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  1. #61
    Player
    JunseiKei's Avatar
    Join Date
    Sep 2013
    Location
    The Mist, Ward 9, Plot 2
    Posts
    1,800
    Character
    Xoria Tepes
    World
    Cactuar
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Bourne_Endeavor View Post
    Making the content harder, and thus necessitating frequent heals.
    That was the point. As well as me saying I'm only slightly evil because I fully understand many DPS as healers. Mainly because there is no need to have two healers healing 24/7- it mainly comes down to mitigate this and go back to DPSing while your MH does their thing. In any case, my comment was more to irritate someone than to be serious. :3

    I wouldn't mind seeing more mechanics like T11's trash pull, though, or to provide actual heal checks more frequently than maybe 3 times an expansion (exaggeration).
    (1)
    9.23.2019 [11:15 p.m.]Total Play Time: 1552 days, 0 hours, 0 minutes - You'll be hard-pressed to find a more cynical person than me.
    Quote Originally Posted by Odstarva View Post
    You people are never happy.
    [...] You complain and complain and complain.

  2. #62
    Player
    Serilda's Avatar
    Join Date
    Feb 2015
    Posts
    1,885
    Character
    Renard Lefeuvre
    World
    Yojimbo
    Main Class
    Alchemist Lv 90
    I think giving WHM Solace/Misery would be a bit chaotic with the job already having a stance-swapping mechanic. If we're poaching from FFXI then I'd like to revisit things like Devotion (trade your HP for a party member's MP) or Martyr (trade your own HP to heal a party member in an emergency). Very, very situational, but interesting additions to the toolkit if balanced correctly. Or a short duration defensive buff of some kind with a long cooldown as a few suggested. It makes me sad that my other healer jobs can cheese some wipe mechanics but my WHM is purely reactive; I feel like I'm slacking when I throw down Asylum or cast Medica II and pray instead of having an actual party-wide defensive mechanic of some kind.

    (And if we're poaching from WoW I'd like to have a heal like classic PoM, queued up in advance and jumping on use - it was just fun and even though it was mostly overhealing outside of PVP it was still satisfying to manage.)
    (0)

  3. #63
    Player
    Seraphyna's Avatar
    Join Date
    Aug 2013
    Posts
    185
    Character
    Sianne Rose
    World
    Cactuar
    Main Class
    Paladin Lv 31
    Quote Originally Posted by Naria View Post
    Considering the changes coming to the cross class system in Stormblood I'm willing to bet that Stoneskin, Protect and possibly Aero and Raise (and Resurrection/Ascend) are going to cease to be cnj skills and become general healer skills. Which if that is so, means in addition to whatever new skills and traits whm gets they are also going to get several new lower-level ones. Can whm have Sublimation back pls?

    I'm still annoyed by the last holy nerf myself.
    Virus/Disable, Eye for an Eye, and Swiftcast should all be on that list as well. If we're going for all the same across the board, base skills should be there, no?
    (1)

  4. #64
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    I haven't done any Heavensward dungeons yet, but healing is still pretty erratic in the ARR stuff. I get everything from '3-mob pull tanks' which require no healing at all, to 'pull-everything-from-one-boss-to-the-next' tanks that require nothing but healing until enough mobs have been killed for the tank to survive a gcd without a heal. I have yet to acquire the 50+ abilities that facilitates WHM dps, so I am still on the outside looking in a bit here.

    However, from my experiences thus far, I feel WHM is fine as is. The only thing I find myself wanting as I run content is an AoE cleanse. I would love if Divine Seal had an additional effect that makes your next Esuna cast AoE and making a recast unavailable until the effect of DS wears off. A lot of players want additional WHM utility, and that is one that packs a nice punch without OPing WHM. My only concern is the enmity it would generate.
    (0)

  5. #65
    Player
    Aura_Shurifon's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    333
    Character
    Aura Shurifon
    World
    Ragnarok
    Main Class
    Conjurer Lv 98
    The problem is SCH and AST can cross skills (and need to) most of WHM tools and they removed the trait that would make WHM better :
    - Stoneskin is 10% for all, it used to be 18% for WHM
    - Protect is 10% physic and magic, it used to be only physics for the other
    - Cleric Stance is the same for all.

    WHM have only a nearly useless version of virus and a long CD version of Eye for on eye from Scholar...
    And we can't even raise in fight at low level :/

    Remove crossclass skills and WHM would be the only healer you'll want ^^
    (1)
    Le craft, c'est la vie ! || Craft is Life !

  6. #66
    Player
    Rawrz's Avatar
    Join Date
    Jul 2015
    Posts
    1,704
    Character
    Sir Rawrz
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Aura_Shurifon View Post
    The problem is SCH and AST can cross skills (and need to) most of WHM tools and they removed the trait that would make WHM better :
    - Stoneskin is 10% for all, it used to be 18% for WHM
    - Protect is 10% physic and magic, it used to be only physics for the other
    - Cleric Stance is the same for all.

