Problem is, whenever anyone suggests the seemingly obvious followup to this, of 'well, what if we add some stuff that you can use to make that time where 'nothing is going wrong' feel more interesting?', we get some shade of 'no don't do that, healers are meant to heal'. It's so incredibly easy to make the downtime feel more varied with as little as 'add literally one new damage action, and shorten the DOT timer so we press the DOT more often', but there's this pervasive stance that 'Healers should heal', so SE doesn't take the time to address the problem, and the problem has persisted for years despite a solution staring them in the face.
Take WHM. Add new action, Water, at level 15. Give it 40p more than Stone, a 15s CD, and make it instantcast so you can use it for mobility. Upgrade Water each time Stone upgrades, including converting it to Banish when we learn Glare.
Reduce Aero/Dia's duration to 12s, rescale potency to compensate. My maths has 150p, plus 70 per tick, as good numbers, and this would also benefit 'clip it on purpose for mobility because you have nothing else' even more than currently.
That's all that's needed to spice up WHM's gameplay sufficiently (for my tastes at least). WHM gets 50 GCDs per 2min (cos of POM). As it stands, you get 6 Lilies, 2 Miseries, 3 Glare4, 4 Dia, leaving 35 GCDs as Glare3.
With the above example, you'd instead use 6 Lilies, 2 Miseries, 3 Glare4, 10 Dia, 8 Banish, and that leaves just 21 GCDs per 2min as Glare3. From 35/50, to 21/50, is a pretty big leap in 'rotational variety' IMO



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