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  1. #1
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    My biggest wish is that SE will hire a job designer that is specifically experienced with playing all 3 healers at both mainstream content and the highest levels of play aka early savage and ultimate progression. Without this, I'm not especially optimistic. I'm still pretty salty about just how much of a step back 4.0 was for healers in general. The state of the media preview was somewhere between unforgivable and plain embarrassing for a game that's 4 years old.

    With regards to WHM in particular:

    An issue with the recent changes is that whilst the assize buff is very nice, my opener agro is actually pretty sketchy now and if the tank is caught napping it's pretty easy for me to suddenly overtake them a few GCDs into a pull. It also only serves to demonstrate that SE *STILL* don't grasp that clipping is a pretty significant issue at high end play as these changes only make this a little bit worse vs AST.

    At this stage, the Lily system is just a meme. You can literally disable the gauge at any level of play and lose absolutely nothing at all. I either had more Lilies than I knew what to do with (Leveling in Eureka) or I was too reliant on someone messing up to get any and thus wouldn't put any stock in them. Ditch this rubbish entirely and put something interesting in. Please. As a completely random 2am thought, how about having our oGCDs such as Tetra, Assize etc generate a Lily per use, once you have 3 Lilies, using a CD such as Shroud/Cleric/Thin Air could buff the potency and/or duration of this effect. Oh my, suddenly the system encourages active and efficient play and it actually has value regardless of if you are overhealing to the 9s or chasing those gold logs.

    Back on the subject of clipping and weaving. I'm left wondering if SE remember a little ability by the name of Fluid Aura that hasn't been worth hot keying in PvE outside of super niche situations. Turning this into a GCD instant would be a good bandaid. Simply making it into a DPS filler for movement might be a bit boring tbh. What about making it an ability that can be used either to heal or DPS depending on your target to spice things up a bit? This would of course give us more room to efficiently weave in our oGCDs without resorting to often wasteful Regens and Aero IIs during movement.

    Lastly. What's with the trend of content barely needing any healing at the moment? I quite literally heal the first phase of SeiryuEX with a precast Regen, a precast Asylum, a Benison and that is it. Anything else beyond a Star or WD within that first minute of the fight is a flat out waste, if people want to intentionally fail the first Sigil/out mechanic then Asylum needs to be delayed but that's about the run of it. Maybe God Kefka spoiled me, but I haven't seen anything that was even remotely as healing intensive since.
    (5)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  2. #2
    Player
    loreleidiangelo's Avatar
    Join Date
    Apr 2014
    Location
    Ul'dah
    Posts
    1,731
    Character
    Lorelei Diangelo
    World
    Leviathan
    Main Class
    Dancer Lv 74
    Quote Originally Posted by Sebazy View Post
    My biggest wish is that SE will hire a job designer that is specifically experienced with playing all 3 healers at both mainstream content and the highest levels of play aka early savage and ultimate progression. Without this, I'm not especially optimistic. I'm still pretty salty about just how much of a step back 4.0 was for healers in general. The state of the media preview was somewhere between unforgivable and plain embarrassing for a game that's 4 years old.
    Savage Sebazy, I like it. Though I guess swimming in the kiddie pool that is this game's healer design for 5-and-a-half years is enough to wear anyone down.

    Tbh I think if they're going to stick with this healing-lite gameplay that focuses more on DPSing and rDPS buffs the devs should integrate it better. Let your DoTs buff magic damage on the boss so casters are less of a meme. Let your filler nukes enhance your next healing spell or something. Something that just FEELS a lot better than, "I'm casting this damage spell because I have nothing else to do".

    Also, give AST and WHM stuff like Disable/Enhanced Virus back so stacking that makes SCHs less mandatory for raid content. Then the devs can delete the monstrosity that is AST Sects and focus on giving them some new functional healing style.

    AOE Divine Benison for WHM would also be legit, and tie into this goal. Giving Asylum the 10% damage reduction that CU has would also help.
    (0)

  3. #3
    Player
    Dmhlucky's Avatar
    Join Date
    Oct 2013
    Posts
    54
    Character
    Donny Marc
    World
    Excalibur
    Main Class
    White Mage Lv 70
    I posted this in another thread, but this seems like a better place for it.

    Give Whm Misery and Solice Stances.

    With Solice active whm non regen cures (basically just Not regen and Medica 2) now grant a shield for 25% of the health healed, Esuna becomes AOE And Whm passively gets 5% damage taken reduction.

    With Misery active heals grant a buff for 10 seconds that boosts Crit and Direct hit rates by 1, 2, 3% each (Based on tiers). Holy Imposes a 2% increased damage taken on the target for 10 seconds and stone 4 has a 50% chance of a guaranteed Crit and instant cast when an Aero DOT crits.

    Both passively Boost healing potancy by 5%

    I don't honestly think any of that is too powerful. And it fits into the Hardcore healer or DPS stances that Cleric's Stance user to provide. And would make whm stand out a bit from the other healers.
    (0)

  4. #4
    Player
    NocturniaUzuki's Avatar
    Join Date
    Mar 2017
    Posts
    420
    Character
    Nocturnia Uzuki
    World
    Adamantoise
    Main Class
    Astrologian Lv 70
    Plenary Indulgence was always useful if you aren't one of those healers that feel the need to 100% everyone immediately after every raid-wide.

    WHM is a job that is designed around two things: regens and and burst heals over short periods.

    Plenary Indulgence (as well as Cure III and Thin Air) are designed around this play style. Where other healers work by either preventing damage or healing it up immediately via pre-set stars, WHM is about ignoring damage until right before it needs to be healed. This compiles your heals from the previous raid-wide and the incoming raid-wide together into one heal session, all of which can be covered by Thin Air, and all of which contributes to Confession stacks.