    WHM have only a nearly useless version of virus and a long CD version of Eye for on eye from Scholar...
    And we can't even raise in fight at low level :/

    Remove crossclass skills and WHM would be the only healer you'll want ^^
    Kinda. Sch and Ast would just get their own versions.
    (0)

  7. #67
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    -Sacrosanctity: Reduces damage within an area of effect by 10%. Shares recast with "Asylum".
    -Mental Discipline: MP cost reduced by 50% for duration of effect.
    -Reviviscence: Removes 1 stack of "Weakness" effect. (Long recast, like 5min)
    -Martyr: Converts next healing magic spell into a shield that reduces damage taken, Healing potency -50%. 1 min recast (basically turns your next Cure 1 and Cure 2 into an Adloquium)

    This closes the gap between WHM SCH and AST by providing overlap with some skills, but obviously certain jobs specialize. So previously WHM dominated AoE cures because SCH only had Succor--so they gave SCH a pseudo Medica with Emergency Tactics+Succor but with a 30s recast and Indomitability which uses an Aetherflow Stack and has a long recast. That said, Sacrosanctity would be like a Sacred Soil for when that's more important for reducing Raid Damage than Asylum. Revivescence would be a unique feature that allows WHM to reduce a player's weakness stack by 1, which would be great for tanks on certain content where being weakened makes it impossible to survive a TB or an Ultimate. With a long recast, it won't be abused.
    (1)
    Last edited by Jonnycbad; 12-06-2016 at 03:24 AM.

  8. #68
    Player
    Ghishlain's Avatar
    Join Date
    Oct 2013
    Posts
    2,168
    Character
    Ghishlain Pyrial
    World
    Mateus
    Main Class
    White Mage Lv 80
    Random thoughts for the thread and continuing on the FFXI poaching skill names:

    Afflatus Solace 120s CD - Grants 10 charges of Solace that lasts for 30 seconds total. Every time you use an curative spell or ability, consume a charge of Solace. Increase the potency of that spell or ability by [5% * (11-X)] where X = number of charges remaining. If you use an ability while under the effect of Solace, reduce the recast of the ability by [5% * (11-X)]

    Afflatus Misery 90s CD - Imbues the White Mage to channel their pain into healing potential. Provides a "Misery" buff of infinite duration that is consumed when the White Mage is damaged. Grants a 10s buff that makes the next healing spell instant and increases its healing potency by X% where X = the % of max HP damage they take from the attack. Healing potency caps at 40%

    Devotion 90s CD - Consumes 10% of the White Mage's HP and restores 10% of another player's MP.

    Martyr 90s CD - Consumes 10% of the White Mage's HP and restore 10% of another player's TP.
    (1)

  9. #69
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Exiled_Tonberry View Post
    I get where you're coming from, and I wouldn't mind WHM taking advantage of their strong dps skills either, but in the end I'm looking for a strong healing experience with WHM. I want skills that solidifies us as a very strong healer, not just an AST without buffs.
    Unless you're willing to use more set up, I'm not sure that's going to be possible, given that an AST itself is a WHM carbon copy apart from having traded out Asylum and Assize for buffs. If you willing to use more setup though, I feel like its elements could play a far greater part in its toolkit. That's pretty much an untapped treasure trove at the moment, with only unreliable and non-bankable 20% chance procs to show for that huge alleged component of Conjury.

    Alternatively, you have other traditional skills, such as Re-raise or Shell, but you'd have to find a way for the first's niche advantage not to be overwhelming and the second to be distinct from the simple % Def/mDef bonus of Protect and flat absorbs (Nocturnal Field, Galvanize, Stoneskin), not just in tooltip description but in actual use.
    (0)

  10. #70
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Ghishlain View Post
    Random thoughts for the thread and continuing on the FFXI poaching skill names:

    Afflatus Solace 120s CD - Grants 10 charges of Solace that lasts for 30 seconds total. Every time you use an curative spell or ability, consume a charge of Solace. Increase the potency of that spell or ability by [5% * (11-X)] where X = number of charges remaining. If you use an ability while under the effect of Solace, reduce the recast of the ability by [5% * (11-X)]

    Afflatus Misery 90s CD - Imbues the White Mage to channel their pain into healing potential. Provides a "Misery" buff of infinite duration that is consumed when the White Mage is damaged. Grants a 10s buff that makes the next healing spell instant and increases its healing potency by X% where X = the % of max HP damage they take from the attack. Healing potency caps at 40%

    Devotion 90s CD - Consumes 10% of the White Mage's HP and restores 10% of another player's MP.

    Martyr 90s CD - Consumes 10% of the White Mage's HP and restore 10% of another player's TP.
    I don't think that will resolve anything, Afflatus Solace making our casting/potency better on healing spells in not our main issue it's rather our utility sucks. Same problem with Afflatus Misery we don't need instant cast, nor should we be taking damage. As for Devotion and Martyr why should it consume our HP when AST has much more utility and they can do the same without a cost.

    What WHM could use to make their utility on par with AST/SCH is the following:
    1.) Reraise (On a long recast/not usable in-combat)
    2.) Afflatus Solace (Changed perhaps provides 2% attack bonus per everytime you cast a healing spell on a target) (Max 10 charges 20% on single target) (Does nothing if it doesn't recover HP)
    3.) Afflatus Misery (Changed perhaps provides 5% stoneskin per everytime you cast a healing spell on a target) (Max 10 charges 20% SS on single target) (Does nothing if it doesn't recover HP.
    4.) Devotion / Martyr (Remove Penalty or make it consume Solace/Misery charges.)
    (0)
    Last edited by Brightshadow; 12-08-2016 at 01:07 AM.

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