I didn't say Nerf Astro, Just asked if we could get Balance, Pets, Adlos ect.
Its not going to happen but could always dream. You know maybe the other two healers should share the "Really good Toys."


I didn't say Nerf Astro, Just asked if we could get Balance, Pets, Adlos ect.
Its not going to happen but could always dream. You know maybe the other two healers should share the "Really good Toys."






I'll just ask this question again to SE;
Why did we not only lose Stoneskin I/II, but keep Repose? Wasn't the purpose of this pruning for removing lesser used skills and/or overly niche abilities? Repose sees extremely little use in PVE areas. The only place Repose saw good usage was in PVP, but with the separation of PVP and PVE abilities, Repose became even more useless! The only time I remember trying to use Repose is the 1st boss of Brayflox NM, and even then it only helps if people pay attention. Keeping Repose is just added insult to injury to White Mages.
Repose, and Sleep from BLM, should've been removed.

That's because BRD, MCH and PLD all got interesting, and more importantly, useful new abilities in exchange for what they lost... WHM not only lost more abilities than any other job (and arguably some class defining ones at that) but gained nothing in exchange except RNG stacks and CD reduction (yet somehow still has Repose, and a now next to useless Fluid Aura).
Also, a bit off topic but...
Outside of savage raids TP / MP restore has always been optional, and in 4.0 there is also cross-role Goad and the new BLM mana batteries (patent pending).
Rampart I would agree is a bad choice, as it is basically mandatory (and interacts with one of PLDs new abilities?). Also, to me, it doesn't really fit the theme of WAR, and Shadowskin really could have had something more interesting done with it (combo with Dark Arts anyone?).
Convalescence; perfect choice for cross-role, as while it's certainly nice, it's nowhere near mandatory in most content.
Provoke… is an interesting one, as it's a nice backup (and long-range pull), but outside of tank swaps you really shouldn't need it. And speaking of tank swaps, with the new AoE Provoke and Enmity push (Shirk?) abilities, there are technically other options come 4.0.
Last edited by Acidblood; 06-11-2017 at 10:06 AM.
I've mained White Mage for 3 years, and I'm personally very disappointed with these changes.
The Secret of the Lily UI element, to me, feels very tacked on. If it was something that had been introduced beyond lv60 through some story connection (perhaps the Primal Lakshmi) I might have been able to swallow it. But with the data we have, it in fact comes at lv52 - so, it has no relationship whatsover with any thematics that were built up during the Conjurer/White Mage story.
I think it's a loss not to have directed this toward being more thematic; perhaps such as separate Elemental & Lifestream gauges that, while full, would increase the spellcasting ability (spell speed, the way Square Enix seemed to want) of the respectively-concerned spells (elemental attacks/healing magic). So, as curative spells are used and strain the connection to the lifestream, the WHM's spellspeed bonus for healing would recede... but then would be an ideal time to switch to elemental combat magic, DPSing while the lifestream gauge would resplenish.
To me this would be an echo of how White Mage were used to playing with Stance-Dancing, but with positive reinforcements rather than restrictions. It'd have been rewarding us with more dynamic play when we were trying to get the most out of our class. High-end actions (Quake, Flood, Tornado, Re-Raise, Curaga, Reflect) could have been cap-stone abilities that could have been empowered by being used while their respective gauge would have been high.
* * *
Losing Aero due to folding it in Aero 2 means that we will no longer be able to cast Aero 1/2/3 and keep up those DoTs on the same target. With the numbers we currently have, it doesn't look like the new Aero 2's potency currently makes up for that (and Aero 2 remains a cruelly shorter 12 seconds compared to the 18 second Aero 1).