    Example:

    After the first Tidal Wave on O9S, do not heal. Instead, wait a couple seconds, use Thin Air, and stack on the stack point. As Chaos begins to cast Umbral Slash, cast Cure III twice to 100% everyone leading into Umbral. You now have two PI stacks. You can then cast a third Cure III or Medica II as Umbral's damage lands, netting you three PI stacks within Confession's 10s duration, allowing you to follow with a 3-stack PI to heal the rest of the damage.

    Because of this, the 30s Confession was never needed. Now that they have caved and extended it, however, more windows open up where you can use Plenary Indulgence at 2 or 3 stacks without compiling heals, or where compiling heals isn't an option.
    (0)

  5. #5
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,992
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    Quote Originally Posted by NocturniaUzuki View Post

    WHM is a job that is designed around two things: regens and and burst heals over short periods.
    In the current state of the game, for me it does not make sense at all. It's either two big damages back to back that any combination of two healers can work on (and by doing so, avoiding to rely on only one healer- which is the poitn of having two healers), or big damage and downtime, where a Medica II / Aspected Helios / Eos regen's name I forgot will be enough.

    "Burst heal" is the problem for me. It's highly situational, and yet again, a well timed Earthly Star / Indom + Helios or Medica will do it perfectly, negating the use of two Cure III for instance.
    (1)

  6. #6
    Player
    NocturniaUzuki's Avatar
    Join Date
    Mar 2017
    Posts
    420
    Character
    Nocturnia Uzuki
    World
    Adamantoise
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by Mansion View Post
    In the current state of the game, for me it does not make sense at all. It's either two big damages back to back that any combination of two healers can work on (and by doing so, avoiding to rely on only one healer- which is the poitn of having two healers), or big damage and downtime, where a Medica II / Aspected Helios / Eos regen's name I forgot will be enough.

    "Burst heal" is the problem for me. It's highly situational, and yet again, a well timed Earthly Star / Indom + Helios or Medica will do it perfectly, negating the use of two Cure III for instance.
    Two healers is always overkill though. If you're taking two high-skill healers into a raid in the first place, the usefulness of every GCD spell in the game is negated. Two excellent healers who are genuinely working together to build a duo rotation can basically remove all GCD heals from their rotation just by working together to build an oGCD rotation between the two of them to cover all incoming damage. This is where those extremely high DPS healer runs come from. The healers literally waste no time on GCDs, and instead do nothing but cast offensive spells while working together to cover all the healing solely with oGCDs.

    Every healer can also solo heal, though, which is really where actually having to use an entire healer kit comes into play. MP sustain also actually comes into play, which is another benefit of the burst heal approach, since compiling heals into Thin Air time (and using a 3-stack PI instead of an extra Cure III) massively reduces MP strain. There are a lot of windows to use compiled healing. Any raid-wide damage that occurs in quick succession, or is heavy enough that the entire Medica II regen duration doesn't top the party off, is viable for compiled healing. You can also stretch out the compilation. This happens a lot on O11S. For example, after the second big fists, I will Medica II, but won't top the party up entirely. Then, heading into the next Flamethrower combo, I will wait until just before Flamethrower goes out to top up the party with Medica (1 confession), then reapply Medica II and use 2-stack PI instead of 1. With the new 30s confession duration, I could actually net all 3 stacks, so it's a nice enough change. But it was never necessary to make PI useful.
    (0)

  7. #7
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,992
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    Quote Originally Posted by NocturniaUzuki View Post
    Meow.
    Yeah, I follow you there. But, there is a gap between healing in O11S or the book phase in O3S and in O10S or O6S for instance.

    Of course, Plenary is useful. But the 10s duration on Confession made it very niche for those few situations you metion (I guess Heartless Angel into Ultima from Kefka would allow it too) and hard to use outside of those situations, while the 30s duration makes it more manageable. You can almost keep it up for 1min30, and get a powerful free heal at the end of this duration (I guess Seiryu is perfect for that with his 5th element nicely spaced out). This is more in line with how 80% of the raid damage works than those isolated healing checks we are discussing.
    (2)

  8. #8
    Player
    Jukebox12's Avatar
    Join Date
    Jan 2016
    Posts
    376
    Character
    Juke Fm
    World
    Behemoth
    Main Class
    Dark Knight Lv 73
    do people not realize that Water base aether are a No No for white mages
    (0)

  9. #9
    Player
    Exiled_Tonberry's Avatar
    Join Date
    Sep 2015
    Posts
    1,660
    Character
    Sharl Llyntine
    World
    Jenova
    Main Class
    White Mage Lv 100
    I'm curious. To the people who want Stoneskin back, have you played WHM in ARR? Or even HW for that matter?
    Stoneskin was horrible in every iteration it went though. First Stoneskin was slow to cast and have awful returns in general. Stoneskin II was simply a preshield.
    HW Stoneskin was actually laughable. Like, I'm pretty sure I took that thing off my hotbar eventually.
    Divine Benison is what Stoneskin should have been long time ago, and even then was at risk of being garbage until SE had the sense to take it off the Lily system.

    I see absolutely no reason why anyone would want Stoneskin back when there are a million other things WHM could benefit from.
    (0)

  10. #10
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Agreed, the only time I remember in combat stoneskin truly being essential and not just a waste of GCDs and MP was in early T5 progression whilst tanks were still under geared. Having to land a Stoneskin and then time a Cure II between the Death Sentence hit and Infirmity buff taking hold for the majority of the fight was actually an enjoyable challenge in my eyes.

    Ever since then, it's only ever either been wasteful play, or clutch play to cover someone else's mistakes. Benison suits this task so much better tbh.
    (0)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

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