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Annoyed and Confused WHM post updateFollow

#1 Apr 09 2009 at 10:27 AM Rating: Default
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Does SE relish the opportunity to annoy and confuse people? Hey we're making White Mage better, here's stuff <crapload of confusing things> we added to your favorite job. Aren't you just sooooo happy now???

When they gave White Mage the spell Repose, that was very straight forward. It made sense to me, it was useful and I really like it. I added a Repose macro and use it as needed. It wasn't even that terribly expensive and I was happy.

Fast forward to last night post update. My White Mage now has 2 new job abilities with strange names. There are 4 new spells that have cool names but I have no clue how to use them effectively, nor which of my 2 new job abilities work with them. I'm annoyed I spent half my gil for new scrolls. I used to be happy with my White Mage macros but now I have these new spells, how am I going to redo my macros? Subbing Scholar was bad enough but now honestly WTF was SE thinking???

I guess for now until I figure out more about how to use the new job abilites and how they interact with the new spells, I'm just going to keep Afflatus Solace up as I haste, regen and cure, and eventually I'll try to figure out the other crap later.

Somewhat annoyed and confused with all the supposed cool new things SE gave to White Mage.

Margrin

P.S. yeah yeah they buffed whm, but that doesn't mean I have to be happy about it. Personally I think they try to confuse us on purpose. /fume
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#2 Apr 09 2009 at 10:32 AM Rating: Excellent
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Just do what I did. Grab another WHM buddy, grab a random DD that needs skillups, and go trio crabs in Kuftal for a bit. It's a chance to mess around with your new spells in a low stress situation, see how they work, see what they can do, and plan your macro adjustments accordingly.

WHM just got a lot more complicated, it's true, but it also gives us something to do besides cast Haste Cure Haste Cure Regen Haste Erase Cure over and over again.
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#3 Apr 09 2009 at 10:46 AM Rating: Excellent
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Dude, we can shoot Holy lasers now. HOLY LASERS. That alone makes this update awesome.
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#4 Apr 09 2009 at 10:59 AM Rating: Good
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Not that I agree, but I can see where you're coming from. Depending on the event, this job can get pretty hectic and SE just gave us more balls to juggle.

We just need to learn how to juggle more at once is all. It'll be difficult at first, but give it time and you'll naturally figure out when/where to use these new skills.

I agree with the macro thing though, I'm still scratching my head trying to figure out how to redo my macro sets.

Edited, Apr 9th 2009 2:59pm by Thiez
#5 Apr 09 2009 at 11:03 AM Rating: Good
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Dude, we can shoot Holy lasers now. HOLY LASERS. That alone makes this update awesome.


I've actually considered throwing a "CHARGIN MAH LAZOR" line into my Bene macro.

(Just do not forget to add Solace prior to using Bene if you guys do the same)

Edited, Apr 9th 2009 3:08pm by Fynlar
#6 Apr 09 2009 at 11:06 AM Rating: Excellent
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Great Altana, Margrin. You're a SAM and PLD 75 (among other things, I see)-- you could have soloed gobbies and fish-men for those scrolls! :P I went to see Brave Ox in Rabao, where there was a busy White Mage convention in full swing. You know... Rabao, Home of the Half-Million-Gil Reraise III Scroll? :P The same scroll you can get as a common gobbie drop, or buy at the AH for peanuts? As soonies as I saw the prices for the new spells, I put my money away. No sense paying through the snootaru for something I'll probably be able to get with a modest bit of effort. "Why, hello-wello there, Mister Gobbie! Is that a scroll for me?"

I for one am glad for the added complexity we've been given. There will be a period of adjustment while we learn howtaru use these new capabilities, certainly-wertainly. In the meantime, though, you won't be worse off just doing what you used to do. And of course, peoples here are already posting intaruesting findings about the new spells and skills, so you don't havetaru learn in a vacuum.

My main WHM macro set is a five-year accretion of WHM, BLM, and SMN macros. I'm finishing up /SCH soonies, and will start a brand new set for WHM/SCH, complete with the new WHM stuff. It's going to take some time to work it out, but I'm actarully looking forward to cleaning out the old crud and making things more efficient. I see the changes as a bit of fresh air, not a punishment.
#7 Apr 09 2009 at 11:14 AM Rating: Excellent
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Not that I agree, but I can see where you're coming from. Depending on the event, this job can get pretty hectic and SE just gave us more balls to juggle.


I doubt sqaure will make an update in which a job becomes easier to play for the sake of becoming better/more usefull/etc.

I simply wont see them doing it.

They started with SAM in their stances and then SCH is probably the poster job of the bunch in this category.

Sure there's more balls to juggle as WHM now, but it's just up to you to decide which one's to pick up and juggle.

Did Einherjar last night with a WHM healer in the PT as MNK. That SS after Cures helped out a lot. Plus this was the first event RIGHT after the update that I was able to do, the WHM seemed to get the hang of it almost immediately and kept commenting on how nice it was to do different things and help out the run more than just cure,haste,rinse,lather,repeat.

Repose was just one thing they added without overcomplicating things. Aside from a liht based sleep, I didn't see a HUGE improvement on the WHM job as a WHOLE there. Now this update for WHM, is big, and it's up to you to find it and see it for yourself. I think that's what square wants.

