I'm aware of how HoTs work which is why I proposed the each tick being a reduced percentage, how low of a percentage can be up for grabs or they could even just solely base it off the initial casting of a Regen instead of the actual heals. Could even have the percentage chance decay as the regen ticks. There are ways around that.
The point of including Regens and AoEs are that those are very frequently used compared to Cure I/II. While in heavier hitting content Cure I/II is used a bit more, in most content you can get away with just regens, oGCD heals and medicas for AoE damage per boss fight. Most dungeons and 24 man raids my main tool of burst healing is Tetra and besides that I'm using various Regens, maybe casting Cure 1 once or twice. In raid content I am Curing a bit more but typically it about 2-3 Cures whenever I need it just to help top up someone.
Which I also mentioned at the end of my post, that it does remind me of the Cure/Benefic proc system right now to which while the number seems low does happen an okay amount, but the issue I am seeing is the fact that the idea of it being cool down reduction is very passive and not exciting and doesn't give any rewards for using your other healing GCD tools.Well if you're doing Cure I + Cure II and spot healing instead of overhealing, then the chances for the lilies are about the same as the proc's, about 20%.
The thing is we do have something here, what they have presented to us is allowed to be critiqued and those who went to the media tour got to actually test it and have been sharing what it does as well as their thoughts on it. This is a good time to critique what is going on so when it is released they have an idea of why people may not like it. (Now I say critique, not just whining or pushing the mentality of WHM being dead. This does not help, just frustrates people and pushes away those who still like WHM)Like we do need to give this system a try before everyone gives SE hell for it. If we go into it assuming that it's stupid, then we have formed a bias towards it already, and won't even give it a chance. Every combat job is getting some variation of a "meter", but the only job anyone is complaining about is WHM... without having any data.
To hit your point about the other job gauges, yeah WHM is the only ones having major complaints because all the other gauges are tied to their new abilities and/or livens up their old abilities. They are just more exciting/interactive.
-WARs got their 6 Fell Cleave wet dream with their new resource/gauge,
-PLDs now have a resource for their Sheltron and 2 other abilities from taking hits or doing damage which makes sense with Shield Oath being a tank stance and Sword being for DPSing,
-DRK has a new resource that powers up 2 of their new moves and can be gained with 2 abilities DRKs use all the time (Blood Weapon/Blood Price) and with their new shield.
-AST gauge doesn't offer anything new but their new cards and abilities easily make up for it.
-SCH's gauge gives their fairy a charged concentrated heal that is rewarded for using up Aetherstacks which happens frequently.
-BRD/MCH gauges has completely changed up their play-style (potentially) for the better.
-BLM's gauge didn't add too much, yeah but same as AST their new abilities that also interact with the gauge makes up for it.
-SMNs got Bahamut, the end.
-Most of NIN's/DRG's new abilities uses resources from the new meter and their attacks fuel it.
-MNK (which is in a similar boat as WHM as of 3.X of folk wanting more from it) got some great utility as well as buffs for their old abilities. And similar to AST their gauge doesn't offer anything new but makes it very handy for viewing their old resources and their new abilities are quite exciting.
For WHM their new abilities are okay-
-Divine Benison became the new Stoneskin on a minute CD
-Plenary Indulgence so far is just an extra Tetra on the tank unless they edit how Confession stacks work as atm you get healed based on Confession stacks and you only get a chance at having a stack if you get a Cure I/II.
-Stone IV is Stone IV
-Thin Air is probably the one ability that looks exciting from the start.
But then they lost 5 abilities to the cross role system and their new gauge only gets charged from 2 spells of their whole kit and you have no control over when its used besides just holding off on using the listed abilities.And all of this is not looking at potencies which are definitely subject to change, but just what the abilities actually do.
Cooldown reduction might be okay depending on how the numbers pan out, but its very passive and lacks appeal compared to having a more concrete solid effect/ability. It might just need a little tweaking to feel good, but it just looks underwhelming.
Like I said at the end of my post, I like the base idea of it. By no means do I think its stupid nor did I say so at all and while I'd like to see the lily system improved, I don't think WHM is 'doomed' persay, just needs a few tweaks/additions to help make WHM as appealing while still setting them apart from the other healers.