Old version:
You guys are going to say no to this, too, but here's testing an idea...anyway, the change:
1) Make Holy work like Cure 3. For those who don't know, Cure 3 can be cast on a target, and centers its effect around them OR it can be cast with no target or the WHM targeted, and will center the effect around the WHM. It works this way in both PvP and PvE. If Holy worked this way, it could be employed EXACTLY as it is now by the WHM player targeting themselves or any friendly party member (Holy would NOT be usable on party members), either case centering it on the WHM. If targeting an enemy, the Holy effect would be centered on their location instead.
2) Add EITHER ONE of the following:
2a) Thundercloud-like Proc to Dia - Dia ticks have a chance of procing Improved Holy. Doing so boosts the power of the next Holy cast 3x and makes it instant cast. Casting Holy removes the buff. Buff cannot stack, new procs overwrite (extend the duration) of an existing version of the proc on the WHM (in other words, you can't stack them; just like Thundercloud), OR,
2b) Casting Glare builds up 3 charges. On the third charge, the WHM is granted Improved Holy, which works just like above - instant cast 3x damage Holy.
[Note in both cases: 3x Holy = 450 Potency, a 140 gain over Glare III's 310]
OPTIONAL:
3) Holy generates 1/2 charge of Blood Lily per cast. This means in 4 man dungeons, when spamming Holy, every 6th Holy would allow a use of Misery. Just something to change up the rotation. [Could be a full charge, but that MIGHT be OP in other situations, not sure, would have to think of it some more. Note this is just kind of a side idea - hence the all caps "OPTIONAL" - and can be viewed as distinct from the other two. I suppose we could throw it in with the other two, where 2 Holy + 2 Afflatus = 1 Misery, but...meh, I wasn't thinking that myself at the time. Could have Improved Holy NOT generate this effect as well, if we didn't want that happening in single-target fights.]
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What do these changes do?
Without adding to button bloat or new abilities, the first change makes WHM's AOE damage kit more flexible and allows Holy to slot into its single target rotation more effectively (the WHM wouldn't have to scoot their happy buns into melee range to use the Holy or delay their rotation during periods where they can't close to melee range) but also allow players to use Holy exactly as they do today in cases that they wished to do so.
The second change makes WHM's kit more dynamic/less Glarespamy. The first is more dynamic and random, which some people might like more but could cause issues with RNG and annoyed parsers (e.g. the person that gets tons of Dia procs over a fight/in burst windows vs the one who does not), depending on if we care about those people or not. Also, some people hate procs and tracking them/noticing they happened (the game's UI doesn't do a great job of this, but it could maybe do something like have the Job gauge shine super bright on procs to notify the player they've happened or something?)
The second variation is more static, but achieves the same result of making WHM less Glarespamy. A 1 min rotation would be Dia, Glare, Glare, Glare, Holy, Glare, Glare, Afflatus, Glare, Holy, Dia, Glare, Glare, Glare, Afflatus, Holy, Glare, Glare, Glare, Holy, Dia, Afflatus, Misery, ...and so on. On average, you'd be hitting Holy 3-4x per minute. Note that this would place EW (or 7.0) WHM on par in terms of non-Glare GCDs per minute to ARR's WHM non-Stone GCDs per minute. A Holy ever 12 seconds, though nudged to the right by Dia/Afflatus abilities.
The final change is just to spice up the 4 man dungeon AOE rotation. It could also grant some niche optimization in boss fight add phases, though that's probably a higher level topic.
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Now, proceed to hate away and tell me how these changes would somehow dumb down the game (seriously, HOW??) and make things worse, and how current WHM is far more nuanced, high skill ceiling, etc than this lobotomized (HOW??) baby version would be.
I'm prepped for it this time! \o/
New version:
Since then, I've come to this basic overall plan:
1) Holy is a ranged attack like Cure 3, as above. When cast without a target, with the caster targeted, or with a friendly target targeted, the cast will center on the caster. With an enemy targeted, the cast will center on the target enemy.
2) Every cast of Glare generates one stack of "Empowered Glare", lasts for 30 seconds, stacks up to two times; At the third stack, becomes "Empowered Holy", lasts for 30 seconds, and graints the following effect: "The next Holy is instant cast and does 4x normal damage" (a DPS gain on single target over Glare); Empowered Glare can stack with Empowered Holy, but at the third stack will overwrite Empowered Holy.