We play this game with the availability to search online and ease things up for us. This is probably their way of making some aspects of the game still left decided to the player and see what route they choose in playing their WHM's.
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#8 Apr 09 2009 at 11:28 AM Rating: Excellent
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Just do what I did. Grab another WHM buddy, grab a random DD that needs skillups, and go trio crabs in Kuftal for a bit. It's a chance to mess around with your new spells in a low stress situation, see how they work, see what they can do, and plan your macro adjustments accordingly.


That's a wonderful suggestion Catwho, I will plan to try that out sometime in the next couple days.

Quote:
Dude, we can shoot Holy lasers now. HOLY LASERS. That alone makes this update awesome.


Erecia, did they make the potency for Holy really that strong? I figured like most "adjustments" I would only see a marginal increase in Holy's potency. From your comment and some of the other posts I've been reading today it sounds like we got quite a boost.

Quote:
As soonies as I saw the prices for the new spells, I put my money away. No sense paying through the snootaru for something I'll probably be able to get with a modest bit of effort. "Why, hello-wello there, Mister Gobbie! Is that a scroll for me?"


Seratera, I let my impatience get the better of me, and you're right I should have farmed the scrolls. This was the first update in forever that I was able to update in less than an hour and log right on and "do stuff." I should have waited a day or two and learned where to farm the new scrolls. You can bet I'll be farming them for my level 67 taru white mage Rueford. :) And yes, I bought my Reraise 3 scroll off the Auction House for peanuts compared to the NPC price in Rabao. =D



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#9 Apr 09 2009 at 11:32 AM Rating: Decent
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Erecia, did they make the potency for Holy really that strong? I figured like most "adjustments" I would only see a marginal increase in Holy's potency. From your comment and some of the other posts I've been reading today it sounds like we got quite a boost.


Haven't tried it myself, but based on what I've been reading the boost is significant. It might also be that way for Misery+Banish 3, but Misery is generally going to be more difficult to enhance than Solace is so it's more difficult to test. Cactuar's 1000 Needles might be a good way to get yourself hit with high damage, just take care not to get killed.
#10 Apr 09 2009 at 11:49 AM Rating: Good
Margrin wrote:
did they make the potency for Holy really that strong?


I was able to get it to do 875 damage without too terribly much work, that was /blm though.
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#11 Apr 09 2009 at 2:38 PM Rating: Decent
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I must admitt I was really frustrated and confused today. It was just to much information to take in, in one go. I think Im getting there now though O.o
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#12 Apr 09 2009 at 4:31 PM Rating: Good
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I dont get whats so complicated tbh :/

If youre gonna be healing sh*t: whack on afflatus solace, enjoy the free stoneskin every single single-target cure is gonna get, then when youve been healing for a wee bit (some say 1500hp) toss a holy and enjoy the 750-1000 dmg its gonna poon the crappy IT mob with.
Hell it even gives extra MDB on your barspells.
(SS for cure is~ 165 for V, 100 for IV, 50 for III [on lv75])

Use it with sacrifice to strip a horse-ton of status effects off the poor boyz on the front line and enjoy the fact that you did all this in a few seconds and have only spent a few MPs.

If you wanna use Esuna(AoE self-target status removal) either go in range and soak up those negetice stats with your homies or leech em off with sacrifice. Don't forget to whack down an afflatus misery to make it go from good to AWEZOME(removes better status effects, can remove more than one).

If you're gonna unavoidably get beat on you can start to switch up your tactics and keep Afflatus Misery on full-time. Your Curas(Cheap base 100ish self-target curaga) seem to improve in a roughly 1-1 ratio with the damage, and if you take ~300 dmg you can expect to do 2-3 times the damage with your banish spells (rumour) -but remember! only the last hit you took counts in this modifier.

Then you've got Auspice which is (apparantly) like giving Subtle Blow +10(OR better testing needed) to everyone in your party in range which means less TP for ze enemies11!!1 but is 50mp so probably situational (note: lasts same duration as haste)
But wait! If you have Afflatus Misery up too you do ~16 light damage a hit (main weapon, primary hit only)

And that's it. Any questions? Ask, it'll be alright soon xD

Edited, Apr 9th 2009 8:36pm by ZiGG
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#13 Apr 09 2009 at 4:55 PM Rating: Decent
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ZiGG wrote:
If youre gonna be healing sh*t: whack on afflatus solace, enjoy the free stoneskin every single single-target cure is gonna get, then when youve been healing for a wee bit (some say 1500hp) toss a holy and enjoy the 750-1000 dmg its gonna poon the crappy IT mob with.


What sort of hate does this give you?
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#14 Apr 09 2009 at 4:58 PM Rating: Good
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jtftaru wrote:
ZiGG wrote:
If youre gonna be healing sh*t: whack on afflatus solace, enjoy the free stoneskin every single single-target cure is gonna get, then when youve been healing for a wee bit (some say 1500hp) toss a holy and enjoy the 750-1000 dmg its gonna poon the crappy IT mob with.


