
Originally Posted by
Azurarok
This so much. Even Kan-E-Senna's seen using that mit in Ghimlyt Dark (she also still uses StoneIV and AeroIII in her EW role quest too). I've seen folks get one-shotted to raidwides in savage because someone's slacked on mitigation, and AST can handle a lot of those by just adding in Collective Unconscious where WHM's Temperance would be on cooldown.
It's also been requested countless times even on the JP boards. Rework StoneSkinII, rework Protect, separate Divine Caress from Temperance, add some max HP buff, etc. WHM is the best reactive healer but that becomes less and less relevant in higher level content where you either do it right or you're dead.
Wonder what the explanation for that is? Y'shtola's use of it was explained at one point IIRC as 'well it's Sharlayan Conjury rather than Gridanian Conjury', but then Sharlayan Astrology (what we use as AST) can also do the same technique, so maybe it's just a shared lesson between the disciplines of 'here is a technique that all healers should know, that can be used to protect an area from harm'. But now A: apparently it's not Sharlayan related because Kan-E can use it (unless they want to amend the lore to 'Y'shtola taught her it at some point') and B: Sage doesn't use it despite being a Sharlayan-based Job.
As for WHM and its lack of mitigation options, you know what makes me feel 'stressed' as a healer, SE? Seeing a raidwide coming, knowing we're going to die to it because the Melee didn't Feint/Caster didn't Addle when we needed them to, and me as the WHM having zero ways to cover the missing mitigation because what little I have (Temperance) is already on cooldown because I used it on the thing I needed to use it on. In their efforts to reduce the 'stress' of the Job, by making it so one-track in its focus (if there is missing HP, your one job is 'make the bar go up again'), they've actually made it more stressful because if ANYthing happens that is outside of the Job's one-track (of restoring HP), it can't really do anything about it.
It reminds me of WOW a little. I'll put it in a dropdown to save space.
There, there's 4 main debuff types that can be cleansed: Poisons, Diseases, Curses and Magic effects. Each healer can only clear certain debuff types, with all of them being able to clear Magic (a lot of raid effects are Magic types to allow all healers to participate in the mechanic properly). Any time I played a healer, and ran into a debuff of a type that I couldn't deal with (eg I couldn't remove Curses as a Priest, which doesn't really make sense to me lore-wise), it annoyed me to no end, because A: I don't have the means to handle something that is clearly a Healer mechanic (because other healers CAN handle it), and B: having to explain to people that 'no I can't do Curses' when they ask why I didn't remove the Curse from them. And when Curses involve things like 'your GCD speed is halved, f*** you' and it gets applied to a class like a Rogue, you can bet your bottom dollar they're going to bring it up. Possibly even during the fight instead of after.
All of this is to say, by making WHM be 'I heal good' and not much else (to keep the 'stress' of approaching the job low), it really hampers the number of situations the job is capable of handling, and thus when something comes along that the job has no answer for, it just feels bad. When 'large healing now' is asked of the player, like Seat of Sacrifice's Doom, the SCH can Emergency Tactics, Recitation to force a Crit, Fey Illumination/Dissipation to boost their healing output, and now Seraphism to effectively become a WHM (both in appearance and in healing throughput) for 20s. A SGE can Zoe-Pneuma, Physis amplifies their healing, etc. But when the inverse occurs, 'use Mit/Barrier to prevent some of this damage else it will oneshot you', the WHM has only Temperance, and so if it's on CD, we have to just watch as the attack hits us, and subsequently sends us back to the start of the fight. When our role is 'keep the allies alive', but we can't because we don't have the tools to do so, then we're failing in our intended gameplay, with no way to change the outcome, and feeling like 'there is nothing I could have done' is awful in a game.
Imagine the situation of 'we died because the SCH didn't apply a Succor'. The only thing you can do as a WHM there is say 'that sucks, oh well guess we try again'. But if you're an AST, you can see the SCH isn't using a Succor, and you can try to get a Neutral Sect Aspected Helios out, or at least hit Collective Unconscious for the 10% mit and try to salvage it, if either are available. If you DO live through it by the skin of your teeth, through your quick thinking, it feels great to go 'hey I just saved the run from guaranteed failure, I'm so good'. And if you don't live, you still get to say 'damn that sucks, but at least I was able to try and salvage it', as WHM you don't even get to attempt to save it. Look at any time that someone Healer LB3's, but dies mid animation so the LB doesn't save the run. There's never a situation where the team goes 'you fool how did you fail to get the LB off', it's always 'ah damn, unlucky but valiant effort'