I hope WHM gets Quake and Tornado this expansion. Perhaps it use half or all the lillies to cast. A strong AOE damage spell that doesnt stun like the dreaded Holy spam.
I hope WHM gets Quake and Tornado this expansion. Perhaps it use half or all the lillies to cast. A strong AOE damage spell that doesnt stun like the dreaded Holy spam.
The sentiment I've run into a few times lately in discords and the like is that doing damage as a healer is bland. I would really like to see interactivity between spells and complexity in healer damage. I like those ideas for white mage, but I think honestly it could be taken up a notch, if every healer got some new traits/abilities.
The tricky party that I think holds developers back is the wide spectrum of play this game offers, and how healing specifically changes in feel and rotation based on not just the content, but how other people play. I can definitely see how raiders want something more than stone spam. I also can see why giving healers a rotation (and punishment of losing dps when it's broken) would be daunting, and possibly breed resentment when other people "ruin my burst window."
With that in mind, I'd like to see additions to the nuke toolkit for healers--some things that won't break the job in less than optimal settings, but ways to squeeze out a little more interactivity for end content. Inspired by other classes, here are some of my ideas:
AST - Lunar/solar cycle. Like PLD's FoF/Req windows, an AST's cycle could have 25-50% uptime between the two, and the cycle changes how spells work. Solar cycle could add a stackable burn effect to Malefic, while Lunar cycle increases speed/efficiency. AST already juggles a lot of RNG via cards, so a fixed, predictable cycle provides grounding and a mana tool.
SCH - Procs on Broil and Ruin II. Inspired by BRD's Straighter Shot mechanic, a SCH gets a trait where casting Ruin II places a damage up/similar buff on the SCH for 30 seconds. Casting Broil has a chance to proc a special effect on Miasma (front loaded damage) or Ruin II (increased potency). Since SCH does not need any more buttons and already has a cooldown for everything, adding procs to spells they already cast would not contribute to button bloat.
WHM - WHM needs all the work and all the love. Water spells, please. Please. And while we're at it, nix lilies altogether and give WHM an elemental gauge. Like others above suggested, Stone to Quake, similar to a SMN's trance cycle, but I also really like taking a page from RDM's playbook--balancing water and earth for a buildup to something cool (and this ultimate could have a cooldown too, so that the WHM doesn't feel pressured to focus on the gauge above all else, they will have time to build it up while the ability comes off CD). Maybe even a couple of ways to use their earth/water gauge, too, depending on what other changes WHM gets. This gives a WHM something to manipulate and build while still being the straightforward, powerhouse class it has been.
I am reluctant about the idea of combos for healers, because of how frustrating it is to have to break combos constantly. So that's why I focused on gauges, cycles, and procs, because healers at all tiers of content can get some value from using them, while not being punished too severely for 'having to heal.'
I always look foreward to what skills i'll get next, though not when its one where i look at it and go "yeah but how the fuck do i use this?".
Though class story wise i always worry they'll kill off the charactors i actually like... wich is so far, 3 people...
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