Love it. Slap regen + benison on it, and start spamming holy!
Love it. Slap regen + benison on it, and start spamming holy!
Big panda is an awesome bear!



This is true, but on the other hand there isn't always an advantage to having more frequent access to certain abilities in more difficult encounters due to how we all learn mechanics and time CD usage accordingly.I have a feeling, that reason why lilies seem like a weak mechanic is that you dont "see" the benefit very clearly.
But is IS there. If you can use ability like DB/Tetra/Assize with 3 lilies, you will get it back much sooner which can be important on hard encounters.
It is just hard to perceive the benefit on easy fights, where you barely ever need to Cure or use affected abilities on cooldown.
PS: one change I wich was made is getting some low percentage to proc lilies from offensive abilities (stone at least).
Overall yes, it's definitely useful to have shorter cooldowns, but in practice it's not as useful as it sounds.




Pretty much as above, RNG and Savage aren't good bed fellows. I tend to try to funnel my Lilies into Assize where possible, but for example, in O4S any Lilies I actually gain are usually lost leading into each set of meteors as I'll hold Assize for that. I have much more success in dungeons, Hell's Lid in particular where a couple of the trash pulls actually hit hard enough for me to generate a good few Lilies to use.
The Lilies themselves aren't really the problem in my eyes, it's the difficulty of actually getting them in much of the content out there.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~


S/he's not referring to the UI aspect, but the fact that the system is simply a CD-shaver. Most people play as if it doesn't exists (and won't even notice it - and I say that as someone who typically ignores it outside of moments where I'm reduced to spewing out CureII for some stupid reason), whereas those paying it proper attention would have to be mindful of their CD-timers to notice the impact. As a counter-example, let's compare it to the 3xProc Bard Ballad. Getting three notes means you can unleash a whopping OGCD attack. This is noticeable. WHM can cast the lily effected spells with or without generating any actual lilies (and doing so shreds a chunk of time off the ability), thus the impact isn't overly noticeable, especially to those who aren't inclined to over-heal for the sake of generating them.

Hmm - had the same thought when I read the patch notes and even more so after playing it. Guess you schooled me well professor.
I will say in my dungeon healing I had developed a habit of casting a Cure/II at the end of a pull to land before the last mob died so that I'd had a lily to DB the tank for the next fight and it's been frustratingly hard to break. Like, I'm still doing it all the time.
That cast could be a Stone IV now and it's bugging me >.<
Also DB+Regen yessss, so much free dps time!![]()

Divine Benison is now one of my favorite abilities. 4.2 made a world of a difference in terms of flow and feel for WHM.




That's not a bad habit. The lily mechanic has nothing to do with that and is good to do even pre-50. Beginning a pull with your tank at full HP just gives you more DPS uptime before you need to actually start allocating your resources to healing. It's all about knowing the distance between the current and the next set of mobs. After a boss, you can pretty much let the health of the group regen on its own before the next encounter even if very low. After a trash pull however, an aggressive tank is just going to keep going to the next pack if not begin the next pull before the mob from the last is dead.I will say in my dungeon healing I had developed a habit of casting a Cure/II at the end of a pull to land before the last mob died so that I'd had a lily to DB the tank for the next fight and it's been frustratingly hard to break. Like, I'm still doing it all the time.
That cast could be a Stone IV now and it's bugging me >.<
Also DB+Regen yessss, so much free dps time!
Your stone IV doesn't equate to a whole lot if it is total overkill. It's gratifying to finish off a mob (believe me, I know), but if efficiency is your thing, then next to no time is spent outside of combat in a speed run dungeon. Sometimes, this does involve healing over DPS as a healer. Whatever the situation, when a mob can quickly be finished off by the tank and DPS, it's all about their TP vs your MP in a speed run situation. In short, it really isn't a good thing to spend a lot of MP on a spell that hits a mob for way more than it takes to kill it, which is why your gcd is likely better spent of bringing the tank back up to full for the next pull when the DPS and tank will spend easily recoverable TP to finish off the pack.
I get the idea behind what you're saying and to be fair I wasn't very specific. If the tank is low enough at the end of a pull that it could matter to me if he sprinted off to the next pull I would heal him anyways because it's common sense but if we're talking a sliver of health missing it is certainly a waste in almost any scenario.
A happy byproduct of it is more lillies though so whether I apply DB or use another move at least I'm shaving off some CDs.
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