Just want to see what everyone thinks :o
Edit: Your thoughts on the new white mage abilities.
Just want to see what everyone thinks :o
Edit: Your thoughts on the new white mage abilities.
They're alright, though I'm a bit divided on some things. I suppose time will tell if my opinions change as I slowly begin chipping on things like Extreme Primals and Alexander!
Asylum is fine, just needs to be fixed to let increased healing buffs affect it. People running away from it is an entirely different issue. :p
Stone III is kind of boring, although the extra damage is welcome!
Assize is very satisfying to use. Causes either lots of damage or lots of healing instantly, which is lovely, seeing as White Mages have always been a bit grounded. My only peeve is that it can't cause good damage and healing at the same time, but I suppose we can't have it all. :p
Aero III is great! It's cheap and powerful enough to be weaved into a single target rotation; as AoE it's just godlike.
Tetragrammaton feels a bit weak for the cooldown it has, in my opinion. Maybe a slight buff to 750/800 Potency, or something? And similarly to Asylum, it needs to be affected by increased healing buffs. Powerful on Paladins and the like, but feels really underwhelming on Warriors. Either way, it's just kinda meh.
...and while you didn't do a typo, your grammar was atrocious this time. :D
F
See me after class.
Mani
Whelp, this time it was 11:00 pm! I'm twelve.., hopefully I can use that as an excuse. Yeah, I saw the title. It is pretty bad... ;(
Questionable grammar on large internet forums? Why, I never...
I really love asylum and assize. Free healing, or in the case of the latter, instant healing and MP. Asylum is a bit situational but, again, it's free. Purely an addition to our kit, and we can put it down on the tank if no one else.
Stone III... it's nice to finally have a single target spell that does more DPS than holy on a single target. I also like the way the effect sticks to a target wherever it hits them. Kinda funny to see a mob's tail explode.
Aero III... meh. Long cast. Most stuff, even in the new dungeons, dies before the timer ticks down.
Tetra's great. Like Assize, it's not super powerful on its own. Like lustrate, I like combining it with other spells. For example, Cure II -> Tetra for a really nice burst.
My only semi-difficulty is new MP costs. MP pool and spell cost have not scaled equally, but conversely, shroud definitely feels a lot more powerful now (I haven't actually checked the numbers though). Still getting used to that.
How do you delete threads?
I more meant like... I have to think about my cure III/medica/etc use a lot more carefully. But I think it's mostly psychological. I just panic a bit inside when I see my MP vanish so much more quickly, but then shroud (and assize as a nice little complement) gets it back up again.
...might also be a bit of tanks overpulling while we're still all undergeared for the new dungeons.
I noticed the same thing... kinda glad I'm not the only one. x_x Thought I was possibly going crazy, for a while. Everything feels like big hits to the MP. I find I can't be as aggressive in stance dancing as I used to be, on the DPS side (and yet my habit puts me right back into that aggressive step). :/ I go through a good chunk of my MP, going 'business as usual', in just a single mob. Even if I don't spam Holy - only single target attacks.
Raise's mp cost gave me heart attacks the first time I noticed, though..... 1851mp at 57...
As for skills....
I dont' have Aero III yet, at 57, but I've been using Holy mainly for pre-emptive mob stuns now - to weave in single target spells to give myself time before having to drop from Cleric to heal the tank - Cure 1 (or just regen), Regen, Cleric -> Holy -> Aero II stuff -> [Drop Cleric and Cure II -> Cleric if needed] -> HOly -> Stone III the thing everyone is focusing on.... I've semi stopped bothering with Holying a third time, the stun doesn't matter much (and I have poor timing to get the last cancel in for mob AoEs ><) and the MP cost is high. I've no idea if this is even a good idea.... just trying to re-adjust/adapt my habits to everything. x_x I feel, to a degree, that Heavensward has turned this into a new animal, even if it doesn't seem like much changed.
I'll drop Asylum on the tank/melee DPS (but I aim to prioritize getting the tank in there x.x) if either the mob is huge and it's an extra regen or if at a boss and forced to turn my attention elsewhere... (such as Ravana's butterflies) Regen + Asylum, then do whatever and hope that keeps them okay for the time being...
