Results 1 to 7 of 7
  1. #1
    Player
    Velkai's Avatar
    Join Date
    Jul 2024
    Posts
    5
    Character
    Vel'kai Beaufort
    World
    Famfrit
    Main Class
    Sage Lv 100

    (WHM) White Mage Rework

    I've been playing around with some ideas in my head about making healers feel more unique and about people asking for different ways of dealing damage that isn't just spamming glare's with the ocasional dot refresh.

    The main idea of this rework is to dive deaper into the white magic elemental fantasy of white mage that was lost a bit when they added glare and dia back in shadowbringers, while keeping it as stronger pay-off skill. Another aspect I thought about was not making a rotation so complex that the healer would need to think about healing and doing a hard rotation at once so I kept it simple while removing some skills that wouldn't make sense with this type of gameplay. Would really apreciate the discussion around it and want to know what do you guys think.

    Disclaimer: potencies and durations aren't meant to be completely balanced, but should give a north about what I'm going for. Also if I didn't mention a skill it is because it is unchanged from current live.

    White Mage

    Removed actions:
    Assize
    Dia/Aero I/Aero II
    Presence of Mind
    Glare IV


    Glare III
    2.5GCD
    1.5Cast
    Potency reduced from 350 to 320
    If under White Attunement
    Recast time reduced by 20%
    Cast time reduced by 40%

    New: Stone III
    2.5GCD
    1.5Cast
    Potency: 330
    Always critical strikes
    Grants Stone Tuning

    New: Water III
    2.5GCD
    1.5Cast
    Potency: 330
    Additional Effect: Restores own HP and the HP of nearby party members
    Cure Potency: 300
    Grants Water Tuning

    New: Aero III
    2.5GCD
    1.5Cast
    Potency: 200
    Additional Effect: Damage over-time
    Potency: 50
    Duration: 12 seconds
    Grants Air Tuning

    New Gauge: White Magic Wheel
    If you have all 3 Stone, Water and Air Tuning grants White Attunement for the next 3 Glare III have increased magic damage dealt by 6%. After Gaining White Attunement 3 times, Nourishes the blood Lily and Transforms Medica III into Afflatus Medica while possessing at least 1 lily.

    Lily Gauge:
    Can now hold 2 Blood lilies.

    New: Afflatus Medica
    2.5GCD
    Instant Cast
    Cure Potency: 300
    Additional Effect: Regen
    Cure Potency: 200
    Duration: 15 Seconds
    Additional Effect: Nourishes the Blood Lily
    Healing Gage Cost: 1 Lily

    Edit 1: I wanna add something about the main gameplay loop: Basically the goal would be to use the 3 elemental skill in whichever order you would feel like it would be more convinient (remember the dot from Aero III does not stack) and than have a mini burst with the use of 3 glares with small cast and a fast recast, granting more mobility and a speedy pace without getting too overwhelming while trying to heal.
    (2)
    Last edited by Velkai; 01-20-2026 at 09:29 AM.

  2. #2
    Player
    ThorinG's Avatar
    Join Date
    Feb 2022
    Posts
    54
    Character
    Thorin Galahad
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Velkai View Post
    I've been playing around with some ideas in my head about making healers feel more unique and about people asking for different ways of dealing damage that isn't just spamming glare's with the ocasional dot refresh.

    The main idea of this rework is to dive deaper into the white magic elemental fantasy of white mage that was lost a bit when they added glare and dia back in shadowbringers, while keeping it as stronger pay-off skill. Another aspect I thought about was not making a rotation so complex that the healer would need to think about healing and doing a hard rotation at once so I kept it simple while removing some skills that wouldn't make sense with this type of gameplay. Would really apreciate the discussion around it and want to know what do you guys think.

    Disclaimer: potencies and durations aren't meant to be completely balanced, but should give a north about what I'm going for. Also if I didn't mention a skill it is because it is unchanged from current live.

    White Mage

    Removed actions:
    Assize
    Dia/Aero I/Aero II
    Presence of Mind
    Glare IV


    Glare III
    2.5GCD
    1.5Cast
    Potency reduced from 350 to 320
    If under White Attunement
    Recast time reduced by 20%
    Cast time reduced by 40%

    New: Stone III
    2.5GCD
    1.5Cast
    Potency: 330
    Always critical strikes
    Grants Stone Tuning

    New: Water III
    2.5GCD
    1.5Cast
    Potency: 330
    Additional Effect: Restores own HP and the HP of nearby party members
    Cure Potency: 300
    Grants Water Tuning

    New: Aero III
    2.5GCD
    1.5Cast
    Potency: 200
    Additional Effect: Damage over-time
    Potency: 50
    Duration: 12 seconds
    Grants Air Tuning

    New Gauge: White Magic Wheel
    If you have all 3 Stone, Water and Air Tuning grants White Attunement for the next 3 Glare III have increased magic damage dealt by 6%. After Gaining White Attunement 3 times, Nourishes the blood Lily and Transforms Medica III into Afflatus Medica while possessing at least 1 lily.

    Lily Gauge:
    Can now hold 2 Blood lilies.

