
I really don't think AST needed 15% Healing Potency on their Sects. White Mage is the Pure Healer, and with those bonuses everything an AST does out heals a WHM, with better Utility. I think Scholar is fine as it is, AST as a whole is fine as it is, but likely needs Earthly Star Potency lowered in the healing department. It blows Assize out of the water lol.
That being said, I like the Lily Mechanic, just not how it works now. Cooldown Reduction is bad, I'd much rather the Lilys do nothing on their own, but instead be used on certain moves like Divine Benison. I think its fine that Cure and Cure II have a chance to proc them. I also think Stone IV should proc them, as well as Regen and Medica 2, especially if you wanna keep the proc rates low. Cure/Cure II/Stone IV can be a 20% chance on use. Regen can be a 10% Chance per tick, Medica 2 can be a 20% chance on cast, but the HoT cant proc it. That alone lets Lily flow a lot more. Don't let Asylum, Assize, Tetra consume them. Leave those spells as they are now. Drop Confession Stacks, instead making its AoE Heal grow in power the more Lilys you have, while retaining a cooldown. Make it a 300 Potency at 1 Lily and then 600 and 900 at 3 Lilys and then just change its CD a bit to compensate. Divine Benison should be the other Lily Consumer, giving the target a 10/20/30% Max HP Shield at 1, 2 3 Lilys. Maybe even add a secondary buff like 10% less damage taken when 3 Lilys are consumed. It also needs a shorter CD then 60s, I'd say 30s. Maybe make Divine Benison and Indulgence a shared CD at 30s, so you pick one or the other when you have max Lilys. That gives them a powerful Single Target and AoE effect to use their Lilys on, while also giving them a flow of lilys even if they have windows where they dont need to heal.
Outside of that I feel like Presence of Mind should be turned into their Raid Utility. People want Haste, give them Haste. Turn it into an AoE 15% Attackspeed, Skillspeed and Spellspeed buff for 15-20s, and drop its CD to 2mins.
I feel like this would make WHM still be "the pure healer", and they'd have tools to do it. AST needs a bit of nerfs to its Potency and Sects considering all the utility it already has. Even if you just kept both Sects at 5% Healing Potency boost, made Diurnal 5% Spellspeed as well like it is now, and then add 5% Crit to Nocturnal are something. As it is now, 15% Potency makes Benefic 1 stronger then WHM Cure 1 at 450 Potency, while Benefic 2 is noticeably stronger then Cure 2, and even surpassing Tetra and Tetra has a CD lol. In my eyes though, AST doesnt need a Healing Potency increase at all on either Sect lol.
So in the end, I think these changes would be good for WHM, weaken AST Earthly Star a bit, I think Assize level is fine at base, and then just 600 charged would be fine. I feel like Role skills are fine, you wont need Esuna every fight, and both healers wont need Protect or E4E. Cleric Stance is 5%, so it wont be required either, and more of a preference.