I rather liek Asylum and Assize - though I find I'm using Asylum mainly on the tank as an extra regen...... mainly because I seem to DF into parties with a million BLMs and BRDs >_<
When I do get a melee, it's usually a DRG - and I find the Asylum is too small to fit botht he tank and the melee in if they're getting hit a lot >_<
TBH, I'd say I'm mainly using it as tank regen too. If I'm lucky enough to get 2 melee, I'll try to overlap, it can help especially on that vault final boss (but ranged, of course, won't stack even if you ask...)
It really shines in fights that have a stacking mechanic, however, like Bismarck.
Can somebody organize a 24 man full int wearing WHM go into frontlines? I'm extremely curious to know whether 24 Assizes can kill everything :)
I haven't leveled my WHM past 50. In 1.0 I played a WHM because I love healers and it was the only choice. In 2.0 I only geared up my WHM because our static requested me to. I never found it very engaging as your choice of options is pretty much: Cure spam, sometimes Cure II. Keep regen on tank. Use Stoneskin before big hit. Medica II before an AoE and Medica afterwards. Pop SoS when missing 1500 mana. During speedruns: Divine Seal regen tank after pull, E4E, pop PoM and Cleric Stance > Swiftcast Holy spam until they resist your stuns and use Benediction to top tank off, spam Holy some more.
It's really braindead for me. I hoped WHM would get more exciting in 3.0 but looking at their skills, they don't seem to have changed much. They really just gained some more AoE heals (which they weren't lacking in the first place) and a new instant heal. I never DPS'd as a WHM outside of speedrun Holy Spamming, so I'm not sure if the new Aero/Stone spells are even good.
Overall I just find WHM less fun and engaging than SCH/AST and the new skills don't seem to have changed that. So my opinion on the new skills: boring.
EDIT: Also running out of mana because melee don't know how to dodge and tanks don't pop CDs properly is annoying. I'm glad they added Assize as a secondary mana regen option. I'll probably level WHM to 60 at some point just because I love healing that much, but I don't see myself being as dedicated to it as I was in 2.0.
NOTE: "I don't have them, Goodbye" is NOT A HELPFUL ANSWER to the question of how you liked the new spells.
My take on the new skills:
Asylum
I basically treat it like an alternate Divine Seal + Regen Combo for tanks, A Divine Sealed + Regen ticks for 195 Potency, Regen + Asylum ticks for 250 Potency, if I alternate these 2 combos, the regen on the tank is so high I can easily find time to do considerable DPS :).
Stone III
It's....a bigger badder version of Stone II, nothing else to be added here =\
Assize
An extremely amazing spell, I personally do not use this much for the healing component, the damage component of this skill can be EXTREMELY GOOD, as this is the only high damaging AoE ability that has a very large radius (15 yalm, same as LB 3 I think?), in fights like Ifrit Nails, Garuda's Plumes, Vault's last boss holy fire phase that has multiple adds that need to be killed, but are just spread out enough that Fire II/Flare etc cannot hit, this skill is just so so so good.
Aero III
Another Sweet Spell, it does 370 total Potency to anything in a 5yalm radius (Basically an Astral III Flare) over 24 seconds. I've been averaging around 150~200 DPS in Level 60 dungeons just by doing mostly 1 Holy + 1 Aero III per pack of monster. With the addition of this skill and Stone III, a WHM's DPS rotation is slightly changed as well. I will touch on this later.
Tetragammatron
What's there to be said about this skill, you can use this to extend your DPS duration, you can use this to save MP by replacing Cure II during tank busters, you can use this to save that poor tank whose at 60% life and a tank buster on the way. Although many may complain this is just a lousier version of Lustrate (3 per 1 minute, OP!!), but as a WHM who have survived the past 1 and a half years with only Benediction as my "I Fucked Up" button, having a second 1 with a CD of 1 minute is a godsend.
DPS Rotation Change
With the inclusion of Stone III and Aero III, as well as the potency buff to Aero II (from 210 total to 250 total), the DPS rotation is now Aero III > Aero II > Stone III, leaving Aero (200 Potency) out.
HOWEVER, Aero is still useful!! You should use it in conjunction with Fluid Aura if Fluid Aura is up, additionally, if you have to move to avoid AoEs, there's no reason not to slap on an Aero, since its our only instant cast attack.
