Quote Originally Posted by Semirhage View Post
Nearly all of those clears had the WHM's partner doing the lion's share of the healing work. Because those WHMs wouldn't have done nearly that much damage if they had to use their clunky healing kits that require stopping their damage output to use them.

Also, why does that matter? Glare could be 5000 potency for all I care. Glare Glare Glare Glare Glare Glare Glare Glare Glare is still awful design. Having basically no weaving space is awful design. Clipping your GCD is awful design. Having basically nothing to manage is awful design. Being an immobile turret with your only fluid movement options being a DoT refresh or a possibly unnecessary heal is clunk as hell. Having a high personal damage output potential doesn't mean a job is designed well.
How it doesn't matter? Ultimate is harder than savage and you guys say the class is a disaster because the top parties for the current savage tier don't have many whm-s. The second party for the epic of Alexandar has a whm and a sch, both having nearly the same amount of hps and both having nearly the same amount of rdps. So it is possible, to have high rdps and do your share of the healing.

Whm's weaving space are the lilies, they are just limited. Unlike sch who has on gcd instant attack spell or ast who has lower cast time on malefic to make room for an ogcd. If whms get more lilies per minute they are going to weave more. Glare has higher potency to make up for the loss of dps from using a lily, this is called balancing a class. Imagine if misery had 1200 potency and you get a lily once every 10-15 secs. You will have a class with the perfect neutral healing and weaving space. They will have a lot of movement and literally no resources to manage because lilies consume no mp and come for free, just like ast's ogcd heals, unfair right? These two small changes don't really change what whm is. They are just making it extremely easy to play whm efficiently.

Also once upon a time, good mana management was a requirement to play ast. AspHelious had 1100mp cost, combust was 500, benefic II - 900 and cards gave no mp when drawn. Combust dealt significantly less damage prior to 5.1, malefic dealt slightly less damage too. So that class had its drawbacks, but these drawbacks were removed to make it easier to play. For eden's gate the top 50 almost never had an ast in their party. So I guess in Endwalker we might see whm becoming a lot easier to play efficiently as well.