I'm gonna have to go check on this right now! This never crossed my mind!Just to add on, the potency may read 300 but its really not, a single embrace cast is 2800 ish at max gear a single whm regen tick is 2100 ish give or take 100 in either direction due to how this games healing formulas work. So its not quite twice as potent at all. If it were potency for potency it would be doing more like 4100 per embrace, the equivalent of the base heal on an adlo.![]()
Here is yet another example of things said that make no sense..... First off this new system (as far as we know now) doesn't FORCE you to do anything (with the one exception of Divine Benison MUST have 1 lily minimum, and arguably if we still had Stoneskin it would cost the equivalent of a Cure II). Secondly it doesn't promote you use your cds less....you can use all your cds exactly when you want to use them AND potentially get a slight/significant recast reduction.
Which of WHM utilities (gcds and ogcds and traits) are tied to RNG that you would otherwise DEPEND on? Confessions??? Freecures??? Overcure?? B/c those are the only completely Dependent on RNG skills WHM has in its toolkit....sooooooo.....what are you talking about?? Everything else WHM has will absolute activate at the listed recast time OR LESS......*Double posting because I'm on mobile
No one serious about raiding is going to take a healer who's power in healing is tied to RNG, on top of not offering any useful tools to the raid. It's not about WHM being the "best" for a group. It's just not competitive in any way. There's nothing a WHM offers that will turn players heads and make them go "wow, I want that power in my raid team!".
And we haven't even got into the system not being fun in the slightest. That's an entirely different issue.
your CDs' POTENTIAL to be available sooner isn't the kind of RNG that CRIPPLES anything............ What you could have argued instead is : in a well scripted fight, where you have all your cds mapped out for each mech, having your CDs being available sooner will pose no benefits (but also poses no detriment...); making "recast reduction," useless to YOU (well planned player that you are).
P.S. for the trolls: if this is making less and less sense to you maybe it's because this is going more and more over your head![]()
Last edited by javid; 06-07-2017 at 05:54 AM.
I am going to place some suggestions I think would add utility while keeping in heart the white mages image.
Purifying Waters
Ability
Cast: Recast: Range: Radius:
Instant 120 30y 8y
Deals water damage to all enemies near target with a potency of 600.
Additional Effect: Restores HP of target and all party members nearby target.
Cure Potency: 600
Additional Effect: Removes a single detrimental effect from target and all party members nearby.
Note: Potency could scale with the amount of lilies. In that case start at 150 for potency and when you have 3 end in 600. Recast time should remain though.
- It should cast with a visual effect similar to Terras flood in Dissidia.
- Adds a much needed powerful water spell.
- Wouldn't miss melee DPS like Cure III.
- Benefits WHM in Solo for DPS.
- Unable to single target or spam esuna yet mitigates its need.
Last edited by Ceroes; 06-07-2017 at 06:21 AM.
Faith
Ability
Cast: Recast: Range: Radius:
Instant 180 30y 0y
Deals unaspected damage to target enemy with a potency of 300.
Increases targets magic damage by 30%
Duration: 20s
Note: Cannot target oneself.
- A powerful holy style spell single target.
- Solo DPS benefit.
- Party Utility.
Last edited by Ceroes; 06-07-2017 at 06:22 AM.
Hope
Ability
Cast: Recast: Range: Radius:
Instant 240 30y 0y
Aura of hope encases target and Increases targets enmity generation for each action. Increases all healing spells and abilities cure potency on target by 50.
Duration: 30s
Additional Effect: Grants one confession.
This would help any party that's trying to do large pulls both to stop others from being attacked and let the WHM focus on whatever needs attended to meaning you can focus on healing that Ranged DPS/Caster that's about to die either due to the tank losing enmity or them attacking to soon. Yet it wouldn't be able to be spammed and used on every pull the tank does.
Enhanced Raise II
Any target raised is raised at full health no weakness
If we are to be the most powerful healer than we shouldn't be raising with weakness in the first place.
Last edited by Ceroes; 06-07-2017 at 06:20 AM.
This is completely false info. The healing power of the white was not tied to rng. An element of it yes, but there is plenty of power without the lillies. This is the type of hyperbole that hurts a class. The new abilities were tied to rng and that isn't so hot, but the whm still had plenty of oomph. And now it has at a minimum less rng with cure 2*Double posting because I'm on mobile
No one serious about raiding is going to take a healer who's power in healing is tied to RNG, on top of not offering any useful tools to the raid. It's not about WHM being the "best" for a group. It's just not competitive in any way. There's nothing a WHM offers that will turn players heads and make them go "wow, I want that power in my raid team!".
And we haven't even got into the system not being fun in the slightest. That's an entirely different issue.
Last edited by Feidam; 06-07-2017 at 06:28 AM.
Something else not mentioned here, at least that I saw, besides the new abilities being boring, and gated behind RNG. The new gauges, so far, have all been a way to measure your performance and track how your doing or track things that need to be maintained. The current Lily system, along with the gauge. With White Mage its the exact opposite, because the only way your gauge fills is either luck the rare time you actually have to heal something without regens or ogcd abilities. The only other time you would actually have lilies to spend is if you are playing the class in the literal least efficient or worst way possible. No other job has that pitfall, terribly designed abilities aside.
I'd just like to throw my two cents in here, as someone who has been playing conjurer/white mage since 1.0.
Here are some changes I think would help the lilies system:
1. Have abilities consume 1 lily per ability, and reduce the potency (10%?)
2. Have the lilies affect healing potency rather than cooldown reduction.
3. Allow any spell to build lilies, at a reduced rate (15%?) - Cure/Cure II reduced as well for balance.
This would allow white mages to have a system sort of like Aetherflow stacks, that can be used slowly over time, or all at once for emergency healing. The healing potency would be nice, but not required to maximize ability efficiency, and it would reduce stress in managing the lilies. It would also encourage players of all skill levels to be casting spells continuously, whether attacking or healing in order to build lilies and make use of them. It would still suffer from the RNG factor, but hopefully tweaking those numbers would get it to somewhere comfortable.
Casual reminder that no matter how unjustified, pre-emptive, or unreasonable it is, WHM players are going to get kicked out of duties more and more with this revamp and the only way to stop that is to change it. Trying to blame WHM players for people votekicking them isn't going to get you anywhere, and trying to convince the playerbase at large to stop votekicking jobs they see as non-contributors is going to be like screaming into a hurricane. WHM's current build does not work with how the game is played, and the only practical way to fix it is either replacing WHM's build, or replacing FFXIV's playerbase with robots.
That's similar to my thoughts, though I think using three lilies to empower your next spell is something with a lot of potential that's at least worth exploring.
I do think that most people's complaints aren't that lilies are in any way crippling, it is just that they're functionally almost useless. I am okay with some of the role changes, but the core issue is that the "pure healer" class isn't even the best "pure healer" anymore and doesn't get anything to make up for it.
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