First off I want to preface this with saying that these arguments
are not about "the meta" or "optimal comp". With 3 healers and 2 heal slots there will always be one healer left out, that being WHM is not the issue here. The issue is that the new skills have basic design flaws that don't make any significant change to the class like an expansion should do. And what's worse, the new systems simply do not seem like fun. I'll go over each change and what I think of them.
Secret of the Lily:
I can't believe anyone in the dev team actually thought this was good. In my opinion it's lazy design at best and the definition of "tacked on". Anything else would be better than this.
The entire concept is flawed, besides the layered RNG and bad numbers, it has zero impact on your playstyle as WHM. You could completely ignore the system and there would be no repercussion.
Any half decent healer can tell you that you plan your healing cooldowns according to the ecounter's outgoing damage. The fact that you can't control what generates lilies and what uses them makes them completely useless. Let me make an example: There is a tankbuster and another tankbuster in one minute. Of course you use Tetra on both. Tetra randomly coming off cooldown five seconds earlier makes no impact on your heals, you would still use it on the second tankbuster.
Solution:
A complete rework of this system is needed.
- Get rid of the RNG. Any kind of RNG with healing skills is useless to healers. There needs to be guaranteed ways to generate lilies and I need to able to decide what I want to spend them on. For example make every instant skill (Tetra, assize, asylum, beniscon and plenary) give us one Lily
- It needs to trigger off something else than cure 1+2. Good WHMs use as little cures as possible as other skills are more MP and GCD efficient.
- Give lilies a passive buff (sps up, crit up, heal up; whatever). This would introduce an interesting decision: "Do I want to spend my lilies or do I want to keep my buff?" Of course this buff can't be too strong or you would never want to spend it but I'll leave the balancing to the professionals.
- Make Lilies a resource. My proposal for this is as follows:
With Lv52 give us an oGCD that consumes 1 lily and improves the healing power of our next skill. This would offset the loss of divine seal (as Largesse is considerably weaker than DS) and it would fall in line with yoshi-p's (and the dev teams?) direction of making WHM the pure healer. WHM has the fewest skills so giving it one wouldn't hurt.
If you really wanted to keep lilies as they are (pls don't) you'd need to design fights so that they required shittons of healing. As that would mean a huge increase in difficulty that will never happen.
Thin Air and Stone IV
Thin air is simple and effective. A good addition to our kit, nothing to add here.
I am completely indifferent to Stone IV.
Divine Benison
Basically an instant graniteskin (the old 2.x stoneskin) with a cooldown. Decent skill overall, althought the cooldown being 45s wouldn't hurt either.
Secret of the Lily II
Again, totally useless trait because of aforementioned reasons. Could be replaced by a trait making the active healbuffs of lilies stronger, or literally anything else.
Plenary Indulgence
RNG again. If you read this far I don't have to tell you why this skill is bad. Plenary indulgence could be a lily spender, alternating its potency by the amount of lilies you have. Could also just be an instant AoE heal but confession stacks being random needs to be changed. Could also keep it as is and just make the confessions 100%.
Changes to old skills
- The removal of divine seal hurts a bit, but with my proposed changes that should be okay.
- Stoneskin wouldn't necesarily have to be removed, its only use was for weakness in fights and to shield before, as it was too expensive otherwise.
- Assize got a hefty buff, not only is the cooldown much shorter but with the changes to cleric stance you now get both the heal and the damage. Good shit.
- Cure potencies got "buffed" but not really. With the buff of diurnal sect they potencies are just similar to AST.
- Fluid aura not doing damage anymore. It a dps loss but on the other hand using it was always a bit annoying. It's okay I guess.
Meta, Party composition and all that jazz
The problem here doesn't really lie with WHM. It's simply the other classes being too strong. Card buff in 3.4 was supposed to be a band-aid (to fix what exactly?) and I really hope they revert these changes by 4.0. SCH getting a very strong crit buff was also a negative surprise in that. Apart from fixing its innate problems, WHM simply needs something to be on par with those dmg buffs to be considered in the meta.
This is something that would be nice but it's not 100% necessary like the WHM skill rework. WHM can clear anything just fine without party buffs but the group has to make up for it and that's another negative towards WHM.