Also it really doesn't address the issue. You're basically just giving WHM more healing power through mitigation. Not really what is currently needed.
Also it really doesn't address the issue. You're basically just giving WHM more healing power through mitigation. Not really what is currently needed.
I love the idea of Shell being an actual WHM ability but I would rather rename Divine Benison as Shell. Protect would be neat if it was a group buff that still lasted 30 minutes but only reduced the damage from the next incoming attack by 5 percent and had a cool down around 120 Sec or so. It could be applied before raid wide damage and used between pulls in dungeons. It wouldn't be strictly necessary but nice to work into your play style and could still be a role action for everyone. It would also mean Protect wasn't a permanent icon in the Party List taking up space for no reason.
Last edited by NobleWinter; 04-13-2018 at 05:23 PM.
As opposed to the 30m duration, 3s cooldown it currently is?
It's actually a reduction in duration, making it a little more 'hands on' so it's only fair that it gets a very slight buff, for all those who might not notice it dropping off.
Because they're mutually exclusive, you either have Protect OR Shell, you can only mitigate half of all damage, on average, making it an effective 5% damage mitigation.
Compared to current Protect which is roughly 3% of all damage (more if you're overgeared, less if you're undergeared, maybe a 2%-6% range because you're not going to be THAT undergeared) that's not much of a difference.
In addition, you could just stick out a Protect and not bother with Shell, if you weren't playing optimally, and if you happened to be fighting enemies who deal a lot of Magical damage, then your effective mitigation drops below that 5%.
Last edited by Seraphor; 04-13-2018 at 05:36 PM.
What is "needed" and what do you personally want?
The comment I was replying to was that WHM is too simple a job and is basically healing for dummies. This would give WHM a unique mechanic to keep on top of at all times, and ogcd to weave between spells. But not so mandatory that you couldn't just throw out one Protect every 5m, just like AST's cards are 'somewhat' optional (at least you can get away with not playing them optimally) and you can get away with just leaving Eos on autopilot.
Last edited by Seraphor; 04-13-2018 at 05:24 PM.
Protect doesn't reduce Physical and Magical damage received 10%. It increases Defense and Magic Defense by 15% which equates to like ~3% reduction. You are asking for free mitigation that lasts 5 minutes with a 10 second cooldown. Everyone would literally just keep Protect up until Shell is needed for AoE/Tank Buster and than instantly change back to Protect. It fixes nothing and just grants more mitigation for free.
Why would it last 5 minutes and only have a 10 second CD? It would function the same if the CD didn't even exist.
As opposed to the 30m duration, 3s cooldown it currently is?
It's actually a reduction in duration, making it a little more 'hands on' so it's only fair that it gets a very slight buff, for all those who might not notice it dropping off.
Because they're mutually exclusive, you either have Protect OR Shell, you can only mitigate half of all damage, on average, making it an effective 5% damage mitigation.
Compared to current Protect which is roughly 3% of all damage (more if you're overgeared, less if you're undergeared, maybe a 2%-6% range because you're not going to be THAT undergeared) that's not much of a difference.
In addition, you could just stick out a Protect and not bother with Shell, if you weren't playing optimally, and if you happened to be fighting enemies who deal a lot of Magical damage, then your effective mitigation drops below that 5%.So that you can just use it and leave it if you're not playing optimally, but otherwise it's a 10s CD skill that you dance between based on the incoming damage.
It fixes the "WHM is healing for dummies" issue.
It doesn't effect the floor too much but it raises the ceiling enough.
Further edit:
In addition, you're never going to hit that full 10% mitigation no matter how optimally you pay, because you're never going to hit all physical damage with Protect or all Magical damage with Shell, that 10s window is still a significant amount of time.
Last edited by Seraphor; 04-13-2018 at 05:50 PM.
I mean, it's not like the idea can't be fine-tuned:
Protect
Becomes a WHM exclusive spell again.
Instant cast AoE 8% Physical Damage reduction on a 5m duration and 10s cooldown. Overrides Shell. Shares a cooldown with Shell.
Shell
Becomes a WHM exclusive spell again.
Instant cast AoE 8% Magical Damage reduction on a 5m duration and 10s cooldown. Overrides Protect. Shares a cooldown with Protect.
Well I personally don't care that much. WHM needs a bit more dps though for 8 man content. Maybe an aero 2 potency buff or something? I also would like to see some mechanic surrounding the gauge. Maybe convert your hots to gauge points for example would be nice. And the gauge would allow you to use some nice potency dps skill.What is "needed" and what do you personally want?
The comment I was replying to was that WHM is too simple a job and is basically healing for dummies. This would give WHM a unique mechanic to keep on top of at all times, and ogcd to weave between spells. But not so mandatory that you couldn't just throw out one Protect every 5m, just like AST's cards are 'somewhat' optional (at least you can get away with not playing them optimally) and you can get away with just leaving Eos on autopilot.
That Protect / Shell change would certainly drop the skill floor. 8% pseudo permanent mitigation means the healer would have to heal 8% less of the time, period. It would also make WHM way too desirable in progression content, even more so than it already is right now.
I agree with a Protect change, but I don't agree with this particular suggestion because it wouldn't change the dynamic of the protect spell very much but make the impact of it far too great for how easy it is to use.
I've already explained why this is NOT the case above.
It would exchange the ~3% mitigation of our current Protect skill, for a ~4% mitigation, that can perhaps be extended towards that 8% (but not completely) with optimal play and anticipation of enemy attacks and their damage types.
This means that, at most, WHM's other skills, OR the mitigation of SCH/AST only needs to be nerfed/buffed by a couple of percent. Something any additional skills in 5.0 are likely to do anyway.
Last edited by Seraphor; 04-13-2018 at 11:05 PM.
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