What sort of hate does this give you?


you're talking to a guy who mass curagaIVs in all but the most serious of situations and has the mobs pay not the slightest bit of attention to him :P
That would depend on: how much hate other people have accumulated, how much youve been curing and how much -enmity you have. But in the grand scheme of things I don't think 1000dmg is gonna pull too much hate, I can't vouch for the enmity modifications on all the JA I'd go out on a limb and say since they were tailored for WHM they aren't going to be anything ball-bustingly offensive to the enemy enmity wise :p

Since it's so situational I would, like everything else in the game, suggest you play around with it until you develop your own style. Try it, even if you do get hate I'm sure if you Cure V yourself between hits you really aren't going to get killed. And if you haven't got the mp for that you probablt shouldn't be laying down the holy smiteness :P

Edited, Apr 9th 2009 9:00pm by ZiGG
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#16 Apr 10 2009 at 9:10 PM Rating: Decent
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I left the game for 3 months and when I came back my linkshell had promoted the whitemage who cures 20s after the fact and always stand within roar range of byakko to "the whm in charge". *cringe*
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#17 Apr 14 2009 at 1:39 AM Rating: Decent
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if you're a career whm you welcome this update.

If you're casual multi-jobber who leveled whm for being a cure tank or for end game, I sympathize if you don't like the extra work involved because your heart was never in it.

If WHM is your main job and you're annoyed and confused, you should never have been a WHM to begin with and you're probably one of those who never appreciated the complexities already in the spells and job abilities BEFORE the update, like casting the appropriate barspells, stacking bar elements and bar status, timing your cures, leveling a scholar sub job.
And it's more than likely they will be the type who chain casts Cure IV and runs out of MP halfway through a 5 minute marathon end game fight, or the slowga WHM who cures every minute then goes afk for the next 50 seconds.



Edited, Apr 14th 2009 2:41am by Dekusutaa
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#18 Apr 14 2009 at 6:08 AM Rating: Good
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I don't know about others, but Auspice is one of my new favorite spells O.o

With Misery we get Enlight and Acc + on a Miss. We also give the party Subtle Blow all in 1 neat rather cheap spell!

Put it this way (and try this too)You are swigning away at a mob with auspice on, you get 100 TP, then you miss your Next attack. Due to the Acc Boost after a Miss you now do a Much more Accurate Hexa Strike! Which in tunr leads to the Mob glareing at you with hatred causing you to take a 300+ damage hit, which allows you to activate a 200+ Hp Cura for only 30 Mp!(this puts Cura more efficient than Cure 3!!)

Then you can Switch to Solice and get your Stoneskin cures for when Skin does fall down, rinse and repeat, followes by the Light Arts/Dark Arts aspir/drain/stoneskin cycle if the Mob has Mp and if neccessary.

Yes, this gave us more to do, but it also lets us do so much more, be more a part of the party, be Much more Mp efficient.
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#19 Apr 14 2009 at 6:21 AM Rating: Good
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Quote:

Margrin wrote:
did they make the potency for Holy really that strong?



I was able to get it to do 875 damage without too terribly much work, that was /blm though.


So when you find yourself in those BC or mission style events, and just as the mob gets down to 2% HP, the part wipes, leaving the whm for last, a Holy could potentially finish the fight.
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#20 Apr 14 2009 at 1:11 PM Rating: Excellent
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If WHM is your main job and you're annoyed and confused, you should never have been a WHM to begin with and you're probably one of those who never appreciated the complexities already in the spells and job abilities BEFORE the update, like casting the appropriate barspells, stacking bar elements and bar status, timing your cures, leveling a scholar sub job.
And it's more than likely they will be the type who chain casts Cure IV and runs out of MP halfway through a 5 minute marathon end game fight, or the slowga WHM who cures every minute then goes afk for the next 50 seconds.


This kind of comment is way out of line. You can be a good solid career whitemage do all the right things and still be confused by new abilities when they've only been out a few days. Get over yourself.
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#21 Apr 14 2009 at 2:35 PM Rating: Good
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Mistress Mylinkay wrote:
This kind of comment is way out of line. You can be a good solid career whitemage do all the right things and still be confused by new abilities when they've only been out a few days. Get over yourself.

I tend to agree with the Mistress. The new spells and abilities are very confusing, as they seem to encourage a WHM to place themselves in harm's way, something a lot of WHM's have trained themselves very specifically to avoid. A lot of the new tactics that are arising from the new spells/abilities are not sitting very well with myself either, I must admit. Once I finish Yagrush, I suspect that for most events I'll simply go back to doing things the way I always used to, with the exception of keeping Solace up and tossing out an Auspice every 3 minutes.
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#22 Apr 14 2009 at 3:19 PM Rating: Good
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#23 Apr 14 2009 at 4:03 PM Rating: Decent
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If you've bothered to read the OP the post clearly states the user dislikes the change, feels its too complicated is annoyed. It has nothing to do be being confused because you just had it for a day or a week, its being confused and annoyed because they couldn't be bothered to figure things out. And f33r change.

When you finish your Yagrush, be sure to roll back all your merits while your at it.



Edited, Apr 14th 2009 5:27pm by Dekusutaa
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#24 Apr 14 2009 at 4:58 PM Rating: Default
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osh*t he played the yagrush card.
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#25 Apr 14 2009 at 11:29 PM Rating: Decent
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Regen needs a buff
#26 Apr 22 2009 at 1:13 AM Rating: Good
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As a main WHM since I began playing 3 years ago, I have to say my feelings towards this change are, at best, lukewarm.

