

Honestly... Your idea is really great.Here are my ideas...
Flood (Replaces Fluid Aura)
Cast time: Instant
Recast time: 60s
Single-target damage (Potency: 400)
Effect: for 15 seconds, any ally that attacks this target with actions that cause damage has a 15% chance of gaining a Confession stack for each attack.
Flood is also affected by Secret of the Lilies, and Secret of the Lilies II
Secret of the Lilies - Chance to gain a lily
Single Target healing: 30%
Single Target damage: 15%
Multi-Target healing: 3% Per ally healed
Multi-Target damage: 3% per enemy hit
DoT and HoT ticks do not count.
New effect:
Each lily adds 5% attack speed boost while in bloom.
Regen and Medica II no longer consume Lilies


Two main things, that are ESSENTIAL for a job focusing on healing and no support.
-Extremely high healing.
-Extremely high DPS.
You can't have a healer that specializes in healing heal for LESS than a healer that specializes in support in every spell. You also can't give the support Healer the biggest healing bomb in the game while giving WHM essentially what Indom already was, but with huge limitations. This is just stupid design choices, to be blunt about it.
The high DPS on the other hand can offset the lack of raid utility with some really decent damage.
Those are just two simple thing. That's not even getting into lilies being restored by regens and AOE healing, confessions being accumulated with regens as well and as a permanent buff until exhausted. And a better mitigation tool than a single target Stoneskin...
Also, unless things drastically change in 4.0 raiding, high raid damage and tank busters are things that you can predict ahead of time and act accordingly to it. It's all in a set rotation or at a specific time in the fight that they happen, so good healers will prepare CDs in advance to take care of it. The way WHM lilies work, you can't prepare in advance without losing the lilies you worked so hard to build up in the first place. You can't use any emergency heals or Asylum because as soon as you do, you've lost your one and only mitigation tool. If anything, the barrier shouldn't even be tied to lilies. Lilies should only be used to lower CDs. Exhausting it for barriers just seems tacked on (as does the whole system).
Hell, you could have at least increased the barrier power depending on how many lilies you had, I mean come on.
I gotta say SE. The idea of a pure healer can work, truly. Just not YOUR idea of a pure healer. You see them as healers that should spam healing spells constantly for benefits, and that's just so stupid and wrong
Last edited by Exiled_Tonberry; 06-02-2017 at 02:53 AM.

It's honestly too late for 4.0. If after Stormblood goes live then the state of WHM in the endgame scene is as bad as it looks hopefully they either make drastic changes to it in the form of buffs or tone down the other two healers to compensate.
I think moving forward they should start introducing the elementals to the White Mage job, in the form of temporary pets and have them bring the support White Mage needs. For example, an ability that summons an earth elemental to the field that reduces damage taken for players within range for x amount of seconds. An ability that summons a thunder elemental to the field that boosts that new critical-like hit rate by X percent for DPS.
Lilies proc rates.
*Cure & Cure II have a 20% chance,
*Medica & Medica II have a 10% chance,
*Any form of regen 5%.
Honestly just get rid of Confessions. With the pure healer in mind, add something to replace divine seal since ast and sch has increase healing % in their kit.
Natural Attraction (Trait)
Your healing spells now has a chance to attract pure sprites. These sprites will fly around the caster (and each show on the gauge) and can assist the caster into creating new abilities. Each pure sprite increase all healing potency by 5%. Pure sprites stack at a maximum of 5. (Uses above lily proc chances)
Divine Benison (All party members instead, 4% per stack, 20% max)
Plenary Indulgence (1:400, 2:450, 3:500, 4:550, 5:600)
All sprites are lost upon casting these
Saving the sprites for increased healing (With the lost of Divine Seal) until you use these stacks for group healing or shields would be better. Plus who wouldn't want butterflies around them???


This lily system is garbage and needs to be reworked from the ground up. There is zero point in having a faster tetra, asylum or assize. It's not helpful at all in the grand scheme of things besides doing more DPS and gaining more MP regen with assize. You plan your cooldowns in a raid environment having aslyum, or tetra come up faster or perhaps one extra time in the fight won't do anything to change that. Assize gets used as a DPS cooldown mostly as well. I can only see the gains of possibly having a faster aslyum or tetra in PF "farms" where you never know what's going to happen.
I'm not really sure how to fix it since I'm not a game designer nor get paid to their job, but as a player I would like our job specfic gauge to actually be helpful and meaningful in a run.
Last edited by AutumnsHollow; 06-02-2017 at 03:40 AM.


The changes I'd like to see to the new WHM mechanics:
- Make all abilities only consume one ability upon use, but still get the benefit of the total number of lilies stored
- Make confession stacks have infinite duration
- Synergize lily generation with the rest of your kit - White Mages have a conjurer background with elemental balance as a key story point. Make each Lily based off an element and can be procced via spells of the same element (Earth, Wind, and Water - you'll probaly want to make Cures a Water element at this point)
- Secret of Lilies II should have a 100% Proc on critted Cure or Cure II (at least that's how I'm interpretting the tooltip, seems sorta vague to me)


I actually like this. To piggyback off your idea why not make utility based off our elements earth, air, and water spawn off our lily system? Instead of getting cooldown reduction off our OGCD's we can play how we normally play and reward our party when we do have lilies.
What these elemental utility spells actually do....that's beyond me.
The lilies actually need to have meaningful choices though whatever they end up becoming. Scholars need to make a choice on what they spend their aetherflow on, because they won't get any more stacks until a minuite later. Astros actually decide what card is best for their group (balance these days), and if they want to expand, enhance, or extend their cards. What are these lilies going to do for me? How can I make the most out of it? Cooldown reduction I feel is very underwhelming, how many times do you royal road that spear instead of using it on yourself on Astro? It just needs more depth overall, in my opinion.
I think PI still needs to be reworked though or it'll just be a tank heal we can use if we get lucky to DPS even more..unless that's what SE wants us to do?
Last edited by AutumnsHollow; 06-02-2017 at 06:52 AM.


People tend to forget that +%HP based shields scale the same way a Mind ones. Since Mind and HP scale at the same rate more or less. We've seen it in Heavensward. Stoneskin is a shield that ranges between 3k and 1.8k depending on the target. Adlo constantly applies a 4k shield with a heal with the same gear as a WHM. For an ultimate ability I wouldn't think it's bad since basically, if you give it a long cooldown you gate it.
The only difference between Adlo and Stoneskin is that Adlo scales with your own gear and Stoneskin scales with other people's gear.




Hmm, is it not just a flat %? I imagine that if your target has 10,000 HP, a 10% shield would value at 1,000. Is it different than that? I haven't heard anything about that.
He meant that a %shield scales in the sense it runs off the target's vit rather than our mind. For example if we bump mind that tank is still only getting a 3.3k shield. But if he gets but that could become 3.5k. Meanwhile a SCH or AST can cast stronger shields in tandem by raising their stats and, quite often, heal far more than the 10% of a tank's health that SS provided us, translated to shielding.
Until a tank's HP gets so stupid high that the other healers can't heal 10% of their health with one shield spell SS and other %shields aren't overpowered at all.
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