All that is totally separate from its more powerful/interesting heals being locked behind dealing damage, though.
WHM is only a single CD attack away from "King of ADPS" already, even if that had no impact on their personal potency per minute (e.g., even if its potency were just siphoned from Glare). SCH and AST both sit well behind it at <90% and <80% of WHM's aDPS (despite edging out its rDPS by only ~0.4%).
And none of that requires restricting heals behind those attacks.
That stuff was stripped from original Thaumaturge not so much because "Shadowy/Vampiric/Necrotic arts bad" but simply because Yoshida wanted to simplify everything into franchise-standard analogs asap. We could still easily get a job for which it'd make sense for healing resources to be drawn from prior attacks. I just don't feel like WHM is even close to that. SCH and SGE both seem better fits, thematically.I'd also have liked for it to be a Necromancer healer or something that had a system like this, but we aren't getting Necromancer for various reasons, so WHM's the next best choice imo.
This all sounds decent to me. I just still don't see why it'd want to have heals locked behind damage in almost any way. If you, say, formed a healing spring and then used a Tornado around it to vary its effect, or a Quake to spread it, etc., that'd be pretty neat; I just don't get why Tornado would unlock a particular heal or even why you'd necessarily want to have the nuke damage skills/CDs to be mere gauge-builders on an "aDPS healer" instead of having them be the gauge-spenders (far more bankable, flexible, exploitable).Wouldn't mind seeing WHM start with 100 gauge either, your opening salvo would be like, precast Glare, spend, spend (POM), Tornado (Assize), <Quake, Quake, Flood, Flood>, Tornado, Glare and continue as usual (with the bit in <> being rearrangeable for mobility purposes, but who needs mobility in the first 20s of the fight). That's assuming you don't need/want the healing from the gauge and can afford to dump it early like that, if you need to save the gauge then you'd drop one or both 'spends' and the Tornado/Quake/Flood would be reverted to their regular Dia/Glare/Banish forms, and the net loss of damage would be 'the amount of damage gained by casting Glare in raidbuffs, minus the damage that Glare does without any raidbuffs' (because that 'spend' is replaced by a Glare), so absolutely miniscule (but still high enough for optimizers to care about).
I guess the main thing is that it feels like you could easily just have WHM have some serious MP-burst-spending options via burst damage tools while making it wildly MP-positive otherwise and accomplish largely the same result -- flexible, seriously unloadable burst damage with a side of situational utility. Attach some costs to oGCD heals and grant MP-spending burst heals a bit of damage-refund value (e.g., via more water magic, which all heals are to some extent, in the effect of Tornado = higher potency Tornado, etc.) and you're already there. And since WHM would be balanced around (generating and) spending much more MP than most healers, it'd still also be your "prog healer", more capable of mass-/chain-rezzing than most.
Oh, I didn't mean to make it sound like starting from 100 gauge would be unreasonable (only that it'd then be mildly redundant with MP). WHM should start with 3 Lilies and should be able to generate Lilies even outside of combat. It just probably shouldn't be able to generate Blood Lilies except within X seconds of having been in combat (should be indicated with an action/button flash/highlight or subtle change in icon), as not to delay combat for a minute to build a Misery and keep 3 Lilies. That'd be a far fairer way to handle that.Additionally, WHM does not start with Lilies, whereas SCH can instantly get 3 Aetherflow (plus 3 more with Dissipation), AST can start with 3 cards for a full Astrodyne in the opener, and SGE starts with 3 of both Adderblobs.



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