- Afflatus Solace benefits the Curebot playing style.

Yeah, really. Imagine you're new to the WHM scene and you discover the bonuses that Afflatus Solace gives you. Awesome! A mini Stoneskin effect everytime you Cure! And it charges your Holy battery! Well, the more damage you soak up with Cure, the better, right? So, why use Regen at all? it will only prevent you from using those oh-so-wonderful Cure spells.
Oh, by the way, why use Protectra again? What, reduce damage taken? What is the point of reducing damage taken when you can just Cure people?
Yuck.

A "pure healer" stance, as Afflatus Solace is supposed to be, should take into account any kind of damage reduction the healer gives to the party. I can understand Protect and Barspells would be hard to take into account, but I expect at least Regen spells to be buffed. If SE want to make WHM the premier healer again, they have to give bonuses to what makes WHM unique. And actually, Curebot style is more RDM than WHM. What makes WHM unique is not the Cure spells.


- Afflatus Misery does not encourage WHM to melee.

Afflatus Misery is the alternative to Afflatus Solace, the "pure healer" stance . What do you do when you're not "purely healing" ? Well, duh, you melee. It only makes sense that Afflatus Misery should give bonuses to meleeing WHMs, right?
Well, it really doesn't. Afflatus Misery gives you bonuses when you're taking damage, not when you're dealing damage. That means you just have to get in range of a big-ass AoE move, and voila, you have the bonus. Oh, and it doesn't stack, so once you've taken your 500 damage, make sure not to stay in range any longer! Cura fast and go back to the backline, fast, or you'll be hit for 20 and lose all the benefits.
It's not so bad as favouring the Curebot playstyle, but still, I think it's bad design. Afflatus Misery should give you cumulative bonuses according to the damage you deal! To fully benefit from it, a white mage would have to break out the hammer and join the fray. Isn't it what it's about?

Okay, I'm pushing it a bit far. We have Auspice, which really benefits the melee-whm style. Auspice is very, very cool.
As someone who loves meleeing as WHM while duoing and trioing, the update has given me a few new toys and I'm very happy to have them. I'm usually fulltiming Afflatus Misery and Auspice, hammer in hand, meleeing, and occasionally using Cura after AoE damage and Esuna after an AoE debuff (trolls' Enervation comes to mind). It's fun, it's more efficient than before, it's useful.

But the frustration comes from the fact that it could have been so much better, with so little change. I usually don't take any damage to charge my Afflatus Misery - but boy, the damage I deal with my trusty mace, why doesn't that count? And when meriting and fighting hard stuff, backlining in Afflatus Solace, it irks me to be so much better at MP conservation than the next curebot lolwhm but still the lolwhm gets the Holy lasers e-peen and I don't.

So, I can understand people not being as happy as they're supposed to. It's very nice to have new toys, but having well-designed new toys would be much nicer.
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#27 Apr 22 2009 at 4:24 AM Rating: Default
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I think it's all great, the only weak thing is cura imo. Sacrifice can
take like 8+ effects at once, esuna can remove two effects at once,
auspice is obviously fantastic for salvage bosses and anything with
nasty tp moves. Barspell mdb increases and then cureskin to up the mp
efficiency and possibly save an utsusemi interrupt. But curebot playstyle is awesome. Max cure cast merits + fastcast body + clogs + light arts + loq gives you 50% on all your cures. Considering cures are whm's strongest asset, it makes sense to focus on that and try to put all your mp towards that purpose.

And yes, why use regen, there was little reason to use it before on
anyone who is missing all the hp that regen is going to heal, and now
is effectively useless for this purpose. It is only useful on someone
who is slowly but constantly taking damage, and even then it isn't as
mp efficient as waiting for cure V on that person (unless you have af2
and some merits (af2 alone isn't enough iirc)). And cure iv is just as
mp efficient as base regen3 now, assuming they will be able to make
use of the cureskin.
#28 Apr 22 2009 at 4:52 AM Rating: Good
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I see these stances as a way of giving us options mainly.

AoE damage or AoE status enfeebles a non-issue? Stick to Solace and enjoy a nice little bonus to the way you've been playing Whm the whole time (now with added lasers).

The mob you're currently fighting like to spam that AoE slow? Goblin bombs got you down? Stick to Misery and take advantage of Cura and Esuna. Whip out the club too, if you can manage it. For smaller groups this has been extremely useful to me.

Not to mention you can switch between them rather quickly to boot. Solace -> Sacrifice -> Misery -> Esuna is a sweet little combo.

The cherry on top of all this is Auspice, which serves its main purpose in either stance. Throw that somewhere into your haste cycle and you're good to go.

Everything else is the same. I still use Regen just as much as I did before, because all this update did was give us a few more choices as to how we want our battles to flow. How you choose to play your Whm now is entirely up to you.
#29 Apr 22 2009 at 4:54 AM Rating: Good
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isuckatffxi wrote:
curebot playstyle is awesome.

