Well, I'm disappointed as hell. Let's post this garbage I've been alluding to the past few months or so and see if it sticks.
This is a rework proposal with a methodology shift I hoped to see in all of the healers. Within this design doc is three reworks to White Mage, Scholar, and Astrologian, all made in an attempt to bridge the gap in SE's mindset towards healers and the playerbase's actual experiences. I actively attempt to adhere to both philosophies of Sylphie mains and Green DPS alike, attempting to solve problems within their current kits while injecting more personality, depth, and fun into their respective themes, while generally remaining simple to play and understand.
I held off on posting this prior because I didn't want to poison the well, in hopes SE would actually make this move themselves. Unfortunately, they did not. So I'm gonna poison the well, a bit.
But in interest of fairness. I don't want people to review this too heavily. That's pointless. Instead, I want to see people attempt a similar level of work and post their ideas in this thread. Whether its for a few isolated actions, or as extensive as the whole kit overhaul.
Basically, give SE your wishlist kit. Show them what they can do to make healers better, show them what we want, based on how we actually play the game they made, so we all can enjoy it to its fullest. Before just throwing out random suggestions (Cure IV lul) though, I hope people here can use this as inspiration, or at least as a guideline for how to go about just that.
That said, here we go:
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Overall Healer Identity:
What I'm not aiming to fix:
- Healing potency is still going to be chunky. That said, I aimed to keep every individual action below Cure II potency, AoE or Single Target.
- Classes are going to stick to their established lanes but evolve within them. WHM is going to be DPS focused with minimal utility, AST is going to stick to card management and support, which comes at a significant throughput cost relative to WHM. SCH is shifting to be stronger at raw shields but pays for it by needing to sacrifice more to access its pure healing.
- I'm generally not going to rock the boat. I'm aiming to improve what's already here in a way that fits both player and developer expectations to highlight what's possible, and will lean on what we've seen before where it's beneficial. My hope WAS that these kinds of shifts are part of what we're getting in 6.0. Alas, we did not.
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WHM Identity:
GCD focused healer.
Lilies - Backloaded resource. Primarily adds mobility via instantcast GCDs whose use unlocks a powerful burst nuke spell.
Plenty of GCD heals in general (Most are made redundant thanks to Lilies).
Few but simple to use oGCD heals, varying in power.
High personal dps, no raid dps based utility, minimal amounts of mitigation.
What needs fixing:
- Assize’s Healing component isn’t flexible. Need to shift some of its burdens onto other skills.
- Add a ton more weaving windows and additional movement options.
- Slight increase in healing output and flexibility necessary to compliment Lily healing.
- Needs a touch more complexity and a ton more depth. There should be something extra to juggle around for healing, particularly if it makes seemingly redundant buttons relevant.
Skill Count (After condensing buttons):
New/Returning: 6 Actions, 3 Traits
Reworks/Tweaks: 8 Actions, 0 Traits
Removal: 0 Actions, 0 Traits
Total Additions/Alterations: 15
Evolution:
1. New Spell - Afflatus Antinomy: Deals unaspected damage with a potency of 100.
Lily Cost: 1. Cast Time: Instant. Replaces Fluid Aura.
2. Reworked Spell - Fluid Aura: Deals water damage with a potency of 50.
Cast Time: Instant. Lily Cost: 1.
3. Reworked Spell - Cure: Restores Target’s HP. Cure Potency: 450. 1.5s Cast Time.
Additional Effect: Cleric Stance: Increases the potency of the next Stone, Glare, or Holy you cast by 50% while reducing its cast time by 2.5s. Duration: 15s.
4. Returning Spell - Aero III: Deals wind damage with a potency of 90 to target and nearby enemies.
Additional Effect: Wind Damage over Time. Potency: 80.
Cast Time: Instant. Radius: 10y. Duration: 9s (Note: Assumes a Glare II potency of 330).
