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スレッド: Improving Dawntrail WHM

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  1. 2024/06/22 18:32

  2. #2
    Player
    Supersnow845's Avatar
    登録日
    2021/08/15
    Location
    Gridania
    投稿
    6,921
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    学者 Lv 100
    Quote 引用元:Willemdarke 投稿を閲覧
    If by complexity you mean mind-numbingly putting regen on every target that doesn't need it until you run out of mana, or wasting Thin Air on DPS and not having it for rez, then sure. Whatever floats your boat
    As opposed to mind numbing pressing glare for 15 minutes

    If it’s a choice between completely disconnected healing and damage actions or healing proccing damage and vice versa I’m always going to pick the latter

    It wouldn’t even be hard to balance this thereotical scenario, all you would just have to do is make regen+diacloud proc a slight gain over glare but only if the proc is used after say…….12 seconds of dia ticking

    So it becomes semi optimal to keep regen up on one person (generally the MT) but spamming regen for diacloud procs would just be a loss as the procs would overwrite each other and you wouldn’t make up the cost of dropping a glare to cast regen

    I’m not saying this is the best idea ever but it’s better than what we have now where dia is completely unconnected from the kit despite WHM meant to be mirroring BLM
    (3)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  3. #3
    Player
    Silver-Strider's Avatar
    登録日
    2015/03/18
    Location
    Gridania
    投稿
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    白魔道士 Lv 100
    Quote 引用元:Willemdarke 投稿を閲覧
    Why would anyone even think of tying the healing kit to damage?
    THAT'S THE ENTIRE LILY SYSTEM????!!!!!!
    (10)
    2024/06/23 15:53; Silver-Strider が最後に編集

  4. 2024/06/24 15:52

  5. #5
    Player
    Supersnow845's Avatar
    登録日
    2021/08/15
    Location
    Gridania
    投稿
    6,921
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    学者 Lv 100
    Quote 引用元:Willemdarke 投稿を閲覧
    Not at all. The blood lily is DPS neutral. It deals the damage of exactly 4 GCDs worth of Glare III - 3 healing lilies and the blood lily itself. You could disregard the entire system and not cast any lily abilities and you wouldn't lose any damage.

    If the healing kit was actually tied to damage, it would require the blood lily to deal more damage than 4xGlare III. That in turn would require us to use healing lilies before they cap at 3, even if we don't need them and the target was at full health, simply so we don't lose on extra damage. The opposite scenario is also true, it would make us disregard using healing lilies for healing when we need them, so we have a blood lily ready to go for the 2 minute burst. This would be an entire can of worms that doesn't need to be opened.

    Like I said, utility abilities being tied to damage is already an issue with other jobs - so much so that Square is largely decoupling them in DT. Why would you want to pick up someone else's trash?
    Misery is a DPS gain because it allows you to push more glare casts into the burst window than you otherwise would be able to so it 100% is a DPS gain

    Example say in the burst window you can either cast 8 glare, 1 dia and 1 misery or 9 glare and 1 dia the first option is 100% a DPS Gain because you are “moving 3 glares from outside the burst window into the burst window”
    (6)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  6. #6
    Player
    currentlemon's Avatar
    登録日
    2018/11/24
    投稿
    262
    Character
    Celica Genhu
    World
    Famfrit
    Main Class
    白魔道士 Lv 80
    I'm pushing this thread up due to the recent news from Yoshi-P. WHM was not mentioned. Though the job has "slightly" improved in DT, it still needs some adjustments in order for it to play better.

    SE, please consider the changes mentioned on this thread as well as a few extra points that I added on this post as I believe it will benefit the Job as a whole.
    - Have Cure I naturally upgrade to Cure II
    - Increase the Shield timer on Divine Caress. 10secs is too short
    - Reduce the recast time of Presence of Mind from 120secs to 60secs.
    - Have Glare IV be usable outside of Presence of Mind. You can either let it be it's own separate GCD ability with a 20sec CD, have Dia potentially proc into the ability, or have the ability be usable after using such actions like Assize and Tetragrammation.
    - Reduce the duration of Aero / Dia to 15 seconds and adjust it's potency to compensate.

