WHM Desperately Needs An Overhaul
Since the advent of 6.0, people have seen a few changes to WHM that have helped it in some cases; however, there are a few glaring issues that are causing WHM to underperform in both Savage and Dungeons as early as Sastasha:
Thin Air Charges - The Thin Air change to Charges wiped out 4 GCDs worth of healing that we could've done from Shadowbringers and Stormblood, ripping out a gigantic chunk of our MP management kit. WHM has not gotten any recompense in regards to MP since then, making it difficult to manage when simply casting Stone in low level dungeons, thus reinforcing a bad habit to sit there and only heal like Sylphie.
The Change to 1.5s GCD - While the change to 1.5s GCD is helpful to WHM, it is also a detriment due to their current systems in place - namely Lilies. The Lily System that WHM has forces GCD healing, causing Afflatus Misery to be a loss a majority of the time and ALWAYS a loss in Raids. One of the biggest issues right now is that WHM isn't contributing as much as it should compared to the other healers in terms of damage, especially when the other healers bring raid buffs to the table or some form of utility - WHM doesn't bring enough. Holy III also is for some ungodly reason a 2.5s GCD compared to AST's 1.5s Gravity.
Liturgy of WHM Harm - As much as I understand Liturgy is supposed to be a large heal or multi-heal akin to SGE's Panhaima ability, it's a horribly designed ability. Why? It requires you to get HIT. WHM has absolutely no agency after they hit this skill, making it too niche to use in most situations other than set and forget. A Capstone should give the player agency to be a good ability, not just a passive heal that requires the player taking detrimental damage.
These issues are among the most prominent of WHM, and needs be fixed.
We do have solutions, however:
Raise Afflatus Misery to 1240 potency. This makes Misery DPS neutral in all cases, and increases its potency to match with the likes of Glare III and ensures that you don't lose DPS because you use Lilies.
Add a detonation button to Liturgy of the Bell. This grants the player agency on WHEN to blow it up, similar to how Macrocosmos has. This means you can place it then detonate it immediately for a BIG HEAL.
Add 800 MP Recovery to Lily usage. This balances out WHM's MP Economy in long term fights, despite it requiring 30s to charge. If a WHM is handling their MP properly, they should not run out of MP.
Secondary Suggestion: Make Lilies oGCD. As much as some will say "Oh, but it's the same as SGE/SCH! We can't let them have that!", this will allow WHM's Misery to ALWAYS be a gain no matter what. This idea should be considered if Afflatus Misery potency buffs are not the way forward with design.
Lower the cooldown of the lilybell from 180 to 120 seconds. Doing this would allow Liturgy to feel more useful in terms of application, and not be limited to niche situations.
Quote:
Originally Posted by
WaxSw
Giving Whm a second charge of assize should be a no brainer, enables it to work as a heal as well as a dps button and helps giving whm some AoE burst healing that is lacking in its ogcd kit.
Other healers have some form of healing burst, while WHM surprisingly has a huge lack of it for being a Pure Healer. Assize is literally just that burst, but it's also DPS, so giving a second charge to Assize might help it.
If there are any other ideas, I'd like to hear them in this thread - they will be added to the OP provided they are substantiated and the community agrees.
How I, a non-healer main, would fix white mage, the only healer I do play.
I am definitely not a healer main, but when I heal I use white mage. I thought I would share my thoughts about changes to strengthen white mage while also trying not to tip balance to hard. There are only two abilities I would change to bring improvement.
free cure: make Stone/Glare the ability that procs free cure. Doing some unnecessary math, since we all already know cure fishing is bad, a 15% proc means you cast cure seven time per proc, granting 3500 potency, costing 3500 MP to get one free 800 potency heal. The cure power of cure II is nearly equal for half the GCDs, 3200 for four cure II's costing 4000 MP. The situations you need heal spam is pretty much only trash pulls, and cure wont keep the tank alive. You pretty much never (or should never) cast cure once you have cure II. This will fix some of the MP problem since you get free cure for spamming glare, which you already were doing.
Lily: I want to compare lily to the other healers special resource heals.
AST has no special resource heal, it instead has cards which can be kept on CD, additionally AST heals cost a less MP. This is the least comparable to lilies but the difference is the card CD can always be ticking.
SCH using aetherflow, a 60 second CD granting three charges and restores 20% MP, you can also hold your charges and let the CD tick, letting SCH use up to six 600 potency heals on a 1 second recast in rapid succession. CDs also tick while dead, making little downtime aetherflow, but lilies and addergall reset to zero if you die.
SGE gets addersgall, which they get every 20 seconds and spend for a 600 potency heal and a 7% mp restore on a 1 second recast. This ability recharges faster, recasts faster, restores MP, and you are always generating stacks.
While WHM gets 1 lily every 30 seconds only while in combat (the timer also resets if combat ends if I'm not mistaken) for a 700 potency heal on a full GCD recast.
How I would fix this is recharge every 20 or 30 seconds (depending on how often Devs want blood lily to activate) in and out of combat like SGE and shorten the recast to 1 second to match SGE and SCH heals.
Side topic: Lots of players are saying, using the blood lily is a potency loss over glare spam. I do not think the potency of 4 GCD glare, vs 4 GCD for one blood lily is comparable. You can only blood lily once every 90 seconds when you get 3 lilies (36 GCD), and you glare/dia/heal 33 times between every blood lily. So really its a potency gain, because you will have to stop the glare spam to heal during actual play. Yes if you are just doing a DPS test, blood lily is a damage loss, but in practice you should be spending lilies anyway so I do not think it needs a potency buff or really any change, especially if lilies generate in and out of combat.
Regardless of blood lily, lilies are inferior to the special resource heals currently being used by the other healers, both in how long it takes to get your stacks, and how quick you can spend them.