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  1. #1
    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.)
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    Last edited by Brightshadow; 12-08-2016 at 01:07 AM.

  2. #2
    Player
    Ghishlain's Avatar
    Join Date
    Oct 2013
    Posts
    2,168
    Character
    Ghishlain Pyrial
    World
    Mateus
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Brightshadow View Post
    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.)
    I tossed out my ideas as more of a "for fun" thoughts than actually try to balance it with other healer's and resolve the issue at hand, to be honest.

    However to speak specifically to your comment about Devotion and Martyr, ASTs also have to contend with RNG to get the same utility for their TP and MP restoration. They may not get Spire or Ewer at the times where they may be appropriate to use. Not that it's a knock against AST - AST players know what they're getting into and they know they won't always be consistent with their utility.

    To respond to your comment about Misery - the intent was it to cover for a raid buster. It goes against the current proactive healing approach to have AoE heals go off as raid busters do, hence why the instant cast was added so WHMs have time to "charge" the bonus and use it immediately afterwards.

    I dislike Reraise as an ability because, just to reword your quote of "nor should we be taking damage", "No player should be dying". I also dislike Reraise because it goes against current combat design. If they changed how they design combat, I'd consider Reraise but no strategy should ever revolve around "X Player Dying at Y Mechanic so we can use Reraise" *Shakes fist at Nisi*

    As I write the response to this post though, it makes me think just give WHM LOTS OF HEALING. Give it to them to the point where they can cover both healing slots in a single package and then go with a 2 Tank / 1 Healer / 5 DPS approach. Continue to build their identity as the healer of all healers and give them the capability to heal through everything and make people think "Well, is it worth the LB build loss to get the extra overall DPS?" just to keep the composition ideas moving forward for future raids. Just some food for thought for others to think on.
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