Previously as Aero is part of our rotation, it may not be wise move + Aero as it maybe possible you have just applied Aero seconds before the AoE happen, but since Aero is no longer part of the basic rotation, as long as you gotta move, no matter how short the distance is, drop an Aero!! (Even a BLM gotta think whether to drop a Scathe or just refrain from casting depending on how much movement is required, WHM does not have this problem, as the potency of Aero is very close to other DPS skills).
Additionally, if you're worried about MP, you can also replace Stone III with Aero in your rotation, as it uses far less MP for only 10 potency less. But if you have no MP problems, I highly suggest using Aero III > Aero II > Stone III for basic combo, leaving out Aero so that you'll surely gain the full damage from an Aero that you casted while on the move.
my thoughts:
asylum is nice, but it really could be a bit larger, or heal more. having a very small area with low regen and quite high cd kind of ruins it. in the end i mostly only use it for the tank (which often cries since the size of the area restricts his movement too much)
a area with this size and cd should mainly be there for tight situations, but for this it would need much higher potency... with the current potency it sould at least be larger
also the fact that it ignores all heal buffs (and debuffs) is quite a bummer (though ignoring debuffs can be nice)
stone 3... oh well nothing too special. its 20% faster dmg for the same mp cost, why not. the effect is a bit overkill though (and i am still wondering why it does not have an small aoe since the animation even explodes)
assize is a great ability, but i would love it to have lower cd. 60 sec would be enough instead of 90 sec
also it is funny that assize does actually stack with healing buffs/debuffs even if it is an action instead of an spell... strange
cant say anything about the rest yet
overall the new skills are not bad, but i am kind of disappointed by every one so far in one way or another. hope there will be some balancing in the future
Asylum does need some changes. It does count cleric stance if cleric stance is on when you use the skill but not divine seal? Why? If you use it then use cleric stance it's healing stays the same. They need to have it count divine seal on use so it makes sense. It could maybe be a bit bigger but I think the main problem is people just don't like to stand still lol. Sometimes I'll throw it out to the ranged for a quick heal after some party wide damage while I focus on the Tank because some hard hits are coming and instead of getting in it to heal THEY STAND NEXT TO IT OR RUN AWAY FROM IT IGNORING IT THEN WHINE ABOUT HEALS WHEN THEY TAKE MORE DAMAGE ><.
Assize is fine how it is like the choice between a big heal boost or a big DPS boost. Makes you a monster on mobs when combined with Holy and Aero III. Kind of pointless on bosses without an add phase though.
Having a new fast heal skill fine, Stone III fine for levelling bit meh in other cases.
Only have a level 56 WHM at this juncture, so gonna keep my comments to the respective spells I have access too
Asylum - I wish it was bigger. When boss circles are bigger than the size of Asylum, it's hard to make use of it as it tends to only cover the MT in these scenarios. In terms of usage, I've more or less been using it as "Divine Seal + Regen #2" in the sense that I use Regen + Asylum together as a "Regen+" then pop Divine Seal + Regen on the next pull and just try to alternate as I can. Overall I think it can use a minor tweak to increase usability.
Stone III - Bigger Stone II, 'nuff said. It gets the job done and done well. My only complaint is an aesthetics complaint - I HATE WATCHING THE ANIMATION FOR THIS SKILL -.- Oh wel.
Assize - Single handled the best WHM skill out of the five in my opinion. Major damage or healing and a 10% MP restoration? {Yes, please}. No complaints at all about it.
I guess it's just that our base MP finally changed then.
Ahahaha. This would be fun to try...
I think it is just that some of the new bosses are so huge. Like the final boss of Aery (not naming for spoiler reasons), he's so huge that even Medica II's generous range isn't enough to hit all party members unless you've got 2 melees and stand inside him.
...I think making Asylum a 20y bubble (40y diameter?) would be just slightly OP. xD
...it would look pretty cool if it was that huge though.
That boss is really fun. So far I've really enjoyed all the dungeons and the music is superb.
In terms of Asylum bubble size, I think it just needs to be slightly bigger. I'm not asking for arena sized AoE XD Though that would be neat, lol. Like, Sacred Soil is 8y and I think that'd be the perfect size for Asylum too (instead of the 6y that it's currently at). In fact, it feels slightly smaller than 6 since it has the same size as the final boss of Dusk Vigil's target circle and he feels tiny compared to T11 Kaliyah (where Sacred Soil is just slightly bigger than her actual size, making it easy to envelope everyone in).
