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  1. #1
    Player
    Castillan's Avatar
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    Oct 2013
    Posts
    129
    Character
    Castillan Lionheart
    World
    Zalera
    Main Class
    Conjurer Lv 50

    On 2.1 WHM Nerfs

    The language in my original post about this overstepped the forum guidelines, and for that I apologise. I reacted angrily. Still, I do want to keep this as a point of discussion so I shall repost and hope to address the crux of the matter in a more rational manner.

    I am extremely annoyed at the nerfing of WHM's in the 2.1 Patch Notes in the following manner:

    1) Removal of the Thunder cross-class skill. I ran some theoretical numbers on a near optimal rotation, and while the single target DPS reduction isn't huge if we replace Thunder with another Stone II (a net 1.5% loss in single-target dps potential), it comes at the expense of an extra 7.5% mana cost. This nerf isn't huge for WHM's alone, but it does make mana management more of an issue if WHMs want to DPS assist as well.

    2) Nerfing of Holy down to a 200 Potency power from 240 (a 17% nerf). Holy costs 532 mana, which is for most White Mages, about 1/8th of their total mana pool. WHM's do not regenerate mana like a BLM does. It also draws a ton of aggro if misused. Usage of Holy is a carefully calculated application based upon the circumstances at the time. It's not a spammable power. I hear people say it's over-powered. At 240 potency and with Cleric Stance on it was strong, but once again in any fight it couldn't be cast more than about 4-6 times (depending on Shroud cooldown) or otherwise you have no mana left with which to heal the party with, so it suited its purpose well. A strong bursting AoE that helped out where possible.

    3) Nerfing of the Cure II proc (Overcure) which previously granted a guaranteed Crit Heal on a Cure III. Now we get a normal Cure III, but at half-mana. Yes, we get a radius upgrade of Cure II from 4y to 6y, which is still tiny. Positional latency is such that while as a healer you think you're gonna get everyone in a single area with a Cure III, most often people have moved out of its area of effect long ago as far as the server is concerned. Cure III has always been a single target burst heal with the Overcure proc with it just being lucky if it hits others. 6y is still too small. It's a 550 cure potency spell that costs 399 mana with a 6y radius. 2 x Medica I's instead have a 600 total cure potency with a 15y radius around the WHM for 638 mana. Medica II grants a net total 700 cure potency for 665 mana and with a 20y radius. If you want to heal multiple people with no questions asked the Medica's are the way to go. IMO, at least make the Cure III an 8y radius so if you cast it on any of the melee DPS in a fight, it's generally going to heal ALL of the melee people. Cure III USED to be a good proc for a guaranteed 825 cure potency crit heal which made its mana cost justifiable. Now with the half-mana proc nerf, it's become a 550 potency heal for 200 mana, instead of a 650 potency Cure II for 266 mana. In effect, Cure III has gone from being situationally useful on a proc, to being no better than a Cure II on a proc.

    4) Nerfing of Medica II's burst group healing capability. Yes, I know, it's now at half potency for twice as long, so it all adds up the same, but Medica II used to be THE goto power when you want the whole team healed close to full before the next large AoE attack from the boss comes, because of the course of 15s it's a total 700 potency cure (910 potency with Divine Seal active). It is notably very useful in primal battles where people gather and then have to scatter again quickly to avoid AoEs. It was something that could be cast and left to do its job which was usually done before the next big AoE. Now with the 30s duration, that's no longer a guarantee. People may say "well just throw a Medica I in there as well", but if people need to scatter and the WHM needs to move too to avoid an AoE, there's often not time to hit everyone with the Medica I as well, and it also burns more mana in the process, which is a precious resource for the WHM".

    Now, plenty of people seem to think that healers should not try to DPS, and IMO, that is one of the most inane, asinine, idiotic and stupid statements I hear. There are times when things are a DPS race, and if a WHM can throw up some regenerative heal-over-time heals, and pitch in an increase overall party dps by a third, then why not? You're in WP in a low dps party and the stalker's about to catch up, do you want the WHM to just stand there and heal only and risk a wipe from the party getting stabbed to death, or would you like the WHM become the deific personification of holy vengeance that they can be, and assist in taking out the bad guys. You're in AK with a low-DPS party, do you want the WHM to not assist with the wall, or not helping to take Anantaboga down?

    I DPS strongly as a WHM where possible, and you know what, ALL (but one idiot I came across who insisted I just heal only 'cos "that's your ONLY job") appreciates it greatly. With the grind of earning enough to buy a house, or real life pressures of your partner calling you to dinner, bed, whatever, why would you want WHM's to be nerfed and not dps such that runs take longer? It doesn't make sense. These nerfs don't just impact WHM's alone, they impact everyone indirectly. You may say that in the true end-game content that all you can do is heal, and I wholly agree. I've done Coil. It's a major healing-only job that is actually fun, and I've had plenty of people compliment me as being one of the better healers on my server. Coil isn't a 24/7 thing though, and I get called on to help grind out people's Myth Tomestones because their runs go that much faster when I'm in the party because I'm a strong DPS'ing WHM.

    At the end of the day, my disappointment with the 2.1 patch notes for WHMs is huge.
    (14)
    Last edited by Castillan; 12-17-2013 at 10:05 AM.

