no problem healing speedrun as SCH, our fairies are beast and we can spam physik without too much worry about mana and enmity ;)
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My problem about MP mostly are happen in CoB, when someone fail to dodge and got killed during in boss fight then force me to raise. :'( Shroud of Saints can't save me.
But really, serious answer, it's like people fail to see the point of SCH and WHM.
WHM has powerful healing spells, reliable regen and an end-game poweful aoe attack with stun. The downside is, this power comes to a cost, it generates a lot of hate and it requires high MP.
SCH is about mitigation, his aoe rage/power if quite low, his healing power is lower than WHM and most of his damage is done through DoT.
That's why WHM/SCH is the best endgame combination, because they complement each other perfectly.
Ok so lets all vote for a new MP regeneration skill for whmxD!
agree on that Taruranto:)
Lets not have MP at all, make everything unlimited and spammable...
Actually lets just auto-win everything.
There is no issue regarding a white mages MP once you learn to utilise what you have. Utilising Shroud and Divine seal makes MP plentiful, and I can vouch for that all the way through endgame content to the downing of Coil turn 4 (Although we haven't had a good go at T5 yet so I cant vouch for that). Ballad necessity is generally minimal if needed at all. My MP management sees me with better MP conservation than my partner in crime scholar healer. There is just a learning curve on learning the best ways to manage your mp. I find Divine Seal equally as important to MP conservation as Shroud of Saints, and utilising free cure is important at every level of the game.
The issue with White Mage Mana, at least with current content, is when you hit 50 and do not have decent gear MP Management is a big issue. Your output is just not there causing you to heal a LOT more for the same gains.
Once you finish your Relic and Darklight (not even counting Coil or AF2 pieces) you'll find Mana is pretty easy to handle. Yeah, the building time to that point sucks but once you get there you'll find yourself being able to Holy MULTIPLE times while still healing and having mana to spare.
Other general tips:
Shroud Of Saints, use it early and often. If you are waiting to when you are near out of Mana you are using this skill wrong. Once i'm 800 mana under my Max I use it. (I figure that's about the point where I'll break even once the duration is over)
Divine Seal: This is an amazing spells in itself. HoTs, even if Divine Seal wear off stay at that potency until their duration ends. If you cast a Regen at the start of DS, then near the end to refresh it you gave yourself that much more time with a stronger heal. (For some fights having a Medica II as an extra HoT also comes in handy with that buff)
Understand Tank buffs, they have certain abilities that lower damage or increase the healing they receive. See those icons and react accordingly. You may not need to waste a Cure II or whatever if that's the case.
WHM have massive healing abilities if compared to SCH. However SCH have better mana regen/utulization to keap up constant long time healing. So what does this tell you about their intended purpose in fights? Can anyone guess??
should be quite obvious imo: WHM=tank heal (and massive dmg heal), SCH=party heal. Of course they can do both, however i believe this is the intention. cuz for example if WHMS need to spam aoe heal they will be dry quite fast.
The problem is that now everyone levels up with fates, where you actually don't learn how to play your class. all the heals learn to do there is spam aoe healing....
I enjoy the way WHM MP works. It's one of my favorite aspects of the class. If you're running out you're over healing and you aren't rotating your Shrouds correctly. While I know many WHMs hold onto it for an emergency, it can't really recover you from one. It's best to pop it when you're only a little low, and start hitting it again and again as it comes off cool down. If you know the fight, you can also time it for agro drop as well. I think it is a wonderful system and I don't run out of mana, even when bards aren't around. Be smart about what spells you cast and when you cast them. Depending on the type of damage hitting players, Medica II and Regen can be way more useful then trying to throw out a bunch of Cure 1/Cure 2's.
But honestly MP is fine. I mean hey if they want to give us more ways to regen mana, I wont complain, but I hope it doesn't cost us something in return. As is, WHM is perfectly fine, its the players that are having the trouble.