What's coming to HEALING in Dawntrail? (FFXIV 7.0 Wish List)



Dawntrail has been announced and there are many things to be looking forward to, including healers! What will 7.0 of FFXIV bring to the Healer role? Only time will tell, but in this video, I will take a guess and present my wishlist about what is to come in the Summer of 2024.
—————————————–
Time Stamps ⏲
0:00 – Intro
0:09 – General Changes
0:20 – Interactive Healing Skills
1:20 – Damage Rotation?
1:53 – WHM
2:51 – AST
4:12 – SCH
5:42 – SGE
7:14 – Outro
—————————————–
Music 🎵
massobeats – lucid: https://youtu.be/tEzzsT4qsbU
Oneul – Monday Bounce: https://youtu.be/ToiW9WKqNCg
♪ Imagine (Prod. by Lukrembo): https://youtu.be/O7yALYb04Ts
♪ Jay (Prod. by Lukrembo): https://youtu.be/1zmJ_4kGYUU
♪ Lamp (Prod. by Lukrembo): https://youtu.be/ZwyWgwUjYoY

source

21 thoughts on “What's coming to HEALING in Dawntrail? (FFXIV 7.0 Wish List)”

  1. Couple of points.

    -I feel like if anything gets a movement mechanic it's going to be Astrologian. Like, give 'em a Shukuchi-style ground-based teleport where they disappear and reappear in a burst of stars and off you go. White Mage is probably never going to get a movement mechanic and Scholar has their level 90 skill for movement.
    -I feel like maybe they're going to give Scholar a Summoner-style rework. Possibly give Summon Seraph a big buff, make generating Fairy Gauge and Aetherflow a rotation, and so on. I also feel like they're going to re-work or knock out a few of Scholar's toys, if only for the sake of saving them from button bloat. Example, have Physick upgrade into some other skill like Adloquium. The old tricks (Sacred Soil, Emergency Tactics, Chain Stratagem, Aetherpact, Recitation, etc.) are likely not going anywhere, but I personally think Emergency Tactics and Protraction might be looking at some reworks. As for a new big flashy skill…maybe a PVE version of Mummification? I don't know, I don't play much Scholar.
    -Sage is in an all right place, although I feel like a buff to Kardia's heal might be nice. I'd like them to take Eurkasia off the global cooldown, myself.
    -They've said they're reworking Astrologian because of button bloat, and I beleve it. Personally, first thing I'd do is just nerf their healing spells in general. Not a lot, just by, like, 50 potency each to reinforce White Mage as "the healer that has the big heals," but with a twist. Their direct heals (Benefic, Helios) would get the nerf, but their heal-over-time effects from Aspected Helios and Aspected Benefic would get a buff, effectively making Astrologian the (Heal-Over-)Time Mage. As for their skills that need to be looked at or outright removed, first on the chopping block should be Neutral Sect, this thing is overpowered to the nines. Second, give them a new level 70 skill (maybe promote Earthly Star to the 70 skill) and cut Minor Arcana, neither of those are any good. Third, Astrodyne either needs a big rework or they need to cut star signs off the buff cards.
    -White Mage…man, what do you even do to this job right now? White Mage is arguably in an all right place so…oh wait, I know. Glare? Dia? Stick around because I have plans for you but you're gone as the primary spells. Welcome to the rotation High Stone and Aero IV. Now that White Mage has its class identity back, I think some general cutting out of the chaff would help. First is Medica, which would get a new trait that upgrades it into Cure III. Second, Freecure would be reworked to turn Cure into Cure II. Third, I would add an Afflatus heal-over-time spell. As for Glare and Dia, don't worry, they're not really going anywhere. First, I would add a new talent called Enlightened Mind that changes High Stone into Glare while under the effects of Presence of Mind. Dia, meanwhile, would now be partnered up with Afflatus Misery and made a damage-over-time effect of that spell (don't worry, Misery will remain the nuke it currently is, the Blood Lily demands it).

    Reply
  2. I don't know where you get your information from, but, according to the Live Letter where this was announced, Astrologian is getting a CARD rework only. The job that gets a complete rework is Dragoon.

    Reply
  3. HOLY your editing is so clean! Def got a sub here!
    At this point any improvements to Healers ill take it. I don't like having just 1 attack button that changes visually each expansion, if having a wider amount of healing spells is a must give us 1 button combo or something and each part of the combo can give a nice buff to your next ability/spell when interweaving. Mostly I just want SCH to have Primals for healing like SMN uses Primals for DPS! Like maybe we can summon Lakshmi or Feo Ul to do some big heals/shields or give a big team buff.

