While I would agree for o1s, 05S and 09s, plz explain me how you intend to heal o4s o8s o12s without gcd heal?
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Yeah well. Solo healing is a special case, because even if fight healing requirements are not that high, two healers ensure a seamless rotation of oGCD powerful heals both on monotarget and raid healing. While solo healing can be done, I don't see the point of thinking about balancing jobs around this idea.
The problem lies in the lazy association of White Mage = Cure III. This identity no longer works because of how healing is evolving in the game. More oGCD ways of healing for WHM would be harming Cure III's purpose, but in the end it would not be that bad.
I never said it was possible to heal everything with two healers and never use a single GCD. However, two healers can certainly drastically minimize how many GCDs they use, and on lower tier raids they can get rid of them all together. Even on fourth tier raids, and excellent pair of duo healers won't be casting a whole lot of GCD heals. There will be a few, but not nearly as many as people usually use.
I would like to see WHM be more effective at this pure healer gimmick. First, I would change Asylum to a skill with a 6 second duration and it's recast would be 300 seconds with the new effect being that it keeps any party member within the effect from having their HP drop below 1 from most attacks. A WHM would and should be able to guarantee party survival in a way no other healer could. It could be used to cheese certain mechanics in a way that would make them very desirable even without party buffs. Second, I would change Plenary Indulgence to a skill on 120 cool down that transformed your next heal over time spell into a front loaded heal. Your next Regen or Medica 2 would then supply it's full heal amount instantly. Last I would change the Secret of the Lillies trait out for one based on Regen Ticks. Each Tick of Regen on a party member that doesn't have full health would have a 4% chance to grant a Lilly. HoT Ticks would have no chance to proc Lillies if the target has full health. For effect each Lily would reduce the cast time and recast time of your next healing spell by 1 second and all are consumed at once. So with 3 Lillies your next healing spell is instant with it's cast time and recast time reduced by 3 seconds. Secret of the Lillies 2 would grant you a 2% chance for a Lily from any Medica 2 HoT tick that restored health. These skills would allow a WHM to step up in the event of a cohealer dying and supply healing in a way no other healer could dream of. No party buffs, but the ultimate strong arm healing and Asylum is a sneaky raid dps buff as well as a safety net for anyone you see about to eat a mechanic. Plenty of clipping still but hard casting heals would be much better with Lillies saved up allowing for more mobility and uptime.
Why make whm even stronger healers?
The issue isn't that our heals spells are not strong enough. Changes should improve weaknesses or add flavor.
How about an upgrade to holy similar to stone's upgrade versions. I don't know the potency to go to, but that's because we don't have the 70-80 potencies yet.
When you think about it, WHM is the ONLY job left across every role to have this issue. BLM has the mentioned triplecast and a range of other skills and procs to help them. SMN and RDM obviously have no problem. SCH and AST again, obviously no problem.
WHM is the single job in the game that has no mobility utility of any sort. It really shows how faulty and outdated it's design is.
Yet I feel like we either won't get any of this fixed, or these fixes that should have came ages ago will come as brand new ShB abilities. And that's pretty sad.
Lily rework:
Generated by Medica and Medica II.
Upon gaining a Lily, any of the following skills that are on cooldown, are reduced by 5s: Asylum, Assize, Divine Benison, or Tetragrammaton
Upon using Cure, Cure II or Cure III, any lilies are expended with the following effect:
1 Lily: Cast time reduced by 0.5s
2 Lilies: Cast time reduced by 1.5s
3 Lilies: Instant cast.
This would give Lilies a valid use, and sort out that mobility issue.
What we learn from this is that the Devs are pathetic and clearly unable to balance any of the classes properly. If you go to a target dummy to test your DPS, it means absolutely nothing, WHM is the highest DPS on dummies but lowest in raids. WHM is still the target dummy king, but when you look at stuff like not having any mobility, "it really shows how faulty and outdated it's design is". I agree with you Exiled 100%. The 4.4 update closed the gap by a significant amount which is surprising and also a shame because it should've been fixed much earlier. Dancer being announced a DPS also shows how much they are struggling with balancing healers.
Go back a few years and I'd have considered the above as little more than a disenfranchised troll post made in anger. It's depressing that now I'm resigned to agreeing 100%. Yoshida's quote from Tokyo suggesting that WHM will be made much easy to play seals it for me.
What I wish for:
- Lily rework
- some buffing utility. Direct Hit buff was just named in a Discord I'm on, and I must say, I really like the idea. It would be something new and unique.
What I fear we will get:
- WHM being shit again.
My base for thinking that:
"WHM will be made much easy"
Yeah. Because it was super-duper hard to play so far, right?/s
I have too with well geared fast pulling tanks that use their CD's, but those I find to be rare in dungeons. I simply meant lillies isn't in the way as it is for white mages, more that I don't want a job mechanic that is in the way like say the heat gauge is for mch to focus on as well as healing.
As a person who has NEVER played WHM, it seems kind of weird that the elemental attributes associated with WHM were Air/Earth/ and for a single skill Water. Wouldn't it be better if they doubled down on a solid damage rotation that played off those elements? If WHM is going to be the pure healer (ugh) they should at least have an interesting and high output DMG rotation. The 2c of a person who's never played a healer!
Our entire healing kit seems to be water-based; just look at the icons for the Cure-series of spells as well as Regen.
Also, that's more or less what they tried to do; it's just that the damage output is by far not tuned high enough, and we also don't have the mobility SCH and AST have, which leaves our damage lacking in almost all raid encounters compared to the other two...