And that's the main reason why I suggested as much... but you may want to be careful on that or the resident elitist is going to call you a noob for it.This thread turned from White Mage's kit's theme to WHM clipping cooldowns real fast.
Which, again (because I repeat this every time White Mage clipping is brought up) would be solved by reducing the cast time of Glare to 1.5 seconds, you could even reduce Medica and Medica 2's cast time to 2 seconds to be like Astrologian's Helios and Aspected Helios, if Medica and Medica 2's cast times are in fact both 2.5 seconds. White Mage has just about as many cooldowns to weave as Astro does so there is no reason to continue punishing White Mage with cast times that can be carbon dated from ARR. Especially since White Mage doesn't have an instant cast spell like Ruin 2, which wouldn't even need to exist if Glare's cast time was reduced.
Makes me feel indignant that the balance team thought reducing Malefic to 1.5 seconds but not doing the same for White Mage's Glare was a good idea.
Your suggestion was pretty different than theirs, though. You suggested lowering cast times to 2 seconds, which doesn't even solve the clipping problem because the animation locks for oGCDs are longer than 0.5s, and then went on to say that you stack spell speed on WHM, implying that it achieves the same effect. Stacking SpS does absolutely nothing to reduce clipping because it lowers your GCD as well as the cast time.
Lowering the cast time of Glare to 1.5s would fix the clipping problem, because you get the 1 second between the end of your cast time and the start of the next GCD to fill with the oGCD animation lock. It seems like kind of a lazy fix, especially when WHM doesn't "need" to weave as often as AST does, but at least it would actually work.
Last edited by Azbroolah; 05-25-2021 at 10:56 PM.
I would temper my expectations to 4 changes, safe bet being 1 trait and 3 new spells. That is, if they do not remove four old things to make more room for the 80-90 actions.
In the spirit of the original topic of the thread, it would be nice to bring back water back as a CNJ flavor. Glare to Quake 1 (that is the trait very likely), spell that creates a river WHM (or maybe even "healers" so there is kind of a teamwork aspect to it) with higher movement speed and healing effect, wind something something. Thematically having the elements be relevant, something water, something wind, something earth. Well, even if these things might just end up as "new SFX!" traits over the old spells again.
Also when it comes to DRASTIC changes, I doubt they will inject thousand of extra potency into the WHM song and dance. And yeah, 1.5 second cast Universal Damage Spell would work across the whole board, but I would wish for more imagination from Unit 3 as a solution rather than that kind of concession.
Eh, point.Your suggestion was pretty different than theirs, though. You suggested lowering cast times to 2 seconds, which doesn't even solve the clipping problem because the animation locks for oGCDs are longer than 0.5s, and then went on to say that you stack spell speed on WHM, implying that it achieves the same effect. Stacking SpS does absolutely nothing to reduce clipping because it lowers your GCD as well as the cast time.
It still a (not optimal) way to meld that helps make things feel better to play... but it does demonstrate that cutting cast times on WHM makes the job feel better to play.
That's just it.... until SE reworks the healers to have a proper 1-2-3 skill chain (like basically every other job in the game) all we've got left is figuring out how we can band-aid the current system until it's livable. I would love to see SE give us a set of skills that are DPS + (Shield OR HoT OR Heal) dependent upon what they want the healer to be. So SCH would get shields, AST would get HoTs and WHM would get heals which would allow the jobs to work together as their 1-2-3 combo isn't stepping on another job.Lowering the cast time of Glare to 1.5s would fix the clipping problem, because you get the 1 second between the end of your cast time and the start of the next GCD to fill with the oGCD animation lock. It seems like kind of a lazy fix, especially when WHM doesn't "need" to weave as often as AST does, but at least it would actually work.
I understand this, but Holy and Dia were actually around since the first Final Fantasy game, but I can understand your frustration.Please give me back my Nature-Magic in 6.0. I want to be an Aerith-esque, combat-medic-druid again. And if we really, really need to keep the light/holy flavor, combine the two like the Afflatus spells. I'll fling Holy Earth Crystals and Holy Water and blow Holy Wind at people, but I don't want to be stuck with sparkly light powers only.
Please and thank you.
Immediately followed by:
...is just hilarious. "Careful what you write or nasty elitists will be mean, oh brb someone wrote something and I want to be rude to them".
I think that's part of the problem with WHM in FFXIV... too much legacy baggage that SE feels they must keep... when it would be really helpful for SE to take WHM in a distinctly FFXIV direction (whatever that may be).
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