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  1. #1
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by TheDustyOne View Post
    So I had slight idea of "what if WHM healed in the same way that BLM does damage?"
    The fact that you didn't go with Astral Earth and Umbral Water is a sin.
    (1)

  2. #2
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    650
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by ty_taurus View Post
    The fact that you didn't go with Astral Earth and Umbral Water is a sin.
    See, I had thought of that, but while leveling, all the elemental spells would've been under Astral Earth, so there'd ironically be no water spells under Umbral Water. In my mind for this, Stone would Upgrade to Glare, Water to Banish (and Water III to Banish III), and Aero to Dia. I opted for Cleric and Healer because Cleric is historically used in game as the "I do DPS now" thing. The names are admittedly not very inspiring.

    It's also worth noting for the flow is that, unlike BLM where you swap between Ice/Fire regularly, here you only swap between them when healing is necessary. You'll spend most of your time in Cleric Stance, and when you have party members at lower health (or soon to be low health), you just use a healing spell, ideally up to 3 different heals to top up people, then swap back and use Misery ASAP to refund that damage. The loss for not using Misery and "holding onto it for more blood stacks" is because each time you swap back to Cleric, you lose about 40 potency from Banish III compared to Glare. It's why Misery has that odd number of 540/1140.

    Also if someone could double-check my math on that, that'd be great, I fully expect the potency values to be off entirely, but I think you guys get the idea of how this would flow.

    Misery having a 60s cooldown was also to discourage constant topping up; you want to get as much use out of it as possible, so this WHM is much riskier in how it heals in that you want people to be low before doing any healing. Although I'd be fine with reducing it to about 40s instead if that made it a little more forgiving.

    The native MP regen in Cleric is around 800 MP per tick, so 3 Cure IIs is about 8 ticks, or 24 seconds. The idea would be to let people get as low as you're willing to risk before patching them back up quickly, building up stacks for the damage phase similar to how a BLM would build up Umbral stacks.
    (0)