For now, I'll just go over WHM. It's getting late for me and I'll be going to bed soon.
Without digging into old wounds, what I'll say is this: WHM can still be forgiving and simple while having a little more layers to its consistent gameplay--gameplay that exists regardless of whether healing is needed or not. Offensively, what I'd like to see is:
- Giving Holy a purpose in single target environments.
- The inclusion of a legitimate Water spell at lower levels which can upgrade later.
- Some type of small "payoff" spell. If Afflatus Misery is to BLM's Foul, then something that is a modest Flare.
This would only be two additional offensive actions, and they can be executed in a way that can be simple, yet elegant. For example, what if Water and its future upgrade replace Presence of Mind? Let's say it has 2 charges with a 30 second cooldown on the GCD, but only reduces cast/recast time by 10% for 8 seconds. This gives you a very simple-to-use tool that lets you more consistently pick and choose small burst windows for attack spells, and also makes solo content a little faster.
Additionally, I don't like making all GCD healing universally DPS neutral, and I don't think it actually benefits the appeal to simplicity argument as much as it would seem to at face value. If WHM's DPS contributions are effectively at 100% uptime because everything generates Glare damage, it means that's a factor that needs to go into fight design balance, and the "least" DPS you can do is also the "most" DPS you can do, meaning there's no room for improvement there. But if you let there be room for improvement, that means a WHM who gets better at a fight and can more comfortably trim GCD heals is also able to squeeze out extra damage, and potentially help a party hit enrages, or more optimally cut out mechanics from the end of fights. If all your healing is Glaring, you can't try to squeeze out that extra damage to potentially help your team skip Snake 2/Beast 2 in P8S phase 1, for example, or skip Cochexia 2 in P6S.
If not all GCD healing is DPS neutral, that also makes you think more critically about what tools to work with during healing-heavy phases. In a dungeon, you can rely on mostly just Afflatus Solace and Rapture to handle the shallow amounts of necessary healing you'll have to put out if things run smoothly, but certain phases during EX or Savage fights that ask for back-to-back healing can force you to rely on other tools, and I think that makes the healing side of WHM more fun, no? Having to decide what the most efficient way to heal through that phase is?
As for other tools, extra mitigation is absolutely necessary if it's going to keep being as mandatory as mitigation has been this expansion. Personally, I like the flavor of extending max HP on WHM more than flat mitigation, but that's besides the point. I also think WHM deserves some kind of strong utility to help it stand out more against the other healers. I'm not sure if you've ever responded to the idea of giving WHM Float which I've brought up, as a 2 minute cooldown that lets your party ignore puddle damage and floor damage for 10 seconds, and perhaps with some additional mitigation or a regen so that it's still useful even when those mechanics don't exist.



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