Hopefully, this will get corrected, but right now, Aero 2 as shown is currently a worse ability than Aero 1. Shorter duration, same damage, bigger MP cost.
* * *
Thin Air is a very nice ability. I believe this is common consensus for most WHM players; especially in the context of repeated Holy casts combined with Presence of Mind. The recast of 4 minutes, though, means that it'll be only an occasionally used novelty (Due to cooldowns/remaining MP, I holy spam every 2 encounters - this might help me increase the frequency to 3 holy spams per 4 encounters). It is nice, but due to the recast, it's not as amazing at it sounds.
* * *
Divine Benison is a slightly better Stoneskin potency-wise that has an extremely long recast, and - according to our current info - is cruelly gated. Its spontaneity seems to be its only real asset, to gird a target against a damage spike, but that would be much better if it wasn't already gated by Lilies (and inefficiently so at that: useable at 1 lily, but consumes all the lilies you have? Yick).
This hardly feels like an improvement. I guess I could get much more behind it if - at least - it could consume a Lily like a resource, similarily to how Aetherflow works, without being hampered by such a long recast time (no recast would make it an amazing gated ability worth preparing for).
* * *
Plenary Indulgence, the lv70 WHM capstone. The confession stack gating seems offputting, but let's take a step back and take a careful look at it. This ability has no range, it's a 30y point-blank AoE that comes from the White Mage herself - this is twice the radius of Assize, which seems decent. The spell also has an extremely fast recast time of 15 seconds, without any MP cost.
So, the way we could surmise it'd work is that the people we cure would accrue confession stacks. In 15 second, we can do about 3 Cure spells. So, if I cured a tank, a DPS and then the other DPS, triggering Plenary Indulgence would each give them extra healing equal to a Cure spell. 3 confessions on the same character would equate roughly to a Cure 2.
If it just came to that, Plenary Indulgence could come across as a conditional, but potentially very effective and MP-economical source of healings. WHMs could rejoice; it's not exciting, but it is potentially powerful.
BUT - Confession stacks have a 20% chance of happening on every Cure 1/Cure 2 spells.Meaning that it'd take on average 5 Cure spells (roughly 25 seconds) to have a decent chance of getting -something- out of Plenary Indulgence, and up to 75 seconds to garner its full potential.
That measly chance to get a confession stack reduces Plenary Indulgence from 'interesting' to 'downright mediocre'... which is sad for an ability that is supposedly the lv70 capstone. It doesn't even measure up to Tetragramation.
* * *
And on top of that, White Mage loses most of its ability to role actions... meaning that just in the act of recuperating these essentials, there's no way for a WHM to enjoy the few other new abilities without sacrificing something relatively important. If I'd indulge in dramatizing, I'd call that "adding insult to injury".
. . .
My impression thus far? This is disheartening. Most of the abilities we get fail to seem fun, fail to feel truly potent, fail to make playing WHM feel like a rewarding and valued job to pursue. I don't know what the Devs at Square Enix were thinking, but this is not the White Mage I was excited to continue playing. I see what the other jobs have been given, and it often feels like they've been hit on the nail. I look at the arguments that the Devs know better, have the bigger picture; but based on what I've witnessed so far, what I see is the work of people that look extremely disconnected to what FF14 had made of the Conjurer/White Mage before.
I will wait for the patch notes, but it's hard not to feel glum.