See, that's exactly my gripe with this update. It gives people like you a sense of being right.
And there are waaaaaay too many people like you.
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#30 Apr 22 2009 at 8:23 AM Rating: Excellent
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Tanid wrote:
If SE want to make WHM the premier healer again, they have to give bonuses to what makes WHM unique. And actually, Curebot style is more RDM than WHM. What makes WHM unique is not the Cure spells.
I agree, in part, but I also disagree. SE did give a big bonus to one of the things that makes us unique, that is status removal. Sure, RDM gets limited access with /whm (and other jobs have limited native capabilities also), but RDM also gets Regen. We have better regen, which makes us unique, and now we have better status removal, which also makes is unique.

But now, in addition to the things that already make us unique, SE gave us a way to further differentiate our Cure spells. We already had a distinct advantage, but now we have a bigger one. Now I understand your argument about cure v. regen, and I do think that many whms don't use regen to its full advantage. I also would have liked to have seen a buff to regen, perhaps in the form of cast time reduction. But regen and cure both have their place, and we already have the best regen capabilities by far. Now cures are closer to that.

And lets not forget about -bar spells. Yeah, rdm/whm can do quite nicely, and sure BRD carol is similar. But nobody else has -bars as strong, and nobody can add significant MDB like we can.

Ok, so we didn't get a regen buff. But we got buffed on just about everything else, including melee. There's really no downside that I can see to any of this. We are more unique now, more efficient now, and got some new toys to play with just for fun. We won. Big.



Edited, Apr 22nd 2009 12:24pm by VxSote
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#31 Apr 22 2009 at 8:29 AM Rating: Good
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Curebot playstype IS awesome.... Pre level 21 -_-;;

It IS actually sad that i am now finding myself tossing a cure 3 over a regen 2 now just because of the stoneskin effect.

What they should do with regen, is similar to Cureskin, except on a counter.

Regen 1 restores 5 Hp a tick for 120 Hp total or 24 ticks. What i propose is for Each tick, you get a 1 Hp stoneskin. The Stoneskin effect will stay up until damaged or 5 mins after the regen was cast on the target. When damaged it will remove the stoneskin effect and deduct the ammount stored from the you recieve, ex if you had restored 100 Ho with regen 3, ie 5 ticks, you would have stored 15 Hp worth of stoneskin. If you are damaged at that point (blink or shadows allow you to avoid damage so you would not lose the effect in that case) and you are hit for 50 damage, you would only recieve 35 damage due to the 15 Hp stoneskin you had stored, and stoneskin will NOT resume storing from that point on.

So for regen 1 you would restore 120 Hp and give a 24 Hp stoneskin.

For regen 2 it would be a 240 Hp for regen 2 it would store 2 Hp /tick, so 240 Hp restores and a 48 HP stoneskin.

For regen 3 it restores 400 Hp over 20 ticks, this would store 3 Hp a sick for a 60 Hp stoneskin.

In theory, this is effectivly what Cleric's Briault does, however it boosts the regens, andthis would offer a damage reduction.

I suggest this because right now it IS very compelling to cast a cure 3 over a regen 2 for the stoneskin. And offering a stoneskin effect to regen would counter this and allow for More use of regens.
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#32 Apr 22 2009 at 10:16 AM Rating: Decent
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If you have a PLD tank, you can still use your Regens, if you have a NIN tank, you should be curing them anyway. If you have a DD taking heavy damage repeatedly, you should be curing, if they take a little bit and then lose hate, you can Regen. Honestly, not a single thing has changed with respect to Regen.
Tarid wrote:
Afflatus Misery gives you bonuses when you're taking damage, not when you're dealing damage. That means you just have to get in range of a big-ass AoE move, and voila, you have the bonus.
Also, stop telling people to get in range of heavy damage AoEs to activate the Misery bonus on Cura. It's for small AoEs and cures for a very small amount of HP. My max is 191 HP cured off of like, 500 damage taken. I'm pretty sure you don't need to take that much damage to cure that much either. It's for low to mid-level AoEs so you can cure it extra cheaply.
Tarid wrote:
And it charges your Holy battery! Well, the more damage you soak up with Cure, the better, right? So, why use Regen at all? it will only prevent you from using those oh-so-wonderful Cure spells.
Oh, by the way, why use Protectra again?
You can't be serious lol. So, your plan after looking at the updates is to Cure as much as possible so you can Holy a bunch of sh*t? The Holy thing is a small bonus, that's it. No playstyle should ever be designed around the bonus on Holy. Most of the time I'm constantly switching between stances anyway.
Tarid wrote:
And when meriting and fighting hard stuff, backlining in Afflatus Solace, it irks me to be so much better at MP conservation than the next curebot lolwhm but still the lolwhm gets the Holy lasers e-peen and I don't.
You can't use Regens and cure 2,000 HP in 2 hours? It caps around 2,000 HP cured, that's like, 2 Cure Vs, I hope you're not using Regen when someone is down 800+ HP. It's insanely easy to charge it up.

And as far as Misery not actually encouraging melee, I'm sure that is something that every WHM is beyond grateful for. Misery certainly makes it easier, but you can still completely enjoy the benefits of it while not meleeing, which is the best decision SE ever made.

Edited, Apr 22nd 2009 1:18pm by JingWoo
#33 Apr 22 2009 at 12:54 PM Rating: Decent
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JingWoo wrote:
You can't be serious lol. So, your plan after looking at the updates is to Cure as much as possible so you can Holy a bunch of sh*t? The Holy thing is a small bonus, that's it. No playstyle should ever be designed around the bonus on Holy. Most of the time I'm constantly switching between stances anyway.

