

Balance of insta-heal cds:
Lustrate > benediction
Lustrate > tetra
ED > benediction
ED > tetra.
Insta-heals are more heavily weighed on accessibility than potency.
I typically weigh them on situational usage, in which case, yes, I weigh them on potency because I generally know how to manage cooldowns. If you're needing to use ED that often, then there's something else wrong with your healing that's not just the accessibility of oGCD heals.
But sure, lets also forget Assize. A net gain in almost all aspects of HPS, DPS and MP.
Or Asylums superior placement advantage over CU and lower risk of overhealling.
Or Presence of Mind's superior HPS/DPS output over Lightspeed.
Or Divine Seal's greater potency and lower CD than Synastry, with higher flexibility and less overhealing potential.


If you're going to use the management argument to say potency is what they should be weighed by. ED is still better than tetra in potency, throughput, and as a save.
The only potency argument you can take is that benediction's potency is better than ED, and even then that is conditionally dependent on the target's max HP, the buffs they have, and whether or not ED crits. And of course benediction's 5min cd is no comparison to ED's 40sec cooldown.
Player skill and skill balance are two seperate things. AST's were healing savage before the buff. I guess that means AST was fine right and the buffs should be reverted? No? Then ED being superior is a valid point.If you're needing to use ED that often, then there's something else wrong with your healing that's not just the accessibility of oGCD heals.
HPS or DPS, cleric stance makes sure one of them is terrible.But sure, lets also forget Assize. A net gain in almost all aspects of HPS, DPS and MP.
DPS:
are you really saying Assize is awesome because of a potential 300 potency AoE dmg every 90 seconds?
HPS:
300 potency at 15y... where have i heard of a skill like that before?
MP:
you cant look look at the MP gain and call this skill superior. MP management is a separate system altogether that is spread across several traits and abilities. The fact that the MP boost is attached to the skill is a disadvantage as far as MP management is concerned. If used too early, you risk loosing potential benefit of the potency, if used to late the mp return is less efficient.
... you get 10% dmg reduction + a HoT that isnt prepositionally restrictive after applied..Or Asylums superior placement advantage over CU and lower risk of overhealling.
^ these skill are what make a WHM. A 2:30 cd and a 60sec cd.Presence of Mind
...
DS



ED is only superior if your target is fairly close to death already. Tetra packs a punch regardless and is potent as both a save and as an "it's up, so let's save MP" option.
I don't follow this argument about Assize being less than great. Even if it had no damage potential it would be valued as an oGCD Medica that was not only free, but restored MP. If you judge the healing to be unnecessary for the moment, you can instead inflict significant damage with it (300 potency with no consecutive target damage reduction...). It's a flexible tool that does something good for you regardless of how you choose to use it. As for the MP restoration, 10% is a modest enough return that it's pretty difficult to waste. It's also not a crime to hold off using it for a few seconds when you know to expect a particular mechanic to heal or an add spawn to nuke.
HPS or DPS, cleric stance makes sure one of them is terrible.
DPS:
are you really saying Assize is awesome because of a potential 300 potency AoE dmg every 90 seconds?
HPS:
300 potency at 15y... where have i heard of a skill like that before?
MP:
you cant look look at the MP gain and call this skill superior. MP management is a separate system altogether that is spread across several traits and abilities. The fact that the MP boost is attached to the skill is a disadvantage as far as MP management is concerned. If used too early, you risk loosing potential benefit of the potency, if used to late the mp return is less efficient.
10% damage reduction from this skill is a niche application in that A) no one cares about it except for very specific raid buster moves and B) unlike the reworked HoT buff, this bonus vanishes the moment the AST drops the field. CU is quite good now, but Asylum retains its own niche.
This is still a grossly simplified take on WHM that doesn't take into account how its individual skills work with each other. Besides, I'm not sure what you would want WHM to be able to do that it can't already; the holes in its kit were filled in a way similar to how those of SCH were. WHM is the most complete healing class in the game, has solid DPS options, the best aggro management cooldown (a.k.a. healbomb and get out of deep shit free card), and an arguably unique playstyle that depends entirely on player choices, timing, and anticipation to provide appropriate HPS and DPS since their power is built completely into the character itself rather than into a supplementary system like pet management or card buffing.
This isn't to say that one system is superior to the other, but it's pretty difficult to suggest that WHM lacks its own identity.
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