In SB, all three healers were pretty beastly in dungeons when played well in a good party.
Now, WHM remains a beast, while the other two are a bit less so, it seems to me.
On the whole, I'm pretty satisfied. If I could have just a few quick things, though:
- Have Dia consume a tick of Glare with each hit, reducing its effective duration. In this way, we can be forgiven more offensive instant casts in single-target, which in turn offers us more mobility. Even pulling wall-to-wall in the new dungeons, I'm rarely having to tap into my Lily heals (let alone basic GCD heals) which means they aren't offering all that much mobility or weaving. The longer duration on Dia, while great for cleave, balances us around a gameplay that's not actually as flexible as Aero II's in single-target combat. Tick-consumption allows you both mobility/weaving and good cleave.
- Increase the chance of Free Cure and ideally put it on a "normalized PPM" system (making its actual chance much higher the longer you go without using its proc -- i.e. over time -- making it like a soft-CD of sorts). That way I might have a reason to put it back on my bars as I've not since... jeesh, Pharos Sirius?
- Find a way to work Aero III (and its Holy version) back in. Ideally through propagating or pseudo-AoE DoT ticks on the single-target DoT itself.
- Make Fluid Aura worthwhile. Maybe even make it an Interrupt with a very, very faint knockback (which would essentially just make it a better interrupt, as some things can be knocked back and thereby interrupted without being directly interruptable).
- Add back Divine Seal at like a 20-25% buff for 15 seconds. Upgrade it later to Temperance for the added damage resistance and duration (with Temperance itself also being increased to 25% if DS was). It's fun to have something to snapshot Regen into, and that shouldn't be limited to just level 80.