Don't forget that Aspected Benefic has a 1 minute cooldown while in Noct.While we're making stuff up, let's make AST's new Sleeve Draw and Minor Arcana abilities work on a 20% chance proc from Benefic or Benefic 2, give WHM and SCH access to Bole, Ewer, Balance, Spire and Arrow. And just for kicks and giggles, WHM's version of the balance is 25% instead of 20%.
Oh. While we're at it, let's move Nocturnal stance to level 66... just because we can. Congratulations! ASTs are now WHMs.
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).
You seem to be under this impression that the Astrologian's haven't had to deal with RNG with regards to their job's identity thus far, as if it weren't already built in, or that your job is the only one that's had to deal with this sort of problem. In fact, we have, and we've thrived. The same could be forethought with regards to the White Mage's brand new, tacked on performance enhancers: it may not be what you would like, but your Job can still play through the game successfully, and you'll likely thrive later on as revisions and updates to the game are made while content is released that proves its worth.
I'm sorry you're having a hard time with all of this, but I think you'll have a better time achieving change by not antagonizing people who are also attempting to agree with you and propose change in your benefit, including Square Enix.
Incidentally, you forgot about the Spear. If you're going to get cynical, do include everything. After all, you seem to need all the help you can get.![]()
You can keep the Spear. And you forget, Minor Arcana and Sleeve Draw are going help you a lot when it comes to your RNG mechanics. But you're right... WHM in its proposed state does need all the help it can get. That's what this thread is for... hopefully. And while I'm sure many of us wouldn't mind constructive criticism to our plight, cynically made up crap certainly isn't going to help anyone.
Edit: You also missed my point. WHM has had many of its abilities given to both AST and SCH and now AST is getting abilities very similar to our own, (Assize/Earthly Star), but... actually better. The only drawback to Earthly Star is the small radius, but since many mechanics require you to group up and stack on one spot in raids, it shouldn't be too big a deal. Plop down Earthly Star while everyone is running to the spot, and by the time everyone's there, you got a nice 990/1035 potency heal waiting for everyone depending on your stance.
Last edited by Reiryuu; 06-04-2017 at 11:51 PM.
There I fixed it for you.You seem to be forgetting that AST works as intended, gaining a great deal of power and utility in exchange for the lack of control. So stop complaining about a completely backwards and disruptive RNG factor being added to WHM because RNG is a thing in the game sometimes.
your post didn't address any of the questions I supposed.You left out a very important factor. Using https://www.fflogs.com/reports/zXbgN...aling&source=8
3 Medica healed 104.8k which is 24933 per GCD used.
4 Regen healed 97.5k which is 24375 per GCD used.
6 CureII healed 73.3k which is 12216 per GCD used.
6 CureI healed 38k which is 6333 per GCD used.
CureI is 1/4 as efficient as Medica/Regen and CureII is 1/2 as efficient as Medica/Regen.
Addendum:
3 Medica casts cost 3711 mana which is 28 hp per 1 mana.
4 Regen casts cost 2472 mana which is 39 hp per 1 mana.
6 CureII casts cost 5304 mana which is 14 hp per 1 mana.
6 CureI casts cost 2652 mana which is 14 hp per 1 mana.
Conclusion: Time efficiency: Medica/Regen/CureII/CureI and Mana efficiency: Regen/Medica/CureII/CureI
How did what you say demonstrate a different result in which skills are most frequented??
How did what you say demonstrate a different result in which skills most efficient in their function? ( Of course a a medica II will net more potency/gcd*mp than a cure...b/c they have two different functions! But of the different functions & capabilities which is doing their respective function optimally (where the word optimal refers to the skill's max potential potency?)
How did what you sayademonstrate a different result in which skills were most in excess at their function & capability (effective potency/max potency)?
The Post wasn't attempting to suggest an alternative way of healing the fight more efficiently, nor changing the functionality of each skill (regen, meds, cures, etc). The Post was simply to show, given the specific functions that each of our healing spells accomplishes the ones MOST FREQUENCTLY used, and the ones most used to its own full potential & functions, were (and are) Cure I and Cure II!
So clearly you and all the ppl up voting didnt understand, the stats and interpretation I made of them are valid.... It's not a matter of opinion.
Last edited by javid; 06-05-2017 at 02:39 AM.
I wish we had more Water-aspected spells for White Mage. Black mage makes great use of their 3 primary elements (Fire, Ice and Thunder) but we only just stick with Earth and Wind. Fluid Aura and Esuna is the exception but... lol.
Give us a flashy water spell SE! Water is such an underused element and to get the chance to see Flood or something similar would be beyond awesome.
Cure I and Cure II are the least efficient for both mana and time. They are NOT the "most efficiently used skills". You can keep claiming they are all you want, the math says otherwise. Period.Section 3: The Moral of the Story...
What this wall of text and data highly suggest is.... your most used skills in raid (non-echo) are your CURE I .... & CURE II! The most efficiently used skills in raid (non-echo) are your CURE I .... & CURE II! So... if SE wanted to make a RNG system that procs off of the frequent use of your toolset and ENCOURAGES efficient play-style what skills would fit better than your CURE I .... & CURE II!???
Irrelevant. Nothing I said claimed your # of casts was wrong.How did what you say demonstrate a different result in which skills are most frequented??
Their function is to heal, so that is exactly what I demonstrated.How did what you say demonstrate a different result in which skills most efficient in their function?
Pineapple, stick, water, dog. The words are english but combined they mean nothing... much like the words above.How did what you say a demonstrate a different result in which skills were most in excess at their function & capability?
Last edited by joannaluttrell; 06-04-2017 at 11:51 PM.
I don't know who's head you're referring to...... b/c I just detailed exact META reason for what he's saying BEFORE noticing his post.....Some how FFXIV community can't have a discussion/disagreement without insulting each other in the process....GG :PSo true. This goes over a lot of people's heads and that's a shame.
This approach by SE emphasizing Cure I and II is just so confusing. We will be using our most inefficient heals to proc lilies and confession. How does that compare to what we are doing now in terms of efficiency and output? Can someone far brighter than me do some napkin math?
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.
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