Whm has the strongest regen capabilities and strongest raw heals, not to mention I do believe they also have the strongest single target dps out the the healers. Whm has it's own perks and uniqueness compared to the other 2 healing jobs.
If you actually genuinely believe the relatively inconsequential numerical advantages WHM has make up for what AST or SCH bring to the table (which WHM has no real answers for), and ESPECIALLY if you believe the current relative homogenization of the healers we have is at all an ideal or acceptable design going forward and isn't something we should want changed for the better, I think we're definitely done talking here.
{Have a safe journey.}
It seems to me that you really under estimate what a whm is capable of, maybe you should try looking at it with an open mind rather than a closed one.If you actually genuinely believe the relatively inconsequential numerical advantages WHM has make up for what AST or SCH bring to the table (which WHM has no real answers for), and ESPECIALLY if you believe the current relative homogenization of the healers we have is at all an ideal or acceptable design going forward and isn't something we should want changed for the better, I think we're definitely done talking here.
{Have a safe journey.}
Do people like you actively avoid reading what you're replying to? I don't mean read it as in seeing the words on your screen, but actually READ it and take in the information contained in the words.
He's saying that every encounter in the game is designed around the point that you have healers in your party (except open world, purely solo content, which is almost never a topic of conversation when considering skill effectiveness or usefulness). Having healers in your party when doing stuff that protect is actually designed around means that you'll never not have the buff active unless you die, which you shouldn't be doing anyway. So, because literally everything at that level (dungeons, trials, raids, etc.) expects you to have this particular buff, it loses any usefulness unless you just happen to be retarded enough to think you shouldn't cast it on the party.
Simply put, they could design mobs to deal 5% less damage and remove protect, and except for the fact that we've been casting protect for years now, no one would be any the wiser of it. A redesign of making protect a spell like stoneskin is equally asinine simply because stoneskin already exists and is already useful in an active capacity.
For someone that comments about having an open mind, yours is pretty closed.
I like Protect. It is a flavor ability but I like it for that. It's like the party buff or Monk's Fist of Fire, which could be baked into the job. It definitely in the most passive end of the spectrum excepting the party buff, but I think passive modifiers interacting with active ones make for a fuller game. It's basically just a preparatory step like eating food, that serves for the experience rather than being an engaging ability.
It doesn't need to be more than that, and I highly doubt that the devs are limited in making engaging traits/ability mechanics because it's there. We should have both passive and active mechanics. I do agree we need more of the latter, just not at the expense of one ability that's become a nice staple.
In fact, Protect being a 30 min invisible buff but having an active animation whenever anyone with it gets hit - that's one of my favorite little detail in the game. So I hope that remains as it is while the button bloat cutting happens elsewhere.
I also happen to hope they add more active mitigation mechanics to both tanks and healers, making their main role a lot more engaging.
Last edited by Allyrion; 02-02-2017 at 03:38 PM.
You obviously missed the part where he had commented that whm has no uniqueness to it compared to ast and sch, that's where I disagree with him.Do people like you actively avoid reading what you're replying to? I don't mean read it as in seeing the words on your screen, but actually READ it and take in the information contained in the words.
For someone that comments about having an open mind, yours is pretty closed.
Secondly yea they could adjust the dmg mobs do and remove protect all together, only downside is whm has always had a protect spell.
Thirdly did you miss the part about me saying they could give mobs a de-buff ability to remove buffs on the party like protect which would in turn require the healer to watch for when buffs get dispelled to re-cast?
Who isn't READING everything now? I have an open mind about things and every job has something that stands out and makes it useful. Anything can use improvement, nothing is perfect.
WHM used to have the benefit of having Enhanced Protect, which caused the WHMs protect to give the party a 10% Defense and Magic Defense buff, which obviously made having a WHM in the party mandatory, aside from the fact that SCH + SCH is still a horrible combination because of shields not stacking, among other reasons.
Right now, WHM has absolutely nothing that makes it stand out from the other healers. Protect is simplified and homogenized. AST's heals were buffed to be comparable to WHM in potency, with the flexibility of Diurnal/Nocturnal which WHM doesn't have. The cards... SCH deals more dps and is more mobile than WHM, coupled with AST's cards and having the fairy to heal while the SCH deals damage, the effect is multiplied. WHM no longer has any type of uniqueness that it may have once had. Tetragrammaton? Essential Dignity/Lustrate, check. Regen? Fae-whatever and Aspected Benefic, check. Asylum? Sacred Soil, and whatever the AST has that immobilizes them... check, check. The fairy is a more powerful version of regen than either of the other two healers have, with the benefit of being able to be micromanaged for party wide buffs, cleanses, speed buffs...
I commented about having Protect act like Stoneskin already, so... check. Unless you're talking about having mobs remove a 30-minute party-wide buff and have the healer spend the mana reapplying that same buff when a boss removes it from the tank periodically... then I have no words for that.
Frankly, I enjoy having Protect and Stoneskin as a Paladin, simply because I enjoy my own flexibility to assist the healers in casting Protect on a freshly-raised party member while the boss is charging up an attack, or Protecting/Stoneskinning my party members in PVP. However, something that the game expects you to have at all times isn't useful in the slightest. The argument could be made about tank stances and particular dps-stances (Fists of Fire) but the flexibility of not using those buffs is an actual nuance to those particular jobs that actually adds depth to the game in a risk/reward sort of fashion.
Do I really need to teach you about these jobs or can you at least do some research on your own considering you have these jobs at 60?
Thee extra damage from Balance is probably meant to be more or less offset by the extra damage WHM enjoys by having higher potency nukes and being able to nuke longer while regens and oGCD cures take care of things. By comparison, AST only has one oGCD cure, WHM has 3.
I'm where? I just re-read all your posts and didn't see you mention anything of the sort. Unless you're meaning it was in that other thread you were talking in, if the thing you posted in your first comment is what you're meaning it's too small for me to read off my phone so I have no idea what it says.
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