i fail to see why this is a "problem" at all. white mage now has something actually interesting to optimize beyond the previous "chad your cohealer as much as possible".
Lets bring up the ultimate example. Say you reaaally wanted those 3 lilies for downtime to use misery on raid buffs. You might be inclined then to say that in the last 60s of a given phase, whm basically doesnt want to use lilies, right? except... youre failing to account for the downtime itself to charge lilies too. depending on the length of the total downtime in the fight, playing like this will inevitably lead to lost lilies, which means you can then shuffle your lily usage around to fill in the gaps. its not at all like last whm where you wanted to avoid lilies at all costs, now you have an actual puzzle to solve for heal optimization.
Moreover saving misery for raid buffs only makes sense for ONE misery. wasting 3 raid buffs gcds to get a second misery in raid buffs is counter productive unless you get super lucky with a dh crit on the second misery.
As for the "overhealing" argument. overheal in this game has no punishment, and i say this as someone who likes to minimize overheal and minmax healing in encounters. The reason you avoid overheal is because its a waste of resources, and that waste of resources CAN lead to a dps loss. if you didnt need those resources, ergo no dps loss, then who cares if you overhealed? the same happens with earthly star and assize most of the time. If an encounter does so little damage that in a whole minute your lilies ended up being overheal, then youre probably doing some throwaway dungeon or trial that nobody cares about. this overheal issue is more reflective of encounter design than job design.
"oh but you might overheal if you use it for movement and then you needed that lily later on for actual damage" then you have a nice puzzle to manage and optimize your lily usage around. this is the opposite of a problem imo.


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