I don't dislike these ideas. I'd need to try them and find new things to want to tweak about them of course, but there's potential. They don't commit the sin of current-WHM design i.e. rewarding using healing abilities without regard to their effectiveness.
Honestly I think that's the major thing that separates DPS procs from healing ones. When you use Dancer or Red Mage abilities, you have your baseline proc-less rotation. You hope for a proc, because it's a nice little damage bump. Your outcomes are "good" and "better"; hitting the boss is never a bad thing. FFXIV's combat doesn't really ask you to stop your damage output at any point when you could choose to. Healing procs aren't like this. So I used Cure. Okay, cool. I got a Freecure proc. I could u-oh wait everyone's full. Better hope it doesn't fall off before I can use it. Oh I'm nearly capped on lilies! If I don't use one I'll lose a Misery. But everyone's full, guess I'll dedicate a moment to using a dead GCD then.
I guess if you frame procs as opportunities, the distinction becomes clear. The opportunity to deal damage is always useful. You don't have to take it if you have something more important to do, but the option is there. Healing opportunities are only useful if health is missing. DPS procs (like the ones you're suggesting here) are more satisfying because there's never any "wasted work". You didn't sit around doing the usefulness-equivalent of thumbing the Peloton button just because the devs decided to tie an extra boost somewhere else to it.
I'd definitely want much more of a skill ceiling on WHM, but I wouldn't object to this specific rearranging of the deck chairs.


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. (Also side note, assuming the cast time stayed as is, weaving on the Holy part of the rotation would be an issue).