Stoneskin's base cast time on WHM is 2.5s (Quick Stoneskin trait).
Well of course Adlo and Noct Asp Benefic are better, but Stoneskin is the only mitigation WHM had. There are mechanics that are IMPOSSIBLE for WHM to handle now if you go into the encounters synced! (eg T10 prey).
Stoneskin was perfect for counteracting the HP reduction from weakness, especially if a high damage raidwide is going to come out.
It's not the best skill, but it absolutely had its uses.


I believe this should be a more accurate count:
Here's the full spell lists:WHM: Spells in List: 25....................Spells after consolidation: 21....................Bonus Spells/Abilities: 0.............Total Usable Abilities: 21
SCH: Spells in List: 26......................Spells after consolidation: 23....................Bonus Spells/Abilities: 8 (Faerie).Total Usable Abilities: 31
AST: Spells in List: 28......................Spells after Consolidation: 24...................Bonus Spells/Abilities: 8 (Cards).Total Usable Abilities: 32*
WHM
- Stone (Consolidated)
- Cure
- Aero (Consolidated)
- Medica
- Raise
- Fluid Aura
- Stone II (Consolidated)
- Repose
- Cure II
- Cure III
- Aero II
- Medica II
- Pressence of Mind
- Regen
- Holy
- Benediction
- Asylum
- Stone III (Consolidated)
- Assize
- Aero III
- Tetragammaton
- Thin Air
- Stone IV
- Divine Benison
- Plenary Indulgence
AST
- Malefic (Consolidated)
- Benefic
- Combust (Consolidated)
- Lightspeed
- Helios
- Ascend
- Essential Dignity
- Benefic II
- Draw
- Diurnal Sect
- Undraw (Consolidated)
- Aspected Benefic
- Royal Road
- Spread
- Aspeted Helios
- Redraw
- Combust II
- Nocturnal Sect
- Synastry
- Gravity
- Malefic II (Consolidated)
- Time Dilation
- Collective Unconciousness
- Celestial Opposition
- Earthly Star
- Malefic III
- Minor Arcana
- Sleeve Draw
SCH
- Ruin (Consolidated)
- Bio (Consolidated)
- Summon
- Physick
- Aetherflow
- Energy Drain
- Miasma
- Summon II
- Resurrection
- Bio II
- Bane
- Ruin II
- Rouse
- Shadow Flare
- Adloquium
- Succor
- Sacred Soil
- Lustrate
- Indomitability
- Broil (Consolidated)
- Deployment Tactics
- Emergency Tactics
- Dissipation
- Excogtanion
- Broil II
- Chain Strategem
- Aetherpact (Removed and Included in the Pet Section)
- Fey Union (Removed and Included in the Pet Section)
I still believe its a misnomer to include the card effects towards the AST ability count but it's up to you how you wish to present it. You can find my argument why in this post.
[edit]
Excogitation consumes an aetherflow stack and has a 50 potency higher heal on 60s CD so it's better to use for overall healing effectiveness. I will include the extra 3 Lustrates though.
New Values:
D.AST
Total Potency: 57,442
HoT / oGCD Potency: 19,868
MP Consumed: 46,560
N.AST
Total Potency: 56,414
HoT / oGCD Potency: 8,500
MP Consumed: 46,560
SCH
Total Potency: 56,070
HoT / oGCD Potency: 22,220
MP Consumed: 54,000
WHM
Total Potency: 53,875
HoT / oGCD Potency: 21,155
MP Consumed: 40,560
The extra 3 Lustrates does push WHM down for the top contender on the passive healing front.
In terms of MP regen, I chose to ignore that for now since we don't know exactly how much MP they'll be regenerating. I don't believe ther's been any clips on how much MP / tick Lucid Dreaming gives back nor am I sure what the current MP pools are for SCH and WHM to calculate the MP recovery Assize and Aetherflow.
I do like you pointing it out is a good thing as it's difficult to depict exactly what the MP consumption for each healer is like but it remains an important talking point when dealing with each healer's effective MP pool.
[EDIT2]
I just went under the assumption that the tank will always have one confession stack. When you're curing as often as this simulates it's not hard to think that the probability will occur that the tank will get one stack every 20 seconds. It's a bit of a conservative estimate but you'll generally want to spend PI as soon as the opportunity presents itself as each additional stack only gives another 100 potency compared to the 400 initial potency. PI is going to be a hard ability to judge overall because as fights get easier and easier due to gear, the WHM will generate less and less confession stacks as there is just less to heal.
Yes, Dissipation is ignored for Embrace. It's hard to gauge if Dissipation will come into play for SCH in 4.0 until we see how the Fairy Gauge interacts with summons. The lower potency on Embrace will mean a larger reliance on Fey Union to make up the lost potency. Dissipation being able to generate more stacks will affect that. Additionally, if resummong a fairy will precharge the gauge it'll also be in the SCH's interest to re-summon the fairy often for higher spikes heals, though this will generally cost them both MP and Switftcast. Dissipation will also help with this since you're at least making some use of the fairy sacrifice though depending on the fight it might not be worth the loss of the Fairy.
If anything the lower Embrace potency will mean Dissipation is slightly more palatable since 3x Lustrate will definitely out heal the loss of the Fairy for that duration.
Last edited by Ghishlain; 06-11-2017 at 12:21 PM. Reason: Moar Edits

Sorry looks like the 6 Lustrate math was right, I didnt account for the Aetherflow Charge use on Excogitation. If I would've included those it would account for the 9 expected charges.
And I can see where your coming from on Assize/Aetherflow in regards to the math working as it is right now, wed have to have a relatively good idea where the base lvl 70 gear MP was at for all 3 to work with those.
Updated. Thanks for that and apoligies from the misrepresentation. I updated the original mess with the counts from the google doc, but it apparently counted the 5 from cross-roles as well, and had already consolidated them and I hadn't realized that -_-;; Reading comp fail...
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