Disclaimer: I do hereby acknowledge that nothing is set in stone until Stormblood launches, that numbers and skills may be tweaked between now and then, and that the Developers have no doubt done their best to design all Jobs to perform in the environment of Stormblood functionally well, and with different approaches to the encounters and mechanics we shall face. I also acknowledge I am not an individual for numeric theory crafting or pitching, ‘Balanced,’ numbers, and do ask those who read this post to forgive any numerical value or percentage that would be, ‘Overpowered.’
The above having been said, from the comments of those whom played White Mage during the media tour to those of our community of players whom have come to their own conclusions from data currently available, it seems a majority will agree that the state of White Mage come 4.0 will be a cause for concern. This seems to stem from three issues at the moment.
The Identity of the White Mage
The New Resource: Lilies
The New Skills
In an attempt to provide constructive feedback, I intend to address the above three issues from my personal point of view, as well as offer a series of suggestions to address them. They have largely been derived from the comments of numerous members of this community, and thus I do not claim any single idea below as my own, but rather, a collaboration I’ve strung together from the inspiration of others. My apologies if anyone should take offense or conclude the ideas to be terrible, I do confess to not having played White Mage since shortly after Heavensward launched, and so I do acknowledge I personally am out of touch with the Job’s needs at the present.
White Mage’s Identity: Scholar has its place among healers as the Damage Mitigation and Damage Dealing Healer. Using abilities such as Adloqium and Galvanize, they’re able to pro-actively heal through damage mitigation. Their fairies provide enough healing support that many Scholars spend time dealing damage instead. Astrologians have their place among healers for the sheer level of utility they bring through card buffs, and their adaptability in healing style by being able to direct heal, provide damage mitigation, and provide healing over time.
Solution: Appropriately, the identity for Scholar and Astrologian are based in their lore. Scholars supported the Nymian Marines in combat through strategic use of healing, shielding, and damaging. Astrologians, hailing from Sharlayan, provide a wide array of healing and utility, stemming from the in-depth studies conducted by the Sharlayans on the art of Astromancy.
The Identity of White Mage must come from the Lore as well. Being one of the most powerful forces of mortal-devised magic on the face of the planet, a White Mage’s Identity should be sheer, overwhelming power. Their abilities should always reflect this. While this will be addressed below, the best ways to translate this into gameplay will be abilities that affect the White Mage and their entire party, or go beyond the limits of other healers in balanced ways.
Lilies the Problem: RNG and Limited Design: The current design of the WHM resource mechanic of Lilies is deeply flawed in two major ways. The first, is RNG, something FFXIV has been praised for having as little of as needed for an MMO, and something no one wants to see with a healer. The second is the limited ways to cause Lilies to activate. Cure and Cure II are not skills used frequently in the course of play by White Mages, and given their high mana cost, they should not be given so much priority with White Mage gameplay. Lastly, the effect of the Lilies is incredibly underwhelming; a cooldown reduction on abilities White Mages will be using so frequently it’s unlikely they’ll ever have enough lilies up to benefit from the lily system.
Solution: Lilies need to live up to the White Mage identity of Power. These metaphysical manifestations of power should be born of a White Mage wielding their magic in different ways, and they should provide passive benefits akin to an Aura, and active benefits when consumed for a concentrated effect. To accomplish this, Lilies need to be reworked.
1) Remove RNG. Lilies should become active upon reaching a specific threshold involved with White Mage gameplay.
2) Each Lily needs to have its own identity based in an aspect of the White Mage’s gameplay.
2-a) Lily of Succor – Based on the White Mage’s Healing.
2-b) Lily of Asperity –Based on the White Mage’s Damaging.
2-c) Lily of Sanctuary – Based on a White Mage’s Mitigation.
3) Each Lily must provide a passive, constant buff when active, and the option to be consumed to provide the White Mage and their party with a greater, though temporary/instant effect.
3-a) Lily of Succor: Provide a party-wide passive HP/MP/TP restore every tick. Upon consumption, restores 10% of the party’s HP/MP/TP.
3-b) Lily of Asperity: Provide a party-wide passive DPS buff of 5%. Upon consumption, provides all party members with a 20% damage increase for 30 seconds.
3-c) Lily of Sanctuary: Provide a party-wide passive reduction in magical damage received by 10%. Upon consumption, removes 1 debuff from each party member.
4) Activation of Lilies should be dependent upon the benefit they provide.
4-a) Lily of Succor should require a set amount of healing applied to the party (50K, 100K, whatever is balanced)
4-b) Lily of Asperity should require a set amount of damage dealt by the White Mage (whatever is balanced)
4-c) Lily of Sanctuary should require a set amount of damage mitigated (whatever is balanced)
5) The Abilities to Consume Lilies should come with appropriately long cool downs to maintain balance with other Healing Jobs.
Unimpressive New Skills: The White Mage community has, for some time now, made known their sorrow at a lack of proper synergy with other classes through providing utility. While other healers provide this and in abundance, it has remained a glaring hole in the White Mage’s toolkit. The above changes to Lilies will hopefully more than rectify this, but with the loss of Stoneskin, White Mages need new Damage Mitigating skills, as well as new skills to properly flesh out their identity as the Powerful Healer.
Reflect. A new spell that will allow the White Mage to place a buff upon a party member or themselves, which will cause a portion of damage that would be dealt to the target to instead be redirected to the attacker. This reflected damage would count as mitigated damage for the sake of the Lily of Sanctuary.
Blink. A new spell that will be applied to the White Mage’s party, causing 5%-10% of damage received by an enemy to be avoided. This avoided damage would count as mitigated damage for the sake of the Lily of Sanctuary.
Arise. A long cooldown (30 minutes or even an hour), instant cast, no mana cost Raise that brings the target back at 100% HP/MP/TP, and without any weakened debuff, even if one already existed on the target.
Conclusion: The above changes would greatly help in not only giving White Mage a proper Identity as a Healer, one based in its lore, but would also bring sorely needed synergy to the Job as well. The numbers above would need proper balancing, but the concept behind the abilities would breathe new life and energy into the job and those whom love it, without threatening the identity and place of the two other healing jobs.
Thank you for Reading.
Last edited by Vexander; 06-04-2017 at 07:44 AM.