5. Reworked Ability - Assize: Deals damage with a potency of 400 to all nearby enemies. Additional Effects: Restores 5% of MP and applies two stacks of Confession to self and all allies in range.
Confession Effect: Upon receiving HP recovery or regeneration from the next Cure, Cure II, Medica, Tetragrammaton, Afflatus Solace, Afflatus Rapture, Regen, or Medica II cast by self, Confession consumes itself for an additional heal. Potency: 200. Maximum Stacks: 4.
Cooldown 45s. Maximum Charges: 2.
6. Reworked Ability - Plenary Indulgence: Consumes all Confession Stacks currently on party members to heal them for 200 Potency per stack.
Cooldown: 60s.
7. New Trait - Gifted Mind: Presence of Mind’s cooldown is decreased to 120s and also increases healing action potency and magic damage by 10% for its duration.
8. New Trait - Enhanced Benediction: Allows the accumulation of charges for consecutive uses of Benediction. Maximum Charges: 2.
9. Reworked Ability - Tetragrammaton: Restores target’s HP. Cure potency 700.
Cooldown: 20s. Shares a cooldown with Divine Benison. Maximum Charges: 3.
10. Reworked Ability - Divine Benison: Creates a barrier around self or target party member that absorbs damage with a potency of 500.
Additional Effect: Applies a stack of Confession to the target.
Cooldown: 20s. Maximum Charges: 3. Shares a cooldown with Tetragrammaton.
11. Returning Trait - Secret of the Lily II: Increases your maximum Lilies to 4, Blood Lilies to 2, reduces the number of Afflatus spells needed to put the Blood Lily into full bloom to 2, and increases the potency of Afflatus Misery to 1000.
12. Reworked Ability - Asylum: Envelops an area in a veil of succor, increasing HP recovery via healing actions by 10% and granting healing over time to self and any party members who enter. Cure Potency: 50. Duration 24s.
Additional Effect: Applies a Confession stack and Sanctum to self and party members who do not have Sanctum upon entering Asylum.
Sanctum Effect: Healing over Time. Cure Potency: 50. Duration: 24s.
Cooldown: 90s.
13. Reworked Ability - Temperance: Increases Healing Magic potency by 10%, while reducing damage taken by self and all party members within a radius of 30y by 10%. Duration: 10s.
Additional Effect: Applies a Confession stack to self and all party members in range.
Cooldown: 60s. Maximum Charges: 2.
14. New Spell - Animus Attendence: Applies a blessing to self or ally, which heals them the next time they suffer damage. Cure Potency: 700. Duration: 20s.
Additional Effect: Enhances target's next offensive spell, autoattack, weaponskill, or ability, causing it to deal additional unaspected damage with a potency of 330 to their primary target, and 40% less to nearby enemies.
Cast Time: Instant. Recast: 20s. Charges: 2. Shares a recast timer with Animus Sanctuary. Range: 30y Radius: 0y (10y for Effect)
15. New Spell - Animus Sanctuary: Deals Unaspected Damage with a potency of 330 to the first target, and 40% less to nearby enemies.
Additional Effect: Applies a Blessing to all party members near target, healing them the next time they suffer damage or upon effect duration expiration. Cure Potency: 400. Duration: 20s.
Cast Time: Instant. Recast: 20s. Charges: 2. Shares a recast timer with Animus Attendance.
16. Returning Ability - Divine Seal: Increases the potency of the next healing spell cast by 30%. Duration: 15s
Additional Effect: Cleric Stance. Duration: 15s.
Cooldown: 60s. Maximum Charges: 2.
17. New Ability - Aetherpath: Move quickly to the specified location. Cannot be executed while bound. Cooldown: 90s.
Summary: WHM has a mixture of strong and flexible GCD and oGCD healing and supplementary mitigation options. Maximizing the job revolves around Confession management and mapping out where to lean on Lily Heals, Antimony, Cure I, or Aero for movement/weaving and otherwise focuses their attention on aligning Assize, Presence of Mind, and Misery under raid buffs where convenient.