Adding more DPS tools, or simply making existing attacks usable more frequently can actually make healer DPS easier rather than harder. One of the consequences of not adding new attacks is that in order for healer potencies to stay current with content, they've upgraded and increased the potency of our filler attacks every single explansion, but this has a negative effect on healers who don't like to DPS because it adds more and more pressure on the healer to maintain a high DPS uptime, because every individual cast of Glare or Broil or whatever becomes more and more important. Let me show you with numbers how this looks.
Right now, let's say you use all you're maximizing the use of your other DPS tools: Dia, Assize, PoM, Glare IV, and Afflatus Misery. Right now, that makes up only 41.9% of your total possible DPS. The other 58.1% comes from maximizing Glare III uptime, which means no room for healing or moving. Every time you do, you lose a piece of that 58.1%.
But let's say we change PoM to a 60 second cooldown, and make it so that every tic of Dia has a 15% chance to proc a use of Glare IV outside PoM windows. Doing this increases the amount of Glare IVs we cast from 1.5 per minute to an average of 6 per minute, and that extra damage could be taken away from Glare III. We could reduce Glare III down to 260 potency with these changes, and White Mage's potency output will stay in roughly the same spot. But look at what this does to your numbers:
Glare III goes from being as much at 58.1% of your possible damage to only 36.1%. Meanwhile, if you can maintain the attacks you were already using, and simply hit Glare IV whenever it lights up, that makes up 64% of your total damage. That's over a 20% flat incease to the damage you can do before you even need to worry about spamming Glare III and maxing DPS uptime. Not only does White Mage's DPS gameplay more dynamic and less monotonous, but it allows casual healers to contribute a lot more damage with a lot less effort.



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