Just my opinion but it only gets better. I know the forum avatars are wonky and don't always update very well... have you gotten to the level 59 dungeon yet? I think that's my favorite pre-60. (Speaking of asylum, that + DS regen gives me the time to read the books...)
Really good point about Kaliyah, yeah. Extra 2y radius wouldn't be amiss at all. (OTOH... Assize range :D)
Nah, I'm still 56. I haven't had a lot of time to play after the early access weekend due to work and real life drama hitting the table. I'm also leveling AST and SCH on the side via DRs (currently 36 AST and 51 SCH) as I want all healers to 60 ASAP.
I got a feeling Asylum is bigger than what's indicated on Garland's database. It feels like 4y in my head, thinking about it, but can't verify right now due to, well, being at work =p Oh well.
Having gone as far as Bismark EX, I'm mostly satisfied with the WHM loadout.
Asylum feels a bit small compared to Sacred Soil, but it's bigger than Shadow Flare/Flaming Arrow/Salted Earth apparently. I'm not overmuch bothered by the size, but I've read somewhere that Divine Seal doesn't affect the potency of the regen effect which is messed up. I hope that's just a bug waiting to be fixed.
Assize is a great ability. Being a free Medica that deals damage and restores mana I find it very useful. Especially since it can be used through silence and requires no cast time. On top of that it can deal hefty damage in Cleric Stance. I hope it stays the way it is and doesn't get the same treatment as Holy.
Tetragrammaton is a good addition as well. It can be used to burst-heal a target, bring two separate targets back up at the same time or heal on the move without having to overkill it with Benediction.
Aero III is a neat AoE addition to the damage spells, especially now that Holy got nerfed again. But I can't on principle agree with Stone III as it is. Right now the spell is just the same as Stone II but with different potencies and mana costs. I'd much rather have a spell that has a mechanical difference instead, like that between Stone I and Stone II.
Yeah, Stone 2 needs something or stone 3 needs to be different or... something. Straight replacing abilities isn't how this game works for anyone else.
Wait actually Ruin and Malefic could probably both use something, cause they're also replaced.
I dislike doing High Level roulettes purely because I keep forgetting to switch out Stone III with Stone II. <.<
And then I forget switching back when I get out in the overworld and wondering why I'm doing so little damage... D'oh. :p
If elemental resistances was a thing, Stone III could have lowered that. For better or worse, elemental resistances isn't a thing.
Is Divine Seal not supposed to work with Tetragrammaton? Cleric Stance weakens yet, but Divine Seal gives it no boosts....
Yeaaaahhss... Did High roulette, switched out for Stone II, went into Bismark for funsies and.....probably looked silly with my Stone IIs trying to mow the second snake down. >_>; Took me till coming out of the trial did I realize, "Wait, where were my flashy boomies?"
Asylum: I love that I have a bubble of my own now! Very useful, regen + asylum during dungeon pulls and i can dps for dayzzzz
Stone 3: Hey a new stone skill, woooo. Nothing special really, the animation is pretty cool i suppose
Assize: My absolute FAVORITE new skill for WHM. Oh shit sudden burst aoe damage? Swiftcast on CD? ASSIZE THAT BITCH. Bored and nothing to do? Feel like dpsing? Conveniently have tons of mobs to aoe? ASSIZE THEM BITCHES! On top of all that I get 10% mana back? Yes please.
Aero 3: Dat cast animation tho, float up in the air, and then do some cool baton shit. That alone makes me love this skill. The fact that I have another dot AND it's an aoe. Super neato maaan.
Tetra: Just got this today and haven't had much time to use it yet, however it seems like it will be quite useful, having a strong instant heal will literally save lives. The cooldown timer also doesn't seem to be so bad considering it's a mini bene.
One thing I am concerned about it, and maybe it's just because we're all still undergeared, but holy shit am I having mana problems from hell. Just attempted Bismark ex today, by the end of the blue/green phase i was at like, 1k mana. I'm not sure how they decided to scale the MP cost of skills. One thing i did notice was that @ lv 50, Cure 1 was 133 mp, and regen was 160 ish. Now cure 1 is 400 something, and regen is 600 something... This seems like a much bigger gap than it should be, and makes me wonder if SE is intentionally increasing the cost of certain skills for some reason. Aside from that i'm very much enjoying WHM thus far.