I adore these changes. Wonderful job ironing out an identity for White Mage. If I could include an additional skill, it would be Haste since it is among the few FF staple abilities we have not seen directly. It could functional similarly to Arrow, albeit with TP adjustments to perhaps offset the struggle melee DPS have with TP consumption. Furthermore, I would drop Thin Air down to level 40, thus replacing Divine Seal while keeping with White Mage's theme of being the strongest "pure healer."
That... still isn't a good solution. The Astro is significantly better off burning Spear for an enhanced Balance they can place on Samurai, Dragoon or Monk. As good as Assize is, nothing will surpass raw power on a dedicated DPS.
Last edited by Bourne_Endeavor; 06-04-2017 at 09:04 AM.

i think the only thing i don't care for in this is the "Arise" timer, I think a 3-4 min cool down would be better.
"But Dante! that's unfair! "Has anyone been running Dun Scaithe lately? No? Red Orbs, Shadethrust, Hands...Or, the big one from Weeping City: Ozma. I can name a dozen skills the bosses throw at us that this would come in handy..and seeing as unless it's dire, a person stays down until swiftcast is up for a raise, 3-4 min puts 3-4 raises in the middle of this.
The loss of Stoneskin will hit WHM hard, for a 66 gated 60s shield. we need our shield or we're very likely to run a risk of being kicked from DF groups, or get utterly insulted in chat with "Ur Lucky i don't have a Vote Kick, go play AST or SCH". There have already been incidents where WHM Mains have been...i won't say 'made' but 'highly pressured' to change to AST because they heal better/faster than WHM.
I'm sure if we look at the Savage clears, the number of WHMs in those groups will be very low, as most groups already decidedly shun WHMs as it is, no matter how good they might be. the changes, overall to WHM, as many have stated are Lackluster, akin to the WORST card that AST gets (and just uses for Fodder with a disgusted face every time it comes up).




Comparing it to other skills in the game, and with bene having its cast time shortened, I think the magic number for arise is 7 minutes, exactly the same as hallowed ground, thats gives you one use per fight, two if you are lucky. Arise is esstentially a do-over, making it as though you never died (DPS loss aside), and that is too powerful to be casting more than twice per fight.

...I could do 7 minutes, I approve of this time...that's a valid time. Though I have a question...was the Time on Hallowed changed? i'll be completely honest and say my PLD is pre-jobstone.
Kudos for the OP on the idea, but the time was a bit too long. i'd rather debate on the time than anything.

Heyho,
For Cariborne thanks for your answer. But Diurnal gives only 10% more healing Power not 15%. That is a misstranslation.
Link:source
So for a Diunal AST it is Vita I (450 Healpower) better than Benefic I (440 HP). BUT (!!!) Vita II (700 Healpower) is a bit worser than Benefic II (715 Healpower).
So for a Nocturnal AST it is Vita I (450 Healpower) worser than Benefic I (460 HP). BUT (!!!) Vita II (700 Healpower) is a bit worser than Benefic II (~748 Healpower).
The Problem is that the Nocturnal AST is the whm Partner in the most case and Prevents more the use of Vita I or Vita II. :S
I do not like the idea of losing a job skill from the jobquest. Whm lose Divine Seal (you get for that vita III ) and sch lose his Leeches (his asuna and get nothing for that).
Last edited by Heilstos; 06-04-2017 at 08:23 AM.
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