Page 2 of 3 FirstFirst 1 2 3 LastLast
Results 11 to 20 of 26
  1. #11
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,054
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Willemdarke View Post
    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

  2. #12
    Player
    currentlemon's Avatar
    Join Date
    Nov 2018
    Posts
    262
    Character
    Celica Genhu
    World
    Famfrit
    Main Class
    White Mage 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.

  3. #13
    Player
    epic_name's Avatar
    Join Date
    Apr 2019
    Posts
    4
    Character
    Epic Name
    World
    Gilgamesh
    Main Class
    Scholar 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)
    Last edited by epic_name; 07-08-2024 at 06:43 AM.

  4. #14
    Player Mortex's Avatar
    Join Date
    Dec 2017
    Posts
    967
    Character
    Rigor Mortex
    World
    Odin
    Main Class
    Astrologian 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)

  5. #15
    Player
    miraidensetsu's Avatar
    Join Date
    Jun 2017
    Location
    Gridania
    Posts
    569
    Character
    Luno Belfi
    World
    Behemoth
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Zaytex View Post
    There's no world where you use PoM for healing, it's strictly a tool for DPS.
    Everytime I'm forced to use PoM for healing, I know that parties like this is why healers weren't deleted. Also, that's a new post at tales of DF.
    (1)

  6. #16
    Player
    Jidka's Avatar
    Join Date
    Sep 2023
    Posts
    33
    Character
    Serendib Mandragorne
    World
    Ragnarok
    Main Class
    White Mage 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)

  7. #17
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Tbh those are rather honest addition and would indeed be welcomed.

    I'm unsure about Dia being 15s unless the duration could stack back to 30s... I don't know how more interesting of a spell it'd become by having a shorter duration.
    One thing for sure it'd enhance whm mobility. But I suppose it can't be worse than 30s DoT which I forget to refresh half the time because i'm spamming the same button.

    I feel like a bit more would be nice. Even holy part of the regular rotation would be nice as a bigger spell like 2.5-3s cast/recast and not just a finisher. Altough a finisher would definitely be nice.
    (0)

  8. #18
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,202
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Jidka View Post
    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)

  9. #19
    Player
    Jidka's Avatar
    Join Date
    Sep 2023
    Posts
    33
    Character
    Serendib Mandragorne
    World
    Ragnarok
    Main Class
    White Mage Lv 100
    I agree that in current fights, there are many better options than cure 1 or cure 2.

    I was just thinking of a way to make cure 1 as GCD efficient than cure 2.
    (0)

  10. #20
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,693
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Jidka View Post
    I agree that in current fights, there are many better options than cure 1 or cure 2.

    I was just thinking of a way to make cure 1 as GCD efficient than cure 2.
    Frankly it's hard to find the middleground that is "better than today's Cure I" AND "worse than today's Cure II" for the button.

    For once I entertained the idea of having Cure I from lv82 and beyond getting a trait that turns the button into an instant cast, MP free, and cuts lily timer by 3s per cast. But even that is going to be ignored entirely during uptimes.
    (0)

    "Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."

Page 2 of 3 FirstFirst 1 2 3 LastLast