I know this wasn't addressed to me but I'll give my answers anyway, as a similarly frustrated WHM.
1. It's not that WHM was never fun. Stuff like God Kefka or UwU? Super fun! Leveling dungeons when your tank's getting beat to a pulp and you can spam Holy? Super fun! But that's like 0.1% of game time. It's the monotony when you get to farm content, or when content is simply not designed with sufficient heal checks to necessitate use of WHM's plethora of healing spells. I can't speak for anyone else, but I did toy around with AST as well. It's pretty. But I like White Mage's aesthetic, and AST just felt clunky to me. I wasn't going to force someone in my static out of the group and force us to find a new healer by switching Job mid-expansion. They're all traumatized by earlier experiences on that count. My group appreciated me as a healer.
I actually wound up taking a break from the game once we got to O11s because I was so bored (and busy IRL) that I was literally falling asleep during raid. And 'lo, our static stopped raiding. So this is why people stick with Jobs they're unhappy with. Loyalty to its previous iterations, and loyalty to the people they play with.
2. This is a tricky question. The problem with WHM, as we see it, is that it lacks something the other Jobs have. So it's not really about tweaking existing stuff. The fundamental design is flawed, and indeed, is the source of most imbalance between the healers. SCH's healing kit is primarily off GCD, allowing it to use most of its GCDs on doing damage. AST's raid DPS comes largely from its off-global card system, allowing it to use many GCDs on healing without completely tanking its rDPS contribution. WHM, meanwhile, has most of its healing and damage toolkits on the GCD, with limited abilities to weave. This chart makes it pretty stark:
For SCH, the loss of Embrace targeting and Energy Drain, and the inability to activate fairy abilities during spell casts, has been a huge dumbing down of the Job - and yet they still have more to weave than WHMs do, even without using Emergency Tactics at all.
In order to achieve a semblance of balance (and for single-healer content) the healers each have to have the same core functionalities. In White Mage's case, more of this functionality is packed into its GCD spells: its damage spells are more potent, and its healing spells more varied and versatile.
But we all have the same number of GCDs, which means WHM's performance and playstyle is dictated by encounter design far more than the other two healers. That's why WHM looks like a DPS powerhouse now, but in a challenging Savage or Ultimate raid will likely fall behind SCH. That's also what we mean when we say SCH has become WHM. In content without a lot of healing, we're both just spamming one button. This is how WHM has always been, and it feels awful when you're not healing a lot. Their solution to this seems to have been just a huge nerf to healing, requiring more usage of healing spells. The problem there, of course, is that this still tanks WHM's rDPS, and SCH has as few healing spells as it does damage spells.
The obvious thing to do with Shadowbringers would've been to make WHM a bit more like the other two. It had a useless Job gauge. They could've done anything. Instead they took a different approach, giving WHM a mechanic that offsets its personal DPS loss when it has to use GCDs to heal. At this point, I'm resigned to the fact that they just won't give WHM more oGCD abilities because they think WHM players are one-armed toddlers who can't press more than one button every 2.5s.
So, looking at realistic changes, perhaps they could develop this a bit further. Ditch the passively-generated Lilies altogether. Require the generation of 5-6 Lilies to make the Blood Lily bloom. Cast-time heal spells (Cures and Medicas) generate 2 Lilies, and instants (Afflatus) generate 1. Then, give us a second option for expending the Blood Lily: a short-duration (~10s) buff (Afflatus: Wrath?) to our damage which has a greater potency potential than Afflatus: Misery. Tweak potencies as necessary, and slap an MP cost on Solace and Rapture.
This achieves several goals:
1. WHM still gets the desired mobility from the Afflatus heals, but it doesn't incentivize always using those spells first, and indeed punishes you for over-relying on them. It also pares back on WHM's total disregard for MP.
2. It further stabilizes WHM's rDPS contribution by offsetting the DPS loss of using GCDs on healing. This also allows WHM's maximum pDPS potential to be toned down a bit (tanks rejoice).
3. It restores an element of planning and decision-making around how to use the Blood Lily gauge, without totally punishing you for making the "less optimal" decision.
Alas, what're the chances? I hope you weren't expecting a short reply!![]()



Reply With Quote



