...have my +1 good sir. lol
oGCD Regen II:
30 sec duration, 30 sec CD.
Stacks with Regen and Medica II.
Used in non-Cleric Stance:
Applies 100 Potency Regen on a target, 10% damage reduction.
Used in Cleric Stance:
Applies 100 Potency Regen on a target (Negligible due to CS), 10% damage buff.
I know WHM doesn't really need more DPS but it could be cool if they brought Dia back. Maybe make it similar to FFXI or FFXIV 1.0 (a DoT that also lowers defence).
Other than that I really think they need to chance Enhanced Medica and Quick Stoneskin. They are just plain bad traits.
Just give it more elemental abilities as your leveling conjurer thats all they talk about is how u feed off of nature. They can put this into whm alot more than it is now, def do something with the mp , yes you can manage it but just in parties where you see other healers healing and they have way more mp than whm makes me sad.
Stone skin two in combat I dont really no why it isnt now shorten the cool down of it. Like someone else said an aoe esuna type ability would be nice. And just shortening some of the cool downs of some of their ablities could go a long way. And just give them something thats kinda always going during battle prob didnt word that right but scholar has the faire, and astro has their cards, give the whm something in between to always be doing while also healing.
But... like every spell is basically an elemental spell. CNJ draw their power from Earth, Air, and Water. We have the stone spells, stoneskin, and protect for Earth. Aero spells (and things I can't think of right now) for Air. And Cure spells and Fluid Aura for Water. Don't really know what more they could do.
SS2 was added as a quality of life change for WHM to help with buffing 8-man groups. I don't see it getting ANY use in combat. It's far too expensive.Stone skin two in combat I dont really no why it isnt now shorten the cool down of it.
Last edited by VanilleFang; 12-28-2016 at 02:02 AM.
[/QUOTE]But... like every spell is basically an elemental spell. CNJ draw their power from Earth, Air, and Water. We have the stone spells, stoneskin, and protect for Earth. Aero spells (and things I can't think of right now) for Air. And Cure spells and Fluid Aura for Water. Don't really know what more they could do.
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Maybe they could introduce another element , that could be something thats constantly flowing like I mention scholar and astro has, doesn't have to make it more busy just something that would be could maybe that would help it manage mp better. Instead of being the worse with mp Id like to see whm be the best at it if they arent going to give them a special feature like scholars and astro has at least let it stand out in some sort of way.
I'd prefer it if WHM stayed true to what it is instead of getting more mixed with SCH and AST. So no mitigation heals and offensive buffs.
That said, I'd like to see the water element getting more attention. Since Wind is DoTs and Earth raw attacks, Water could have crowd control functions.
Fluid Aura is a knockback, so how about a whirlpool spell that draws all enemies in the surrounding area in/together? Also eliminates the need to have to move to the enemy yourself for Holy
And I want WHM to get Reraise. The concept is already in the game in PotD through a pomander, now we just need it as a skill :3
I just think it fits the role of WHM as the fail-proof safety healer very well.
Also, I hope the whole passive trait thing is getting reworked alongside the whole "shared abilities" pool thing.
It REALLY bothers me how WHM can only ress in battles starting at lvl 28 while AST can do it at 20 and SCH even before the job becomes available (22).
I would like if Reraise made it so that the enemy still targets and attacks the Reraised person while they "revive".
I'm just going to mention this again, because it's not a well known fact, but Cure spells are Water spells. There was a thread a long time ago where everyone was discussing CNJ elements because the thread creator wanted more water spells.
You can tell the intended element of a spell by the colour of the aura that surrounds your character when you are charging the cast.
Cure is wind - its green. Esuna is water and so is Fluid Aqua.
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