Of course I wasn't serious in the part you quoted. Didn't you notice the irony? Or the "Yuck." at the end of the paragraph?
But my point is precisely that people, especially new WHMs, might think it's a good idea. Stoneskin bonuses and Holy lasers? Gogo Cure. No playstyle should ever be designed around the bonus on Holy? Then why reward such a playstyle, at the expense of others?

I would have no complaint if, for instance, Afflatus Solace also increased Regen potency by 1 HP/tick, or increased Regen duration, or something along those lines. It would show that all aspects of a WHM healer are enhanced by Afflatus Solace, and no playstyle would benefit more from the enhancement than any other.


JingWoo wrote:
And as far as Misery not actually encouraging melee, I'm sure that is something that every WHM is beyond grateful for. Misery certainly makes it easier, but you can still completely enjoy the benefits of it while not meleeing, which is the best decision SE ever made.

Ah, I see your point. You don't want to have to melee to get the benefits of Misery.
Well, it makes sense, but I will argue that I don't want to have to take damage to get those benefits, either! Again, my playstyle is more about preventing damage in the first place : -enmity to not get hate, and Blink and Stoneskin if I have to come into AoE range. I consider that WHM is not supposed to get hit. Does it seem unreasonable? Why would I have to go against the sane, natural decision of casting Stoneskin before approaching an AoE-heavy mob, in order to get maximum benefit from an ability?

As it stands, you're happy that Misery is designed as it is because it allows you to have your cake and eat it: even when sticking to a "pure healer" role, you swap stances and benefit from both. I understand you like it. But I, personally, would prefer to have a stance dedicated to pure healing - Solace - and a stance dedicated to playing lolmeleewhm - Misery. One offensive stance and one defensive stance, just like Scholar and Samurai have.
As it is, our "offensive" stance is enhanced when we take damage. Does it really make sense?
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#34 Apr 22 2009 at 1:20 PM Rating: Good
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Tanid wrote:
Well, it makes sense, but I will argue that I don't want to have to take damage to get those benefits, either! Again, my playstyle is more about preventing damage in the first place : -enmity to not get hate, and Blink and Stoneskin if I have to come into AoE range. I consider that WHM is not supposed to get hit. Does it seem unreasonable? Why would I have to go against the sane, natural decision of casting Stoneskin before approaching an AoE-heavy mob, in order to get maximum benefit from an ability?

As it stands, you're happy that Misery is designed as it is because it allows you to have your cake and eat it: even when sticking to a "pure healer" role, you swap stances and benefit from both. I understand you like it. But I, personally, would prefer to have a stance dedicated to pure healing - Solace - and a stance dedicated to playing lolmeleewhm - Misery. One offensive stance and one defensive stance, just like Scholar and Samurai have.
As it is, our "offensive" stance is enhanced when we take damage. Does it really make sense?

I would be inclined to agree with your general sentiment, in fact I even had a bit of anger when I first saw Misery's description for the very same reasons: A WHM who is doing their job right should not be taking any damage at all in most situations! Obviously there are exceptions when WHM taking damage is better than the alternative, and I've slowly come to realize that this is the exception Misery was created for. It wasn't meant to encourage WHMs to take damage or neglect Stoneskin. In my view, it was meant as a way for WHMs to counteract AOEs. At least, this is how I've been utilizing the damage bonus from Misery. I don't notice its enhancement to Banish potency because I don't use Banish, nor do I notice its enhancement to Esuna because it removes 2 effects already without any damage taken. Where the damage taken really comes into play is Cura, meaning that I believe Misery+Cura was intended as a direct counter-action to a moderate-damage AOE. Hurricane Wing, for example, can now be countered by Esuna > Cura. The damage taken from Wing will boost Cura to a potency that allows it to heal pretty much any damage that the Wing initially dealt.

This does not resolve the problem of the fact that the implications of the ability are still to encourage WHMs to do something that goes against the very nature of WHM: take damage. However, it does show us that when applied as it was likely intended to be applied, it does not involve taking excess amounts of damage; but merely placing yourself in harm's way if the AOEs are weak enough that a single Cura will counter a single AOE. When you start looking at 500+ damage AOE, I think a WHM has no business standing in range of it.
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#35 Apr 22 2009 at 2:42 PM Rating: Decent
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Tarid wrote:
As it stands, you're happy that Misery is designed as it is because it allows you to have your cake and eat it: even when sticking to a "pure healer" role, you swap stances and benefit from both. I understand you like it. But I, personally, would prefer to have a stance dedicated to pure healing - Solace - and a stance dedicated to playing lolmeleewhm - Misery. One offensive stance and one defensive stance, just like Scholar and Samurai have.
As it is, our "offensive" stance is enhanced when we take damage. Does it really make sense?
I can see your point, the stances are definitely original and unconventional. I think that while Misery isn't devoted exclusively to meleeing, it certainly does make it easier. Auspice eliminates all claims of feeding the enemy TP while giving additional damage in a neat way, Cura is the cheapest cure we have for low/mid-level AoEs (which happen to be used on the lower difficulty stuff we might actually melee), and Esuna which costs about as much as one Erase and wipes everything from the party. And Mystic Boon. Unfortunately, I think that's the best it will get for WHM melee besides new gear options.