    New: Afflatus Medica
    2.5GCD
    Instant Cast
    Cure Potency: 300
    Additional Effect: Regen
    Cure Potency: 200
    Duration: 15 Seconds
    Additional Effect: Nourishes the Blood Lily
    Healing Gage Cost: 1 Lily

    Edit 1: I wanna add something about the main gameplay loop: Basically the goal would be to use the 3 elemental skill in whichever order you would feel like it would be more convinient (remember the dot from Aero III does not stack) and than have a mini burst with the use of 3 glares with small cast and a fast recast, granting more mobility and a speedy pace without getting too overwhelming while trying to heal.
    I liked the overall idea of leaning into the white magic elements then building up to stronger light aspected magic.
    (2)

  3. #3
    Player
    Kayokane's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    430
    Character
    Aluena Mahri
    World
    Hyperion
    Main Class
    White Mage Lv 100
    Main concern - What would the MP costs be?
    Removing Assize, one of our MP regen tools (500mp/40s lost), without compensating for it will hurt WHM MP efficiency greatly. assuming all spells have the same cost as Glare III's cost WHM with low/0pie would run MP-/min at around 2.36/2.37 GCD, not taking into consideration prog scenarios - raises, or medica III w/o Thin Air

    other than that the guaranteed crit you're giving to Stone III would need to be balanced around too high potency or we would turn WHM back into a stone mage... I mean with enough crit in your build you can crit your Misery, but why bother chancing the damage loss when the 4 Stone III's better 1/4 of the time

    Is Water III a fully AoE spell or just AoE heal? If it's AoE damage, does it have damage fall off? whats the radius of the heal? Is is centered on a target or Self?

    Aero III seem like a fine concept in the prospective rotation, only thing really would to adjust DoT pot and duration around the expected cycle length (assuming a 0sps build being optimal to offset MP issues 18s-24s for duration would probably be the best choice, allowing room for a possible GCD heals or Misery during the cycle)


    assuming optimal lily management alongside the White Mage Wheel cycle, you should be generating 3 Misery per minute... (2 from standard Lilies, + 1 every ~117s for optimal White Mage Wheel @ 2.5GCD, faster for lower GCDs) I assume that's why you felt the need to add a second blood lily stack, that and to make up for the lost of our 2min burst button?
    (1)
    ~Mew

    ~~Thank You Niqo'te

  4. #4
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,517
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Kayokane View Post
    Main concern - What would the MP costs be?
    Removing Assize, one of our MP regen tools (500mp/40s lost), without compensating for it will hurt WHM MP efficiency greatly.
    So it'd go from "Always full mana" to "Always full mana but a tiny bit closer to actually losing some, ever".
    (0)

  5. #5
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,211
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    I rather keep Assize and introduce other actions. Assize is one of the few abilities that has a big aoe (not a small 5y radius like every other dps skill) and feels good to use when activating the skill in both single target and aoe scenarios.
    (0)

  6. #6
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,517
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by AnotherPerson View Post
    I rather keep Assize and introduce other actions. Assize is one of the few abilities that has a big aoe (not a small 5y radius like every other dps skill) and feels good to use when activating the skill in both single target and aoe scenarios.
    It feels good, but I think it also lacks focus. It regenerates mana and heals, but due to FFXIV's absolute damage-focus it and it also dealing damage is used on-CD anyways regardless of need for healing or mana. Lest the DPS drop below maximum levels, which we can't have here.

    I mean the word doesn't give us much for what it does right now either, hailing from assisting or sitting besides a judge. So... assist with judgement? Pure damage ability then, no? Or rather if anything this ought to be a party damage buff!
    (0)

  7. #7
    Player
    Velkai's Avatar
    Join Date
    Jul 2024
    Posts
    5
    Character
    Vel'kai Beaufort
    World
    Famfrit
    Main Class
    Sage Lv 100
    Quote Originally Posted by Kayokane View Post
    Main concern - What would the MP costs be?
    Removing Assize, one of our MP regen tools (500mp/40s lost), without compensating for it will hurt WHM MP efficiency greatly. assuming all spells have the same cost as Glare III's cost WHM with low/0pie would run MP-/min at around 2.36/2.37 GCD, not taking into consideration prog scenarios - raises, or medica III w/o Thin Air

    other than that the guaranteed crit you're giving to Stone III would need to be balanced around too high potency or we would turn WHM back into a stone mage... I mean with enough crit in your build you can crit your Misery, but why bother chancing the damage loss when the 4 Stone III's better 1/4 of the time

    Is Water III a fully AoE spell or just AoE heal? If it's AoE damage, does it have damage fall off? whats the radius of the heal? Is is centered on a target or Self?

    Aero III seem like a fine concept in the prospective rotation, only thing really would to adjust DoT pot and duration around the expected cycle length (assuming a 0sps build being optimal to offset MP issues 18s-24s for duration would probably be the best choice, allowing room for a possible GCD heals or Misery during the cycle)


    assuming optimal lily management alongside the White Mage Wheel cycle, you should be generating 3 Misery per minute... (2 from standard Lilies, + 1 every ~117s for optimal White Mage Wheel @ 2.5GCD, faster for lower GCDs) I assume that's why you felt the need to add a second blood lily stack, that and to make up for the lost of our 2min burst button?
    The mana issue could be fixed with reduced mp costs for most actions like they did with scholar in 7.1. And the stone potency yeah is certanly off a bit haha it would need to be balanced in a way its not alway worth spammimg it over and over. And yeah I thought about the extra misery so it didnt't feel bad to hold it a bit for movement if you wanted to instead of having to use it on proc everytime since you would be generating it way more often. Also I posted this same rework on reddit and most complains were about the removing of assize so I guess I could keep it just reduce its healing maybe.
    (2)