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Originally Posted by
ForsakenRoe
Yes, White Mage. My reasoning would be that, given WHM has always struggled to have an actual identity beyond 'it heals hard', this would give it an actual solid one: it can bank damage by using various damage-neutral GCD healing skills, and then unload all of that banked damage at once for massive burst in the raidbuff window. Effectively making it the 'king of ADPS', like how DRK currently functions.
All that is totally separate from its more powerful/interesting heals being locked behind dealing damage, though.
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I'd also have liked for it to be a Necromancer healer or something that had a system like this, but we aren't getting Necromancer for various reasons, so WHM's the next best choice imo.
That stuff was stripped from original Thaumaturge not so much because "Shadowy/Vampiric/Necrotic arts bad" but simply because Yoshida wanted to simplify everything into franchise-standard analogs asap. We could still easily get a job for which it'd make sense for healing resources to be drawn from prior attacks. I just don't feel like WHM is even close to that. SCH and SGE both seem better fits, thematically.
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Wouldn't mind seeing WHM start with 100 gauge either, your opening salvo would be like, precast Glare, spend, spend (POM), Tornado (Assize), <Quake, Quake, Flood, Flood>, Tornado, Glare and continue as usual (with the bit in <> being rearrangeable for mobility purposes, but who needs mobility in the first 20s of the fight). That's assuming you don't need/want the healing from the gauge and can afford to dump it early like that, if you need to save the gauge then you'd drop one or both 'spends' and the Tornado/Quake/Flood would be reverted to their regular Dia/Glare/Banish forms, and the net loss of damage would be 'the amount of damage gained by casting Glare in raidbuffs, minus the damage that Glare does without any raidbuffs' (because that 'spend' is replaced by a Glare), so absolutely miniscule (but still high enough for optimizers to care about).
This all sounds decent to me. I just still don't see why it'd want to have heals locked behind damage in almost any way. If you, say, formed a healing spring and then used a Tornado around it to vary its effect, or a Quake to spread it, etc., that'd be pretty neat; I just don't get why Tornado would
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Additionally, WHM does not start with Lilies, whereas SCH can instantly get 3 Aetherflow (plus 3 more with Dissipation), AST can start with 3 cards for a full Astrodyne in the opener, and SGE starts with 3 of both Adderblobs.
Oh, I didn't mean to make it sound like starting from 100 gauge would be unreasonable (only that it'd then be mildly redundant with MP). WHM should start with 3 Lilies and should be able to generate Lilies even outside of combat. It just probably shouldn't be able to generate Blood Lilies except within X seconds of having been in combat (should be indicated with an action/button flash/highlight or subtle change in icon), as not to delay combat for a minute to build a Misery and keep 3 Lilies. That'd be a far fairer way to handle that.