Personally, I think it was perfectly balanced to allow melee WHMs to succeed in more situations while not demanding that you melee if you don't want to, and let's face it, the vast majority don't want to.
Tarid wrote:
I would have no complaint if, for instance, Afflatus Solace also increased Regen potency by 1 HP/tick, or increased Regen duration, or something along those lines. It would show that all aspects of a WHM healer are enhanced by Afflatus Solace, and no playstyle would benefit more from the enhancement than any other.
I can also see your point here, but it's kind of like looking a gift horse in the mouth. Obviously I can still think of even more stuff that would be neat on WHM, but the new stuff works pretty well as is, with the exception of maybe, slightly boosting the potency of Cura. I think the Solace bonus to Cures was our way of finally getting that fix to Healing Magic Skill that will never come, something to make our Cures actually better than someone subbing WHM.

Regen bonus too would've been awesome, I agree, but in my original post I thought I laid out all the situations where I actually use Regen.
JingWoo wrote:
If you have a PLD tank, you can still use your Regens, if you have a NIN tank, you should be curing them anyway. If you have a DD taking heavy damage repeatedly, you should be curing, if they take a little bit and then lose hate, you can Regen. Honestly, not a single thing has changed with respect to Regen.
In all cases, Solace hasn't effected my use of Regen in any way. The only thing I would add to my initial list is Salvage, which I also rely heavily on Regen for. Cureskin only lasts 30 seconds, it's not that crazy in my opinion. It certainly helps, but I mean, you can also Cureskin and Regen on a lower tier and it actually improves Regen.

Edited, Apr 22nd 2009 5:53pm by JingWoo
#36 Apr 22 2009 at 6:12 PM Rating: Excellent
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After I knew the cap on Cura and how little it heals (for little MP), it was obvious that it wasn't a "Stand in harms ways" kind of deal.

As others have said, it's for light wide-range AoE damage. Random gob tosses, random Cursed spheres, random Wyrm Wing attacks, etc. All this things could be fixed with a Curaga I or II and is very likely Misery+Cura will be at top efficiency if used.

On a completely irrelevant note, sacrifice is awesome. It is quickly becoming my favorite spell of the new 4. Nothing like doing what would take 1-3 erases in a single cast. Omega's Chemical bomb, and Splitting Heir's Tornado Edge are some of the things I've found it useful.

Also, using Cure V' cureskin before a Citadel buster improved our tanks survivability tenfold.

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#37 Apr 22 2009 at 10:36 PM Rating: Decent
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I too love Sacrifice, I used it on my tank when hit with Bad Breath, wow, was so hot. I have a question though, I've been looking forward to using it on Chemical Bomb since the update notes and just got my chance tonight. Well, it absorbed only one effect, I'm positive I was in Solace. Are you sure it absorbed both? Does it not absorb songs? I got slow, but that was it. Tank asked for Erase after that.
#38 Apr 23 2009 at 1:42 AM Rating: Decent
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Margrin wrote:
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Dude, we can shoot Holy lasers now. HOLY LASERS. That alone makes this update awesome.


Erecia, did they make the potency for Holy really that strong? I figured like most "adjustments" I would only see a marginal increase in Holy's potency. From your comment and some of the other posts I've been reading today it sounds like we got quite a boost.


I'm not a WHM myself (well, not anymore anyway, my whm account got hacked and SE never gave it back to me) but I did help a friend do some tests, so I pretty much just geared up my MNK, popped counterstance and let her cure me for a while, not sure how long since I just engaged a mob, provoked and meleed taking damage.
Aaaanyway, the mob we tried were Decent Challenge angel thingies in sea, I can never remember their name, but i'm fairly certain they're light based enemies, and her highest holy (no HQ light staff) was around 1200 damage.

So yeah, I'd say that's a pretty large boost.
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#39 Apr 23 2009 at 5:51 AM Rating: Excellent
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JingWoo wrote:
Does it not absorb songs?


It does not. Nor does Esuna remove songs.
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#40 Apr 23 2009 at 9:53 AM Rating: Decent
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I tried to keep it simple for myself. Just realize that one of the new jA is mainly for solo, the other for pts. So, I added solace to my light arts macro, and made a misery + esuna new macro, thats it, 1 new macro and 1 modified, thats all I use, now I just stand close to fights with weak aoe if it means I can erasega the whole pt.
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#41 Apr 23 2009 at 10:55 AM Rating: Good
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akiraokami wrote:
Aaaanyway, the mob we tried were Decent Challenge angel thingies in sea, I can never remember their name, but i'm fairly certain they're light based enemies, and her highest holy (no HQ light staff) was around 1200 damage.

So yeah, I'd say that's a pretty large boost.


The Aerns? Yeah they're light based. I've never been able to land Repose on any of them ever (even DC ones) while Sleep worked like normal. 1200 damage is a huge boost compared to what it did before (like what? 300 maybe? I forget).
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#42 Apr 24 2009 at 12:03 AM Rating: Good
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Holy in Nyzul Isle :)

Edited, Apr 24th 2009 8:04am by eldelphia

Anyone willing to summarise all this for a sticky?

