That is ultimately while I said "generally speaking." As Sage, especially during prog, E. Prognosis was a very important tool, but naked Diagnosis and Prognosis are almost functionless for me. A similar circumstance is true for every healer. Cure, Benefic, Medica, Helios, Physick... And the thing is, I've seen first hand people that cling to those as tools to carry them through dungeons, which just isn't very good.
What I'd recommend, using WHM as the example:
- Either have Cure upgrade into Cure II, or merge it with Esuna. Also, remove Freecure.
- Make Cure III a Medica upgrade and streamline its effects accordingly.
- Have Cure II and Cure III get replaced by Afflatus Solace and Rapture while the WHM has lilies, also reducing button bloat.
- Have Cure II and Cure III generate lilies when you you don't have them.
- Make Afflatus Misery DPS neutral and have its potency upgrade with each upgrade of Glare in the future.
- Rename Medica II to Regen II to better communicate that it's a HoT spell. We shouldn't need to do this, but not everyone reads tooltips, and while I don't think we should be compromising gameplay to compensate for this, small changes that otherwise have no effect on people who do read can have a positive influence.
What all this accomplishes:
1. Reduces total buttons by 4, something that WHM doesn't really need right now but is beneficial long-term.
2. Helps train new or learning healers to understand the relationships between their healing tools more adequately.
3. Makes brute force healing more forgiving--something skilled WHMs wouldn't need but new or learning healers could appreciate.
4. Raise the baseline DPS potential WHM has making it easier for new or learning WHMs to contribute without consciously squeezing DPS out of their GCD.
5. Makes utilizing Lily heals feel like a more satisfying for more experienced WHMs
Other universal healing changes that would be very helpful for everyone:
- Make cleansable debuffs more visually apparent. I'd recommend copying how FFXII displays its debuffs. You can see this example to see what I mean:
- Allow players to carry more Phoenix Downs and allow Phoenix Downs to be used in combat, but give them a 5 minute cooldown. Out of concern for players waiting out this timer, we could also consider making Phoenix Downs disabled during Savage content, but why I think this would help is because it could combat the issue of healing feeling stressful due to not being allowed to fail mechanics. If you die, there's a good chance the party will die, especially in dungeons where there is no other healer. Allowing other players to revive you during dungeons would relieve some of that stress. It's not something skilled healers would really be concerned with, but it's there to allow weaker healers to mess up and not feel like they're wasting other people's time. We should also hand them out more freely in dungeons so you don't need to expect everyone to keep them purchased.