  2. #2
    Player
    Join Date
    Mar 2011
    Posts
    4,948
    Holy was really over powered, mainly in dungeons. It was almost as powerful as flare and could be cast more frequently. This was a reasonable nerf, and not something to be upset about.

    Flare might cost "14%" of your mana pool, but flare costs 100%.
    (8)

  3. 12-17-2013 10:06 AM

  4. #3
    Player
    Altheras's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    345
    Character
    Yuyaki Chibiaki
    World
    Midgardsormr
    Main Class
    Conjurer Lv 50
    I can live without the thunder, that alone wouldn't have bothered me, the medica 2 is a good change for us really geared WHM though as it was topping people off so fast for me that most of its ticks were being wasted, so I do kind of like the 2xduration and I will live with that. I never used Cure3 to begin with, not even on procs. I honestly should just pull it off my bar at this point.

    The only one that really bothers me is the holy nerf as most parties have come to depend on the WHM to holy in certain situations like the slime boss and with it's already ridiculous cast time and MP cost, it was right where it should have been for PVE content. I have to think this was done because of the devil that destroys the PVE aspect of all MMOs, PVP. If they were going to cut down the potency by that much, they should have AT LEAST cut down the MP cost by about the same percentage.
    (6)
    Looking for nice people to play with? Come to Shinies! FC and Linkshells on Midgardsormr!
    We do everything from lowbie dungeons to Titan farms and Binding Coil! Our policy is Good Attitudes Only!
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  5. #4
    Player
    cainejw's Avatar
    Join Date
    Sep 2013
    Posts
    106
    Character
    Mysidia Baron
    World
    Gilgamesh
    Main Class
    Arcanist Lv 50
    Please don't move from WHM to SCH. Stay WHM. We don't need people who kneejerk every change as a nerf in our class. Thanks.
    (7)

  6. #5
    Player
    Luso's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    295
    Character
    Sally Syrup
    World
    Sargatanas
    Main Class
    Ninja Lv 60
    I like the changes they made to White mage.
    (5)
    Adventure, that's the life for me!

  7. #6
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,215
    Character
    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    cure 3 being half mana now is a buff yo cure 3, a crit cure 3 for tons of mana was a waste of mana now with the new cost it will have a niche .

    medica 2 is less hate all at once so this isnt really that bad,

    holy and thunder is whatever as whm is a healer not a dps.

    virus was the biggest thing and its not even that bad.
    (5)

  8. #7
    Player
    Nofacekiller's Avatar
    Join Date
    Nov 2013
    Posts
    85
    Character
    Noface Killer
    World
    Gilgamesh
    Main Class
    Conjurer Lv 50
    Thunder removal and Holy nerfs were whatever....it's mostly a nerf to speedruns.



    Medica II nerf is unacceptable. This game strongly encourages keeping people topped off rather than triage healing. Especially right when Titan hits phase 5. Other examples include keeping people topped off on ADS in case somebody lags and gets hit by a laser (on low hp targets the AOE ticks can kill right after), etc etc.


    Moreover, it is a straight nerf to tank healing, as the HoT was very useful coupled with Regen on tanks.
    (1)

  9. #8
    Player
    Castillan's Avatar
    Join Date
    Oct 2013
    Posts
    129
    Character
    Castillan Lionheart
    World
    Zalera
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by LeafyVegetable View Post
    Join the scholar master race
    Already at level 30 SCH since I read the patch notes. I'll be a level 50 SCH as soon as possible. Good thing I hadn't purchased any Myth gear yet for my WHM as I was dualling both Paladin and WHM, so all my darklight gear can be moved straight to the SCH. I'll just need to get my relic, and yeah, I'm there.
    (0)

  10. #9
    Player
    Altheras's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    345
    Character
    Yuyaki Chibiaki
    World
    Midgardsormr
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Alhanelem View Post
    Holy was really over powered, mainly in dungeons. It was almost as powerful as flare and could be cast more frequently. This was a reasonable nerf, and not something to be upset about.

    Flare might cost "14%" of your mana pool, but flare costs 100%.
    How could it be cast more frequently exactly? A BLM has infinite and endless mana and can always just regen their MP, a WHM DOES NOT have infinite mana and has to worry about keeping their party alive, so the holy only came into play in situations to help out your group when running with low AE DPS and such. What this statement tells me is that some BLMs got together and cried about WHM being OP and got us nerfed. Maybe there be some BLMs who won't be getting healed anymore. XP
    (6)
    Looking for nice people to play with? Come to Shinies! FC and Linkshells on Midgardsormr!
    We do everything from lowbie dungeons to Titan farms and Binding Coil! Our policy is Good Attitudes Only!
    Life is a giant cookie, share it!

  11. #10
    Player
    MonsieurKay's Avatar
    Join Date
    Dec 2013
    Posts
    15
    Character
    Madame Kay
    World
    Brynhildr
    Main Class
    Conjurer Lv 50
    Holy was very overpowered. It's a normal nerf. For the CureIII "nerf", I don't see at as a nerf since it used so much MP for less potency than CureII and less range than Medica. I never used the proc. Now, I might consider using it since WHM is all about MP management.
    (3)

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