Edited, Apr 24th 2009 8:04am by eldelphia
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#43 Apr 24 2009 at 7:17 AM Rating: Good
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Question on Auspice. Wiki's saying it lasts 3 minutes, but mine seem to be around 2:40. I cast it after Haste, but it's wearing before. Since they say it's also based on Enhancing, does it gain in duration like Barspells to some degree? I'm presently 60 just running around WHM/BST in Altepa doing FoVs.
#44 Apr 24 2009 at 9:18 AM Rating: Good
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Misery is one of my favourite modes to be in because of how much more powerful Esuna becomes, last night in Einherjar I was removing Demoralizing Roar several times in a row, all thanks to Esuna. That significantly sped up kill times for every wivre mob. Then I switched to Solace and cast barthundra for the KB boss, then used Cureskin to help stave off the damage from Meteors. I could have remained in Misery mode and cast a ton of Curas.. but I needed the power of Curaga III and Cura isn't as powerful.
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#45 Apr 24 2009 at 9:32 AM Rating: Good
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I could work on a sticky for the new whm abilities... something like "Understanding Misery/Solace and the new spells" :3
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#46 Apr 24 2009 at 12:07 PM Rating: Decent
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Seriha wrote:
Question on Auspice. Wiki's saying it lasts 3 minutes, but mine seem to be around 2:40. I cast it after Haste, but it's wearing before. Since they say it's also based on Enhancing, does it gain in duration like Barspells to some degree? I'm presently 60 just running around WHM/BST in Altepa doing FoVs.
Enhancing 230 - Both 3 minutes.

Enhancing 276 - Both 3 minutes.

Also, I saw someone on BG cast Auspice in Enhancing gear and claim to get like, 2 damage more on the Enspells.
Eldelphia wrote:
What does your Holy setup look like?

Edited, Apr 24th 2009 3:09pm by JingWoo
#47 Apr 24 2009 at 1:33 PM Rating: Good
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JingWoo wrote:
Seriha wrote:
Question on Auspice. Wiki's saying it lasts 3 minutes, but mine seem to be around 2:40. I cast it after Haste, but it's wearing before. Since they say it's also based on Enhancing, does it gain in duration like Barspells to some degree? I'm presently 60 just running around WHM/BST in Altepa doing FoVs.
Enhancing 230 - Both 3 minutes.

Enhancing 276 - Both 3 minutes.

Also, I saw someone on BG cast Auspice in Enhancing gear and claim to get like, 2 damage more on the Enspells.
Eldelphia wrote:
What does your Holy setup look like?

Edited, Apr 24th 2009 3:09pm by JingWoo


Something's off with mine, then. The time gap is too consistent for it to be log lag on my end. Screenshots of my log.
#48 Apr 26 2009 at 2:45 PM Rating: Default
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Tanid wrote:
isuckatffxi wrote:
curebot playstyle is awesome.

See, that's exactly my gripe with this update. It gives people like you a sense of being right.
And there are waaaaaay too many people like you.

and there are waaaay too many people like you who are all talk and no math, but I don't bitch about it like I'm out to destroy the world through 15 tragically spent merits :O

what's with the attitude? debate don't berate, c'mon what are you 12? you want people to agree with you? THEN GIVE THEM SOMETHING TO AGREE WITH INSTEAD OF FLAME
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#49 Apr 26 2009 at 6:42 PM Rating: Decent
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ZiGG wrote:
and there are waaaay too many people like you who are all talk and no math, but I don't bitch about it like I'm out to destroy the world through 15 tragically spent merits :O

what's with the attitude? debate don't berate, c'mon what are you 12? you want people to agree with you? THEN GIVE THEM SOMETHING TO AGREE WITH INSTEAD OF FLAME


Wait, what? What math do you want us to prove? The order of efficiency is still Curaga > Regen > Cure unless the target is taking full advantage of Cureskin. There is no need to do any math about this.

As for your argument, he did gave us something to agree on. We don't more people that think "Curebot playstyle is awesome". You're asking for us to state the obvious.


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#50 Apr 27 2009 at 10:25 AM Rating: Good
Esuna's been a godsend for Psychflayer things. That bio + blind move they do, boom, gone. Just stand behind the thing and get hit with it in Misery and its bye-bye aoe status every time.

However, I also think that the whole Sacrifice thing is a little situational because heaven help you if you take a strong para with it and suddenly can't do anything right.

I think the new stances are nice options, but as far as deeply and significantly changing the way whitemage is played, probably not for this whitemage.
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#51 Apr 27 2009 at 11:28 AM Rating: Decent
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Quote:
I think the new stances are nice options, but as far as deeply and significantly changing the way whitemage is played, probably not for this whitemage.


Changed it for me. I actually melee with my WHM in Nyzul now :D

Misery provides enough benefits to encourage this for me. I get some decent damage from Auspice due to having a low delay weapon (<3 Perdu) and AoE statuses are quickly remedied. Solace isn't as useful to me in there, because most of my heals are Curagas, but I will still switch to it for stuff like bosses and Dahaks because obviously I won't be meleeing those.

I'd still use WHM/RDM to fight avatars though... since Auspice is fairly pointless for them.
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