    Reply
  4. I am fine if they go either of two ways. Keep healing as it is, but make dps-ing as a healer more interesting, or the opposite, keep the dps rotation as is, but make pressing healing buttons more important (i guess making content do more damage)

    Edit: right, you said exactly this right away, cool

    Reply
  5. One thing I hope astro gets is two designated target buttons, like kardion or closed position.. One for the ranged dps cards, and another for the melee dps cards. You usually want to buff the best player there, or at the very least the player with the best gear. Having the ability to draw and just press play without having to target or mouse over would be huge

    Reply
  6. Good video and agree with the sage stuff being cool and other points. I was thinking in my head even tho it'd be another ogcd to add or something (or could make this a gcd) might be cool for sage to have a reactive reflection shield that applies to the raid group and reflects a bit of dmg like warrior's vegence

    My other ideas for healers would be at a bare minimum at least adding new conditional effects onto current ogcd skills if they want to avoid too much button bloat. Conditional effects are always fun to think about in prog too

    Reply
  7. I totally agree with the idea that healing actions which interact with one another are cool and that having a few more would be welcome. Shifting things to more Charged Actions and Contextual Actions could make more for more engaging healing while also potentially curbing button bloat.
    I am also in agreement that I don't think Healers need super complex damage rotations, however, I do think a bit more variation in damage actions would do wonders. Stuff that doesn't take a lot of mental overhead to keep track of, but something to help break up the monotony at the very least.

    WHM: This is an opinion I share that I've seen discussed a fair amount. I think it would make a LOT of sense to give White Mage more abilities that echo or mirror Black Mage to play up their history with one another. Traits similar to Firestarter and/or Thundercloud for example. Although I wonder if this would work better as healing giving you a damage tool rather than damage giving you more damage.

    AST: I really love the idea of the temporal component of Earthly Star, Horoscope, Macrocosmos and even Lightspeed. I think it would benefit Astro to lean back into more time related abilities. I wasn't around for it, but I could see a reworked Time Dilation being a really nice ability to reintroduce. The second boss fight in Euphrosyne gets me excited by what could be Astrologians.

    SCH: I started playing FFXIV because I was enamored by the idea of playing Scholar. A strategist helping their allies aided by a faerie companion is just a fun aesthetic. My main complaint with the job is absolutely the Fey Gauge, but the Aetherflow system definitely contributes to that issue. I feel like too many actions are focused on Aetherflow and at the end of the day, ideally you just want to spam Energy Drain anyway. I'd very much appreciate if they could iron out the imbalance between these two resources somehow. I wonder if the PvP version of Dissipation that consumed Fey Gauge would be design space worth pursuing for PvE?

    SGE: I haven't picked up Endwalker yet, so I haven't played with Sage. But overall, I have liked what I've seen. I just wish Scholar and Sage's tools felt a bit more different. Hopefully the Dawntrail additions will help solidify what direction they want for Sage, like you talk about in the video.

    Reply
  8. Make the regen healers (WHM, ASTRO) have access to AoE Esuna.

    Give WHM more ways to spend their Lilies like maybe the AoE Esuna, Restore own/an allie's mana, AoE Shell ability that increases Magic defense or the AoE Protect ability that increases Physical defense. (I was sad when I found out that the white mage in this game doesn't have Shell and Protect)

    For Astro, bring back the old card system but with a tweak. 5% damage increase should be universal to all cards but all cards do different things.
    Balance increases damage by an extra 5%
    Arrow increases movement speed and reduces weapon skills and spell recast time but NOT ogcds.
    Spear increases Crit chance by a noticeable amount.
    Bole damage reduction by 5%
    Ewer reduces MP cost like before
    Spire increases all stats by 3%
    Make different cards stackable on a single target so we can have a black mage that can nuke things even better.

    Reply
  9. I think it'd be fun and thematic if WHM went back to elemental spells (Stone, Aero, replace Holy with Water) but had a cooldown that upgrades them all to their more powerful holy version. (Glare, Dia and Holy.) So you'd have a bit of a burst, and as with old Cleric Stance you'd have to think when is a safe time to use it. It would also keep the job's elemental origins, WHM would have a water spell (finally!) and since the water spell would be an holy precursor it means that they'd have an AoE in Sastasha (double finally!)

    Gap closer comboing into Cure III or an empowered Holy could also be really fun.

    Reply
  10. Spoiler Alert:
    The healers will remain unchanged in their design in version 7.0

    Given Yoshi-P's reaction when healers main asked for changes,
    saying that healers were doing well, honestly, there is very little hope.

    Healing no longer evolves in FF14, and it has become homogenized.

    Healers were at their prime during Stormblood, and since then, their design has significantly perished.

    Reply
  11. really agree on making healing more interesting, I don't feel like making more complex damage rotations is the way for healers, people play this role because they want to heal, not go even more the route of the green dps, but yeah, more cool dps combos would be nice too.

    Reply

Leave a Comment