3) Every non-empowered Holy cast generates one stack of "Holy Retribution", lasts for 30 seconds, stacks up to two times; At the third stack, becomes "Holy Purgation", lasts for 30 seconds, and grants the following effect (like Dark Arts on DRK): "The next Misery cast does not consume the Blood Lily and does not require a full bloom Blood Lily to cast, but only does half damage." (or only does 25% if half is still too powerful); Holy Retribution can stack with Holy Purgation, but at the third stack will overwrite Holy Purgation.
4) Assize is converted into a GCD with a 30 sec CD; potency adjusted to 600 for the first target and 300 (50%) for all other targets. Or something roughly around there; the idea here is to give it potency about equal to Assize normalized from 40 to 30 seconds, plus the foregone Glare cast, so that it's approximately DPS neutral to its PRESENT DAY incarnation (that is, not weaker than what we have now, and thus balanced), but like Plegma gives a GCD to further interrupt the nukespam. Stacks to 2.
OPTIONAL ADDITIONS:
5) Dia can stack to 60 seconds. Refreshing the Dot snapshots at current potency values (so refreshing a Dia in progress when you hit burst buffs is a DPS gain, but then refreshing that one early is a DPS loss).
ALTERNATIVE (dislike this one, personally):
5b) Dia ticks have a chance to make the next Dia cast cost no MP and, instead of applying the damage over time effect, deal the full 770 potency damage as a single hit. ("Diacloud" proc method). I tend to think of WHM as like HydEx; a fight of order and structure. Umbral is order vs Astral being chaotic, so it should be regular. Procs are not regular and are disruptive, chaotic things, thus they belong more with something like BLM.
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This results in a rotation that is not dissimilar to today, but has more variation in the GCD buttons we press. Instead of Dia, Glare for 30 sec, using Solace/Rapture as needed along the way, and Misery 1 time per minute, with Assize weaved on CD; this has 3 Glare then 1 Holy casts as a foundational rotation, Dia refreshed every 30 seconds, Assize used every 30, 60, then twice at 120 seconds, with Solace/Rapture peppered in, and Misery used once per minute.
Note that with the optional Dia change, this means it would be optimal to ride Dia close to but not over 30 seconds into buff windows so you could boost it to near 60 seconds of buffed potency, but then not refresh it until it falls off that time. It would be kind of like old SMN where you got three DoT refreshes with Tri-Disaster per 2 min rotation but did the manual refresh once, giving you a sort of "backbeat" cycle instead of a metronome one. Dia with this method would be cast before burst, cast in burst, don't touch for 1 min, refresh for 30 sec, refresh again (either then for 60 or once half a min later for 30), then refresh once more before going into burst to give you the 60 sec buffed one when you refresh it in burst. While you could just cast 2x Dia in burst, this would cost you a buffed Glare 3, and thus be suboptimal.
Under (5b) instead, the rotation would be less complex, but have more wild variance, feast-or-famine, and one's performance metrics (forbidden website) would be far more dependent on crit chance and "white noise" variance. Thus this is the worse of the two options by quite a stretch.
The AOE rotation for dungeons becomes Dia on targets while running, then once the Tank has positioned them, 3x Holy + 1x Misery, along with any Solace/Rapture use on the tank for healing and an additional Misery once per minute as per the normal Lily cycle. I'm worried a bit about the Misery damage, so that's why the half (620 to the first enemy and 310 to all others) or 25% (310 to all enemies is how it would need to work, though, since half of that is 155, which is a SLIGHT gain over Holy's 150, but I don't know if it would feel particularly good. Still optimal, so I guess that works...)
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Pros of this proposal:
1) No new hotbar bloat.
2) No new ability names/VFX that require additional asset development.
3) More complex rotation, both in the 1-1-1-4 (single target and AOE both do this, but using different buttons), and in the more complex Dia refresh pattern (for either options (5) or (5b)) for optimal damage.
4) It's very intuitive, other than (5)/(5b) options, which are still not terribly unintuitive, either. It retains WHM's easy to pick up and play nature, and while raising the complexity and skill ceiling, the skill floor will be not much higher than at present. Assize's GCD Medica 1/Rapture effect will also help WHM continue to lean into being "the GCD healer", which is the other half of its mechanical identity. So it retains most of what WHM is, plays into what WHM is, while nudging up the skill floor and raising the skill ceiling, but in a way that is still flexible and intuitive.