Context: I am writing this based on the following assumptions
1. A cut in the number of our healing options (due to bloat)
2. All healers keep current gcd times
3. The devs either listen, or mistakenly put their dps care on healers
4. Lily gets slightly more autonomous
5. Utility stays along the same lines (Whm, then sch, then ast with highest)
6. SE as usual, doesn't increase the average healing requirement so we spend 60-80% of our time on downtime.
Healer dps is at an all time low, both fun wise and damage output, our aoes especially hit like wet noodles. Going forward we should go back to having a fun kit and put out decent damage if we try with unique playstyles and key actions
Note: I am not a balance expert so I am leaving out single target potencies. Aoe potencies are going up though because currently, they tickle. They are about as strong as the tanks
Fun is more important than balance anyway, thats why we have a healer shortage even though they are balanced well numerically.
Whm
There are several schools of thought on how Whm should play offensively.
No matter which style individual players may prefer, nobody can deny that WHM's issues are numerous
Even something as simple as Stone IV 50% chance to proc Water IV with water being an instant cast gcd would be a drastic improvement.
WHM needs to have highest potency damage output and/or some utility. Sch and Ast's may whine, but tough, each healer needs utility given the devs are likely to refuse to have one healer's dps higher than the other.
Whm should not be penalised just to make the other healers better. We should all be equally strong, not some strong and whm weak, or equally shit as we have found in SHB
Holy could do with a boost to minimum 250 potency, and an mp cost increase to prevent spammers out of combat. Ever since ARR its been nerfed and it really should be ended now health bars are so much higher.
Sch
The sch offence that was beloved for years was one of dots and interacting abilities that came with them at the cost of managing aetherflow. Fester, Bane, Shadowflare were all signature sch and acn abilities.
With summoner increasingly looking like its going to be sticking to trances, that leaves Sch open to reconnect with its arcanist roots it meshed so well with.
Something along these lines:
Broil 3 no changes here
Ruin 2 no changes here
Art of war pot boosted to 220
Miasma 33 second dot duration 2.5s cast
Bio 30 second dot instant cast
Virus 27 second dot instant cast
Fester deals damage based on number of self inflicted dots on target. Does 100+X per dot up to a max of 4, ogcd costs 1 aetherflow, recast 10s. Upgrades to
Nymian Bane
Rotation: prepull ruin^energy drain, miasma, bio^shadowflare, virus^Nymian Bane assuming sch still can't get aetherflow pre pull
If they can, start from miasma
Ast
Astro is supposed to be the utility healer. But that shouldn't stop it from having some form of rotation or combo. Either way, healing spells shouldn't interrupt it.
I kept the buttons to 4 because Ast supposedly don't get allowed new buttons.
Malefic combos with Stella. Grants 1 stack of Gravitational Anomaly
Gravity deals 250 potency to target and 200 to nearby enemies, grants 2 stacks of Gravitational Anomaly.
Combust Upon acquisition of 6 stacks of gravitational anomaly turns into Almagest
These are just rough suggestions and a short analysis on healer attack buttons. Something to hopefully improve the ridiculous downtime we have
Continue reading...
1. A cut in the number of our healing options (due to bloat)
2. All healers keep current gcd times
3. The devs either listen, or mistakenly put their dps care on healers
4. Lily gets slightly more autonomous
5. Utility stays along the same lines (Whm, then sch, then ast with highest)
6. SE as usual, doesn't increase the average healing requirement so we spend 60-80% of our time on downtime.
Healer dps is at an all time low, both fun wise and damage output, our aoes especially hit like wet noodles. Going forward we should go back to having a fun kit and put out decent damage if we try with unique playstyles and key actions
Note: I am not a balance expert so I am leaving out single target potencies. Aoe potencies are going up though because currently, they tickle. They are about as strong as the tanks
Fun is more important than balance anyway, thats why we have a healer shortage even though they are balanced well numerically.
Whm
There are several schools of thought on how Whm should play offensively.
- A blm-lite style where its potency is its utility potentially w/ cleric stance
- Elemental rotation with Earth, Wind and Water as a self buffing powerhouse
- Lily dumping, somewhere between 4.0 and 5.0
- Healing/dps resource duality. Healing gives dps resource, dps gives healing resource
No matter which style individual players may prefer, nobody can deny that WHM's issues are numerous
- Lack of instant gcds to create weaving
- No utility, or damage output to make up for it
- No offensive lily dump
- Holy STILL weaker than ARR
- No aero 3 or replacement
- Proc and self buffing playstyle removed
- Missing WHM staples such as Bravery, Faith, Protect, Shell, Stoneskin
- No elemental magic post 70
- No "Ultimate" elements of Tornado, Quake and Flood
Even something as simple as Stone IV 50% chance to proc Water IV with water being an instant cast gcd would be a drastic improvement.
WHM needs to have highest potency damage output and/or some utility. Sch and Ast's may whine, but tough, each healer needs utility given the devs are likely to refuse to have one healer's dps higher than the other.
Whm should not be penalised just to make the other healers better. We should all be equally strong, not some strong and whm weak, or equally shit as we have found in SHB
Holy could do with a boost to minimum 250 potency, and an mp cost increase to prevent spammers out of combat. Ever since ARR its been nerfed and it really should be ended now health bars are so much higher.
Sch
The sch offence that was beloved for years was one of dots and interacting abilities that came with them at the cost of managing aetherflow. Fester, Bane, Shadowflare were all signature sch and acn abilities.
With summoner increasingly looking like its going to be sticking to trances, that leaves Sch open to reconnect with its arcanist roots it meshed so well with.
Something along these lines:
Broil 3 no changes here
Ruin 2 no changes here
Art of war pot boosted to 220
Miasma 33 second dot duration 2.5s cast
Bio 30 second dot instant cast
Virus 27 second dot instant cast
Fester deals damage based on number of self inflicted dots on target. Does 100+X per dot up to a max of 4, ogcd costs 1 aetherflow, recast 10s. Upgrades to
Nymian Bane
- Nymian Bane- Fester, but does 150+Y per dot. Spreads the dots to nearby targets with remaining duration
Rotation: prepull ruin^energy drain, miasma, bio^shadowflare, virus^Nymian Bane assuming sch still can't get aetherflow pre pull
If they can, start from miasma
Ast
Astro is supposed to be the utility healer. But that shouldn't stop it from having some form of rotation or combo. Either way, healing spells shouldn't interrupt it.
I kept the buttons to 4 because Ast supposedly don't get allowed new buttons.
Malefic combos with Stella. Grants 1 stack of Gravitational Anomaly
Gravity deals 250 potency to target and 200 to nearby enemies, grants 2 stacks of Gravitational Anomaly.
Combust Upon acquisition of 6 stacks of gravitational anomaly turns into Almagest
- Almagest Deals 300 damage to all enemies and afflicts all enemies with temporal desync- reduces auto attack damage by 10% (bosses are immune) and deals dot pot 30 for 15 seconds, adds 6 seconds to combust remaining duration. GCD 1.5s cast
These are just rough suggestions and a short analysis on healer attack buttons. Something to hopefully improve the ridiculous downtime we have
Continue reading...