    There are more improvements I'd like to see and are covered on the first page, but the suggestions above should be easier to implement.
    (3)
    #FFXIVHealerStrike
    Improving WHM in Dawntrail
    Get rid of the Free Cure Trait and have Cure I naturally upgrade to Cure II | Give WHM more opportunities to cast Glare IV by either making Dia potentially proc into Glare IV for every second the DoT timer goes down when the ability is unlocked, let it be a separate GCD ability that has a 15 to 20 second cooldown, or decrease Presence of Mind's CD to 60secs | Decrease Aero / Dia's DoT timer to 15 to 20 seconds. | Reintroduce Aero III or a Water spell as a weaker version of Glare IV at an earlier level.

  7. #7
    Player
    epic_name's Avatar
    登録日
    2019/04/13
    投稿
    4
    Character
    Epic Name
    World
    Gilgamesh
    Main Class
    学者 Lv 70
    In what world would you hit PoM and then not immediately start casting Glare IV? Reason I ask is that - to me at least - I'd rather have Glare III be the button that changes to Glare IV, not the PoM button.

    Edit: I suppose having both III and IV available gives you flexibility. IV when mobility needed, III when not.
    (0)
    2024/07/08 06:43; epic_name が最後に編集

  8. #8
    Player Mortex's Avatar
    登録日
    2017/12/04
    投稿
    967
    Character
    Rigor Mortex
    World
    Odin
    Main Class
    占星術師 Lv 100
    Whm needs either Pom on 60 seconds and bump the duration also up to 20 seconds. Why are all other self buffs 20 seconds now but Pom isn’t. They really didn’t cook again with healer. Maybe make glare iv a procc and not tied to pom
    (1)

  9. #9
    Player
    Jidka's Avatar
    登録日
    2023/09/28
    投稿
    33
    Character
    Serendib Mandragorne
    World
    Ragnarok
    Main Class
    白魔道士 Lv 100
    Why not giving cure 1 1.5sec gcd instead of 1.5 sec cast ? That way, it will heal a little bit more than cure 2 par sec (333 power/sec for Cure 1 and 320 power/sec for Cure 2) and even cost less (267 mp/sec for cure 1 and 533 mp/sec for Cure 2).

    If we increase cure 1 cost to 450mp, it will cost slighty more than benefic 2 per second. (300 mp/sec for cure 1 and 280 mp/sec for benefic 2)
    At this point, let’s reduce cure 2 cost to 700mp so it’s less weaker than benefic 2. (same mp cost and power but still longer cast time)
    (0)

  10. #10
    Player
    AnotherPerson's Avatar
    登録日
    2020/03/04
    投稿
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    赤魔道士 Lv 100
    Quote 引用元:Jidka 投稿を閲覧
    Why not giving cure 1 1.5sec gcd instead of 1.5 sec cast ? That way, it will heal a little bit more than cure 2 par sec (333 power/sec for Cure 1 and 320 power/sec for Cure 2) and even cost less (267 mp/sec for cure 1 and 533 mp/sec for Cure 2).

    If we increase cure 1 cost to 450mp, it will cost slighty more than benefic 2 per second. (300 mp/sec for cure 1 and 280 mp/sec for benefic 2)
    At this point, let’s reduce cure 2 cost to 700mp so it’s less weaker than benefic 2. (same mp cost and power but still longer cast time)
    Probably because it's GCD inefficient still, which just takes up hotbar space. For the amount of time you're spending to heal with cure 1, you have far more skills that can be used for healing (Regen, Medica II, Afflatus Solace, Tetragrammaton, Asylum, Benediction, etc.) so the skill just becomes far more weaker due to the vast spread of options available as you go higher in level. It doesn't lend itself to becoming stronger in the toolkit because we just have too many that can replace the need for Cure 1. Those other skills can cost far less MP as well (costing 0 MP with lilies or 0 MP + unaffected by GCD with oGCD healing). There's just not enough benefit to Cure 1's adjustment unless you just remove all the future oGCD skills on WHM.
    (0)

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