There's merit to this. The same was said with a few jobs earlier in XIVs life.
WHM designed to be a pure healer in a game that doesn't need that much healing.
PLD. The defensive tank in a game where defence has nearly always been a joke.
MNK the single target DPS. In a game that's very AoE centric in most content..
Some jobs have adapted better than others over the years. WHM isn't one.
I mean if they actually made lily ogcd heals the job wouldn’t feel like crap healing wise and blood lily would be always a massive dmg gain. Also just give us old thin air back with same duration on 2 charges so I would actually have the same mana gain as astro. Make lily bell 2 minutes and either give you the option too bind it too a healer of your choice for heals or make them self usable ogcd heals. Give tetra 2 charges and reduce benediction cooldown too 1-2 minutes it’s not like astro can’t full heal a target every minute with ogcds. Upgrade medica to cure 3 so the range isn’t bad as hell. Give divine bension the chance too crit just like astro his ability.
Like there is a lot of stuff why whm is such a bad job and there is also a lot of bandaid fixes they can do in a short time too actually make the job good.
I did mean target but my handy just made healer out of it……….. like bind lilybell too a target that if the target takes dmg it heals aoe so you can always bind it too the tank for situations we’re you want the heal but the whm doesn’t receive any dmg.
In a way, this is probably accurate.For me, WHM's problem is that it feels like it was designed for a different game; It's a job that focuses on having big, GCD heals in a game where oGCD heals are more commonly (if not always) used and where healers typically spend more of their GCD-time on DPSing due to the amount of healing downtime they have. It doesn't help that it's the only choice new players have to start out as a healer and they learn bad healing-habits from it.
FFXIV 1.0 obviously was a different game, but if you look at level 50 WHM/SCH, it was a different game then, too. And arguably in HW. There was a lot more focus on GCD healing, and oGCD "weaving" wasn't really a big part of the game at that time. EVERY Job (not just healers) had far fewer oGCDs and the game was widely panned for being "slower" than something like WoW, and this is ARR I'm talking about, not 1.X, when the game was FFXI with "modern" (at the time) graphics.
WHM is arguably the most similar to its original form of all the healers. SCH is a completely different Job in 6.0 (honestly, 5.0) than it was in 2.0 or 3.0. AST has gone through so many revisions it's not even funny, and is DEFINITELY not the same Job it was in 3.0 when it was released, or even 4.0 when it had an expansion under it's belt.
WHM, on the other hand, is MOSTLY the same Job. It has Lilies now, one less DoT (two less than HW), but the Lilies are just MP free versions of Cure 2 and Medica. Its oGCDs follow a similar pattern with Tetra and Assize (though with damage and a 5% MP regen) being Cure 2 and Medica level heals as well. Its gameplay loop is very simplar: Apply Aero DoT, spam Stone damage, use GCD heals/HoTs to patch up the party, just you have some oGCDs with equal potencies to use instead if they're up.
The only real change is...Misery every few Lily uses? Temperance is just Divine Seal with a face lift and it doesn't have a second DoT from cast-time Aero 2.
I wonder if WHM could be balanced in such a way that it has so many oGCD damage options it could still function as a GCD healer that's just constantly popping a rotation of oGCD attacks. That I think could make for an interesting differentiation of the healer design. Give it an attack spell suite, which I think is very fitting for a job that in theory can do wind, earth, water, and holy damage.For me, WHM's problem is that it feels like it was designed for a different game; It's a job that focuses on having big, GCD heals in a game where oGCD heals are more commonly (if not always) used and where healers typically spend more of their GCD-time on DPSing due to the amount of healing downtime they have. It doesn't help that it's the only choice new players have to start out as a healer and they learn bad healing-habits from it.
It's worth think-tanking, because it wouldn't require gutting WHM's existing kit, just adding more abilities on top of it.
Wasn't it the highest green dps last expansion?
"Wherever you go, there you are." ~ Buckaroo Bonzai
I'd say its more that the design is half baked, the current kit could be salvaged in a large way by making missery dps neutral (or even positive to raise a bit the skill ceiling) causing afflatus heals to be as efficient as oGCDs and by adding for example an additional effect to thin air that makes it so any heal casted nourish the blood lily, working as a pseudo afflatus heal and becoming efficient and all of that without adding a single button.For me, WHM's problem is that it feels like it was designed for a different game; It's a job that focuses on having big, GCD heals in a game where oGCD heals are more commonly (if not always) used and where healers typically spend more of their GCD-time on DPSing due to the amount of healing downtime they have. It doesn't help that it's the only choice new players have to start out as a healer and they learn bad healing-habits from it.
They could even add another dps resource that its generated only/way faster with heals lowering the opportunity cost of those because its kinda stupid that the most gcd reliant healer has the 2nd highest oportunity cost on its gcds
Highest green DPS because it took all the other healers down with it to its level. Right now they are basically still the same as they were in Shadowbringers, but with Bells and Whistles attached that don't do much in terms of engagement. If the devs would learn that engagement is the key to making a good job(both in healing AND in DPS), then maybe perhaps people will stop complaining about healers in a nutshell and how we press 1 all the time.
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