Real talk, what we'll get:
-Stone 4: Higher potency stone that makes your previous stone irrelevant
-Holy 2: Original unnerfed Holy with slightly higher potency and no stun
-Faster raise: Raise is now 0.5 sec quicker

Real talk, what we'll get:
-Stone 4: Higher potency stone that makes your previous stone irrelevant
-Holy 2: Original unnerfed Holy with slightly higher potency and no stun
-Faster raise: Raise is now 0.5 sec quicker

Since AST came out, I wish WHM could have some support skill. Their Healing kit is ok, now I wanna be more useful in a raid...
Want a heal? How much money you got?


Ignoring the funky typo (yes, I saw it before the edit, hah)...
Arise - Quick cast time, really long cooldown (think once per average fight) resurrection spell that doesn't cause Weakness. If the target is already weakened, it won't progress to Brink of Death.
Water/Fluid Aura II - Instant cast, long cooldown water damage spell to a single target. Causes the target to restore tiny amounts of MP and TP to attackers for a short duration, every time they land a direct hit.
Holy III/Judgment (Assize is totally Holy II!) - Regular cast time, medium unaspected damage to a single target. Grants a stacking healing power increase to the White Mage for a short duration. Meant to be weaker than the strongest nuke in their arsenal, used as an alternative when you want to build up more healing power during downtime in preparation for an intense healing period.
Cure IV - Instant cast, medium cooldown healing spell for a single target. Grants a buff for a short duration that instantly heals the target for a decent (somewhere between Cure and Cure II) amount when they fall below a certain health threshold.
Okay, now I'm out of ideas. :<

Haste- Spell decreases attack delay and recast timers by 15%.
-Decreases Recast Time for spells (Ninjutsu, White Magic, and Black Magic) and also Bard songs.
-Does decrease its own recast time when cast on self without haste already active.
-Does not decrease Casting Time.
-Does not stack
-Does not enhance actual Spell Speed Skill level
-Cast Range: 30 meters
-Cast Radius: 0 meters (single target only)
Timers:
Casting Time: Instant
Recast Time: 1.5 seconds
Spell duration: 20 seconds
Reraise- Grants the effect of Raise when you are K.O.'d.
-Cast Range: self.
-Cast Radius: 0 meters
Timers:
Casting Time: 3 seconds
Recast Time: 60 seconds
Spell Duration: 30 minutes
Boost MND(STR/VIT/INT/DEX in respect)- Enhances Mind for party members in an area of effect.
-Only one Boost-x effect can be active, overwrite depends on tier of effect.
-AoE spell that gives +MND
-Gives +5 MND, and then +1 MND every 10 Spell Speed Magic skill levels over 300 skill.
-Cast range: Self
-Cast Radius: 7meters
Timers:
Casting Time: 3 seconds
Recast Time: 20 seconds
Duration: 1 minute
Protect II: Increases the physical and magic defense of target and all party members nearby target.
-Enhances Party Members Defense by 25%
Cast Range: 30 meters
Cast Radius: 7 meters
Timers:
Cast Time: 3 seconds
Recast Time: 3 seconds
Spell Duration: 30 minutes
Last edited by BeautifulNerf; 01-16-2016 at 09:41 PM.

By adding those 8 spells. I just solved the WHM (I'm bored, I guess I'll Flip stances and DD; Whoops tank almost died. Close call.) issue. I could probably create a simple tweak for the other healer jobs to give them their own unique style/synergy possibilities to.
But WHM has everything!
Takin inspiration from ideas in this thread and other FF titles...
I like the idea of an "Full Life" spell that raises someone at full health.
Also an "Auto Life" status/buff that casts raise on someone if they die.
"Reflect" would be a fun--cast it on a people that don't like to dodge, indirectly shield them from some damage and then do some back.
Spells that sacrifice your own health for others would be interesting but I'm not sure I see the utility... Someone is still going to be low on health and need a heal. Why not just cure? Unless it's a free cast and a larger heal (i.e. Bigger than a Cure).

I would like to see raids using healers to heal more instead of dps with a side of heals.
an aoe esuna would be pretty cool
Enhanced Presence of Mind: Additionally actually boosts Mind by +5% while active.
Enhanced Divine Seal: Additional effect of returning 10% of HP healed through a single target spell as MP. Also applies to Regen, but does not apply to any healing above maximum HP.
Esunaga (or Esuna 2, whatever): Either an AoE Esuna, or removes multiple debuffs from a single target. Only available under Divine Seal.
Last edited by SaitoHikari; 01-20-2016 at 04:16 AM.
WHM is super OP and is the best healer just like the PLD is super OP and is the best tank!
I will be happy if they don't nerf WHM again. ^^;
i.e. 3rd time Holy nerf - decrease stun time to 1second
i.e. nerf Assize more targets less damage (like the 2nd time Holy nerf)
i.e. DS only affects next healing spell
i.e. PoM only affects next spell
i.e. Regen/Regen2 - unstackable
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote
)...