Speaking as a lvl 60 WHM, currently at i160 at the time of writing, I think WHM is the "bees-knees" with its new skills.
Asylum - Much love for this skill. Popping Divine Seal + Regen + Asylum is enough auto-healing for me to switch stances and Stone/Aero 3 mobs without having to worry about the tank in the slightest.
Assize - I feel this skill was SE's way of saying "WHM, you deserve more skills, but we can only give you 5 new ones, so here's an all in one skill that takes care of anything you might need!" I love busting out Cleric Stance and blowing mobs away with this. The extra healing and MP is top notch too.
Stone 3 - Gotta love the power. Currently busting out 2.2k crits with this makes me feel Nuke-tacular.
Aero 3 - Great, cheap AoE Perfect for contributing in even the smallest way.
Tetragrammaton - I was a little disappointed when I saw it was about as powerful as a Cure II. However, at the same usage as Divine Seal, it works just fine and has saved my bacon before. It's great for that instant heal you need when switching out of Cleric Stance quickly cause something blew up.
Overall, I feel SE focused on improving WHM abilities to deal damage effectively without sacrificing their healing prowess. I thoroughly enjoy my WHM alot more than I used to. Im not sure how the new WHM compare with the other healing classes, but as I understand it, WHM is still the Top Dog in AoE heals, so yay us!
IMO, Assize is what the WHM Limit Break should be.
Assize is just so great that I'm constantly looking at when to pop when its off cooldown. Especially those boss fights with adds and you are timing this up with probably needing some MP and heals. Feels so great when its the killing blow.
Tetragrammaton is a wonderful skill, and I'm pretty liberal with its use when popping out cleric stance. Pretty much kills the "SCH has this skill called Lustrate and we don't, har har" argument, because its well enough to pop one to prevent death and hard cast a heal when it's safe.
I look at it also raising the skill ceiling for WHM in 3.0. It will be easier to determine a good from a subpar WHM because of MP management and making good use of the two MP restorations we have in top-level content. Getting away with bad traits like Medica 2 spam and "regen-on-everyone" will quickly drain one's resources, if it didn't already.
i must say i think in damage mode assize is just overpowered. 15y is just too much. adds spawn? just pop this off cd and shoot a 300 potency aoe over the whole map and they are all half or really dead xD in soloplay it becomes to a problem: if you think you can use that skill for a nice damage increase you suddenly pull all the monsters staying on the other side of the map xD
in healing otherwise i think it's a bit weak for a 90 sec cooldown :x
the mana regeneration is okay. it's not much, but a nice addition to shroud.
would like to see 400 potency in healing mode and the aoe effect reduced to 8y in damge mode, just like holy.
u guys must have forgotten WHM healing before the ilvl exploded, it was always a fight against the mana bar.
Asylum - Really useful free Regen to use on tank or stacked DPS/raid. It stacks with normal regen and medica 2 which makes it an insane HoT
Stone 3 - Nice to have a single target option with a higher potency than Holy. Useful all round for burning stuff down while not healing.
Assize - Excellent skill. Pop it with cleric stance for huge AoE damage (mind the range so you dont aggro!) or use it without for a potent instant AoE heal (useful after popping a medica 2). Cooldown should be 60 sec imo but not complaining. Icing on the cake is the 10% mana regen.
Aero 3 - WHM version of Bane. AoE DoT will allow WHM to contribute to trash damage more easily without needing to use expensive Holy.
Tetragrammaton - Havent got this yet, but judging from the tooltip it will be an excellent OH SHIT button when benediction isn't up.
Overall I'm feeling confident in my WHM. MP management is going to be our thing...so Shroud of Saints and Assize will help plenty in that department.
It might be a bit of a gear discrepancy, but I'd rather see it as players having appropriate gear level and not overgearing the encounter along with having the muscle memory established yet. Either way, I digress.
Right now my experience in what little endgame content there is, is that my mana swings back and forth more wildly. I'll go from 13k to 8k in a flash. But at the same time I'll go back to full after Assize and Shroud of Saints. Using Asylum and Tetragammaton to compensate for Cures or Regen helps a lot too. But by the end of a fight if my group hasn't been spending their time eating AoEs and cleaves I'll still be over the half-way mark in terms of mana.