I have not seen any threads about Dawntrail WHM, so I guess I'll start. In my personal opinion, I like the new stuff WHM is getting. A welcome surprise, I guess. It's not breathtaking good or outright bad. However, we're not in a bad situation like in Endwalker as the Job is getting some decent stuff.
Could it be better? Absolutely!!!
I will take what I can get. And this is after three years of not playing the Job. Compared to 6.0, WHM will be one of the better off healers gameplay wise in my opinion, aside from SGE that is. So I'll break it down. The Good, the Bad, and the downright UGLY.
The Good
- WHM finally has a new DPS action. Shame we have to wait 92 levels, but it's a new DPS action regardless.
- Misery having it's potency buffed, remaining a DPS neutral tool.
- The level 100 capstone ability is nice. Gives WHM a decent party utility.
- The new Dash action is a welcome addition. And it's gained at level 40. Not bad. Suspected it'd be locked at a much later level.
The Bad
- Tetragrammaton obtaining an extra charge. This wasn't needed. WHM has enough Healing actions already.
- We do not get a weaker version of Glare IV at an earlier level. Waiting until level 92 is rough. I feel like a reintroduction of Aero III or a Water spell on the game files would have worked at the level 50 to 60 range.
- Aero / Dia is still at 30sec duration. Two-minute meta, I know. But it'd help the one button issue if the duration of the DoT is decreased to the 15 to 20 second range.
- Presence of Mind still has a 120 second cooldown. This locks WHM's new DPS action for two minutes, which doesn't help the one button issue the Job suffers from.
- Thin Air nerf is still present.
The Downright UGLY
- Tanks NOT having their Sustain and Mitigation Tools nerfed. If things go unchanged, WHM will likely heal less on Dungeons and potentially Extreme / Savage / Ultimate fights
- DPS Jobs gaining some healing abilities they do not need, further rendering WHM's ability to heal.
- Free Cure trait still Exists. Cure I does not naturally upgrade to Cure II.
Overall, not bad. Better than EW WHM that's for sure. Heading into Dawntrail, I give WHM a "C-." Perhaps a "C" at best if we get some meaningful encounter design reworks on higher level fights.
Compare this to EW WHM, which I give an "F."
But how can WHM do better? Here are my suggestions.
Improving WHM
- Give WHM more opportunties to cast Glare IV. This can be done in two ways.
- (BEST METHOD) Give WHM it's own proc similar to BLM's Thunder spell proc. Have Aero / Dia potentially proc into Glare IV for every second the DoT timer goes down. Make it a 10% to 20% chance the proc occurs. Have WHM gain this proc the moment Glare IV is unlocked.
- (EASIEST METHOD)Decrease PoM's cooldown to 60secs.
- As mentioned above, decrease Aero / Dia's DoT timer to 15 to 20 seconds.
- No more Free Cure Trap!!! Get rid of the Free Cure Trait and have Cure I naturally upgrade to Cure II.
- This one is BIG Reintroduce Aero III or a Water spell as a weaker version of Glare IV at an earlier level.
- Remove the extra charge on Tetragrammaton.