s's Ion Cannon. They feel strong and impactful and I am able to access that strength by managing my MP correctly in prog.
So here's my proposal: Reduce the MP costs of GCD heals to that of filler damage - 400MP. Have oGCD heals cost MP - starting at 500MP for single targets and 700 for AoE, depending on the length of the CD and the potency. Casual players can keep doing what they're doing...progressing through most content mostly GCD healing and casual raiders can keep waiting on gear to compensate for lesser healer damage. More skilled players will have a new mechanic to consider when playing the puzzle game that's piecing together a heal plan for optimal damage. As a bonus, piety becomes a relevant stat when bringing enough of it saves you and your coheal enough GCDs that its a gain over pure damaging substats like crit.
tl;dr I've found myself enjoying MP management and would like to see more of it by adding MP costs to oGCD heals.
What do you guys think?
Continue reading...