Bleeeeh, this is probably going to get buried and missed when a new page pops up, but here goes.
Might I ask why you are of this opinion? I think it's pretty hard to defend the WHM job gauge as is, it's pretty unique in that you could completely remove it and it's systems in it's entirety and it'd have somewhere between little and no impact on the job. Ironically, removing Benison's Lily requirement was pretty much the final nail in the coffin for it IMHO. I agree that it doesn't need a drastic rework as a 48 second Assize is a beastly thing when the game actually gives you the opportunity to aim for it.
Either you're A) Grinding with a party in Eureka B) Taking far too long to kill things in mid/high tier HoH or C) doing something wrong.
I used to be able to align my CDs and oGCDs in a manner that reliably let me have 3 Lilies for most of my Assizes in the 4.0 Expert Roulette and I'd routinely have more Lilies than I could actually use in the early days of Eureka grinding. But everywhere else, it's very rare for me to get 3 lilies without wasting time fishing for them. And it's important to stress here that I certainly can't think of any current situation where it's actually worth throwing away my GCDs to get those lilies.
Whilst I agree with this in some regards (Lilies from Stone/Holy is just a balance nightmare and as you say, I don't think Yoshida is going to offer up any more reward for throwing rocks than the damage we deal), I do think a middle ground needs to be found here and in my eyes our DoTs are the way to go. Adding a guaranteed Lily when Aero II runs it's full duration and/or a ~30% chance to gain a lily per target hit with Aero III are options that spring to mind for me. This isn't about encouraging a destructive DPS meta. Rather this has the double whammy of adding an extra incentive for potentially nervous or hesitant WHMs to give their dots a go whilst also giving more efficient WHMs a viable source of Lilys so that we can actually try to get some value out of this thing.
I'm not really sure what you are getting at here? Top tier healers are held in very high acclaim within the raid community and I'm not really sure why you would feel otherwise. Your Zerg behaviour comment is also rather confusing and I can only guess we are working with very different definitions of the term here? A zerg style raid in EQ or WoW generally situations where you just needed to be able to raise bodies and throw them at the boss faster than it could chew through them. This is workable in Eureka and 24 mans, but it rarely works in relevant EX/Savage content (A4S and Alte Roite are two examples where it has).
Before you write me off as just another raider, I completely feel you here, I've got 20 years of healing under my belt in mmos and I love nothing more than actually being pressured and having to heal (And this is demonstrated by my HPS world rankings whilst I raided with a more casual team).
The problem is that SE have designed themselves into a corner on this front and as such, it's actually very difficult for them to put mainstream content in that pressures a healer. Healing requirements outside of Savage, Ultimate and even a good portion of EX encounters are braindead low and given how hugely powerful healers are relative to the average character's health pool and typical incoming damage, something needs to give to fix this.
Frankly, I don't think SE's class design team understands healing well enough to fix it, nor do they seem to have enough interest in the role to correct that. This isn't me being jaded, you only have to look back to the backwards step healers took on 4.0's release.



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