


TBH, I'd say I'm mainly using it as tank regen too. If I'm lucky enough to get 2 melee, I'll try to overlap, it can help especially on that vault final boss (but ranged, of course, won't stack even if you ask...)
It really shines in fights that have a stacking mechanic, however, like Bismarck.

Can somebody organize a 24 man full int wearing WHM go into frontlines? I'm extremely curious to know whether 24 Assizes can kill everything![]()


I haven't leveled my WHM past 50. In 1.0 I played a WHM because I love healers and it was the only choice. In 2.0 I only geared up my WHM because our static requested me to. I never found it very engaging as your choice of options is pretty much: Cure spam, sometimes Cure II. Keep regen on tank. Use Stoneskin before big hit. Medica II before an AoE and Medica afterwards. Pop SoS when missing 1500 mana. During speedruns: Divine Seal regen tank after pull, E4E, pop PoM and Cleric Stance > Swiftcast Holy spam until they resist your stuns and use Benediction to top tank off, spam Holy some more.
It's really braindead for me. I hoped WHM would get more exciting in 3.0 but looking at their skills, they don't seem to have changed much. They really just gained some more AoE heals (which they weren't lacking in the first place) and a new instant heal. I never DPS'd as a WHM outside of speedrun Holy Spamming, so I'm not sure if the new Aero/Stone spells are even good.
Overall I just find WHM less fun and engaging than SCH/AST and the new skills don't seem to have changed that. So my opinion on the new skills: boring.
EDIT: Also running out of mana because melee don't know how to dodge and tanks don't pop CDs properly is annoying. I'm glad they added Assize as a secondary mana regen option. I'll probably level WHM to 60 at some point just because I love healing that much, but I don't see myself being as dedicated to it as I was in 2.0.
Last edited by SuzakuCMX; 06-24-2015 at 02:13 PM.
Peach Parfait/Khulan Angura on Gilgamesh
NOTE: "I don't have them, Goodbye" is NOT A HELPFUL ANSWER to the question of how you liked the new spells.

My take on the new skills:
Asylum
I basically treat it like an alternate Divine Seal + Regen Combo for tanks, A Divine Sealed + Regen ticks for 195 Potency, Regen + Asylum ticks for 250 Potency, if I alternate these 2 combos, the regen on the tank is so high I can easily find time to do considerable DPS.
Stone III
It's....a bigger badder version of Stone II, nothing else to be added here =\
Assize
An extremely amazing spell, I personally do not use this much for the healing component, the damage component of this skill can be EXTREMELY GOOD, as this is the only high damaging AoE ability that has a very large radius (15 yalm, same as LB 3 I think?), in fights like Ifrit Nails, Garuda's Plumes, Vault's last boss holy fire phase that has multiple adds that need to be killed, but are just spread out enough that Fire II/Flare etc cannot hit, this skill is just so so so good.
Aero III
Another Sweet Spell, it does 370 total Potency to anything in a 5yalm radius (Basically an Astral III Flare) over 24 seconds. I've been averaging around 150~200 DPS in Level 60 dungeons just by doing mostly 1 Holy + 1 Aero III per pack of monster. With the addition of this skill and Stone III, a WHM's DPS rotation is slightly changed as well. I will touch on this later.
Tetragammatron
What's there to be said about this skill, you can use this to extend your DPS duration, you can use this to save MP by replacing Cure II during tank busters, you can use this to save that poor tank whose at 60% life and a tank buster on the way. Although many may complain this is just a lousier version of Lustrate (3 per 1 minute, OP!!), but as a WHM who have survived the past 1 and a half years with only Benediction as my "I Fucked Up" button, having a second 1 with a CD of 1 minute is a godsend.
DPS Rotation Change
With the inclusion of Stone III and Aero III, as well as the potency buff to Aero II (from 210 total to 250 total), the DPS rotation is now Aero III > Aero II > Stone III, leaving Aero (200 Potency) out.
HOWEVER, Aero is still useful!! You should use it in conjunction with Fluid Aura if Fluid Aura is up, additionally, if you have to move to avoid AoEs, there's no reason not to slap on an Aero, since its our only instant cast attack.
Previously as Aero is part of our rotation, it may not be wise move + Aero as it maybe possible you have just applied Aero seconds before the AoE happen, but since Aero is no longer part of the basic rotation, as long as you gotta move, no matter how short the distance is, drop an Aero!! (Even a BLM gotta think whether to drop a Scathe or just refrain from casting depending on how much movement is required, WHM does not have this problem, as the potency of Aero is very close to other DPS skills).
Additionally, if you're worried about MP, you can also replace Stone III with Aero in your rotation, as it uses far less MP for only 10 potency less. But if you have no MP problems, I highly suggest using Aero III > Aero II > Stone III for basic combo, leaving out Aero so that you'll surely gain the full damage from an Aero that you casted while on the move.
Last edited by DreamWeaver; 06-24-2015 at 04:17 PM.

my thoughts:
asylum is nice, but it really could be a bit larger, or heal more. having a very small area with low regen and quite high cd kind of ruins it. in the end i mostly only use it for the tank (which often cries since the size of the area restricts his movement too much)
a area with this size and cd should mainly be there for tight situations, but for this it would need much higher potency... with the current potency it sould at least be larger
also the fact that it ignores all heal buffs (and debuffs) is quite a bummer (though ignoring debuffs can be nice)
stone 3... oh well nothing too special. its 20% faster dmg for the same mp cost, why not. the effect is a bit overkill though (and i am still wondering why it does not have an small aoe since the animation even explodes)
assize is a great ability, but i would love it to have lower cd. 60 sec would be enough instead of 90 sec
also it is funny that assize does actually stack with healing buffs/debuffs even if it is an action instead of an spell... strange
cant say anything about the rest yet
overall the new skills are not bad, but i am kind of disappointed by every one so far in one way or another. hope there will be some balancing in the future
Asylum does need some changes. It does count cleric stance if cleric stance is on when you use the skill but not divine seal? Why? If you use it then use cleric stance it's healing stays the same. They need to have it count divine seal on use so it makes sense. It could maybe be a bit bigger but I think the main problem is people just don't like to stand still lol. Sometimes I'll throw it out to the ranged for a quick heal after some party wide damage while I focus on the Tank because some hard hits are coming and instead of getting in it to heal THEY STAND NEXT TO IT OR RUN AWAY FROM IT IGNORING IT THEN WHINE ABOUT HEALS WHEN THEY TAKE MORE DAMAGE ><.
Assize is fine how it is like the choice between a big heal boost or a big DPS boost. Makes you a monster on mobs when combined with Holy and Aero III. Kind of pointless on bosses without an add phase though.
Having a new fast heal skill fine, Stone III fine for levelling bit meh in other cases.
Last edited by MXMoondoggie; 06-24-2015 at 08:14 PM.
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