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Difficulty in whm from XI to XIV?Follow

#1 May 01 2013 at 11:41 AM Rating: Decent
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I lvled many jobs in XI but none that kept me on my toes like WHM did. I loved the challenge and the other players love and want for the WHM role in XI being highly needed in most cases. Is XIV going to give me the same feel for this job and class? Or are they not required as much as they once were? And if there were a more difficult job than the rest what would it be and why do you opinion that its more difficult?

I have not played in XIV 1.0 or beta and just doing my best to gather opinions on such things before I make a solid commitment to anything.
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#2 May 01 2013 at 11:49 AM Rating: Good
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I played a lot of WHM in endgame in XI. Correct me if I'm wrong, but no one can say how WHM is in 2.0 yet, as Jobs have not been obtainable in the beta thus far. With spells on a Global Cooldown instead of the set timers we had in XI, battles will be much faster than both XI and 1.0. There is the Conjurer class, which has been playable in the beta so far, but it's not exactly the same as they have access to cross-class abilities. I'll make an educated guess and say, with the faster pace of things, WHM may be a little more complicated and challenging than it was in XI.
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#3 May 01 2013 at 12:06 PM Rating: Good
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In FFXI, WHM was more about MP management and knowing when and what to cure to not steal hate. More or less you sat down where you needed to and did your job and that was it.

In 1.0, WHM had little to no MP problems whatsoever, but it became more of an issue of healing while looking out for your surroundings. Ie: In Ifrit, making sure the tank is in really good shape in case you have an Eruption and need to move to get out of the way so the other WHM can cover you and pick up the slack.

White Mage is also now somewhat of a nuker too. In Hamlet battles, I was expected to Stone/Stonera/Aero/Aerora down some of the special mobs to get more drops if the NPCs were healed well enough.

Edited, May 1st 2013 11:11am by UltKnightGrover
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#4 May 01 2013 at 12:13 PM Rating: Decent
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Yeah, in 1.0 you generally kept 2 whms in any group.

MP management wasn't as hard as juggling all your timers, keeping protect up, and watching your back. 1.0 used hate reset moves and other mechanics to eliminate the "Tank and Spank" gameplay so no one was ever truly safe from suddenly being number one on the hate list.
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#5 May 01 2013 at 12:32 PM Rating: Good
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So more is expected of the WHM in XIV this sounds very exciting to me! But your saying that not just one WHM was able to cover the party in any group setting. That's kinda depressing in itself considering you can't set yourself on a pedastool over others unless its the race to cap or being better geared. Regardless of all of that you still must have a second healer. I hope there's a way I can overcome this cause I'm a quick SOB on a keyboard and I'd love to replace that healer with some more DD or enhancing.
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#6 May 01 2013 at 12:37 PM Rating: Good
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Mmoderator wrote:
So more is expected of the WHM in XIV this sounds very exciting to me! But your saying that not just one WHM was able to cover the party in any group setting. That's kinda depressing in itself considering you can't set yourself on a pedastool over others unless its the race to cap or being better geared. Regardless of all of that you still must have a second healer. I hope there's a way I can overcome this cause I'm a quick SOB on a keyboard and I'd love to replace that healer with some more DD or enhancing.


I'm confused, wouldn't this put you more on a pedestal, as whm's will be even more coveted since two are needed for a successful party (assuming it's the same in ARR)? Wouldn't that make whm even more highly valued? Or is it simply that you like to feel special as the only healer? Really, what difference does it make? If you do your job well, that's the important part.
#7 May 01 2013 at 12:40 PM Rating: Good
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The pedestal job went to the tank if that situation. You needed one for tanking bossses like Coincounter and Chimera and Nael Van Darnus. Some bosses like the princess ant in Cutter's Cry benefitted from a tank and a sub-tank.

Who knows how Arcanist will play in this though. 8 jobs, 8 party member slots. Maybe Arcanist can take that second WHM's spot. Who knows.

Edited, May 1st 2013 11:40am by UltKnightGrover
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#8 May 01 2013 at 12:49 PM Rating: Good
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Yeah, I like that multiple whm's are wanted. More spots in the party for you, unlike Paladin, where 2 was 2 many.

Also, Whm was able to deal respectable dmg, and you would use 1 whm to cover the tank, and one to cover the rest of the party. In Aurum Vale, you would have a healer dedicate to regenning each half of the party to combat the area's constant poison.

It's was a very good system of teamwork between the Whms.
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#9 May 01 2013 at 12:56 PM Rating: Decent
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I guess I more so don't like HAVING to communicate what I'm doing to someone that has the same job as me in a party and should be able to tell/know what to do without any confirmation from me. I would rather just be ahead of the curve and do it all myself and know it has been done. And thus having another spot in party for more versatility. This mindset of mine is a complete change when going into end game situations though.

In saying this please keep in mind I've not played either games in quiet some time so my experience with this job could have had major changes over the years...

Edited, May 1st 2013 2:06pm by Mmoderator
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#10 May 01 2013 at 1:05 PM Rating: Good
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Louis beat me to the post. You will not like doing Aurum Vale or Ifrit then. Ifrit you need two healers, one on each side. What happens if you get an Eruption centered on you and you need to tell the other WHM to cover you? (Note: Can't use the tank needs to hold 'hate' argument. Ifrit only casts Eruption on those who are not on the top of the hate list.)

What if one of the Bards who is scouting for the treasure chests get stuck and you need to run over and toss him a heal and you're aware that you won't be back in time to keep the party healed from the Regen and constant poison? Unfortunately the types of fights and challenges in XIV don't allow you to do everything yourself. The fights in XIV in general require way more communication and I doubt they're getting rid of that especially since they're pushing for fights that have even more battlefield traps.

Edited, May 1st 2013 12:07pm by UltKnightGrover
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#11 May 01 2013 at 1:10 PM Rating: Good
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Hopefully more than one healer is needed for most things and hopefully they will add new healing classes/jobs to the game quickly.

About WHM I doubt you will have any issues healing most things solo when it comes to leveling, but who knows really.
#12 May 01 2013 at 1:12 PM Rating: Decent
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Though, and I can mention this because Wint talked about it in his write-up, many of the dungeons are 4-man parties, so you'll have plenty of "Top Dog" times.

But I can imagine that the multiple whm setup will become even larger during endgame events when they add alliances for Bahamut Labyrinth and Crystal Tower.
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#13 May 01 2013 at 1:29 PM Rating: Good
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Well not knowing anything about traps and others having to scurry over to a chest alone kinda swayed my mind a bit. In knowing this now the multi healer setup doeant sound so bad. It seems as tho some of the harder fights are sounding very intriguing to my brain and how things are run on this game. If any of you may have a vid of 1.0 dungeons that have been stated of a WHM in action I would be more than happy watching it time and time again to catch up on more about this.

Are the tanks like this as well or is it still one main and one off tank as before in XI? Or can one tank actually hold his own in most situations that are brought forward.
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#14 May 01 2013 at 1:57 PM Rating: Good
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There's an ant princess mini-boss in Cutter's Cry that likes to call a bunch of baby ants constantly and then calls her second in command ant. Usually a Paladin (or Warrior) holds the ant princess and baby ants while others make work of them. And a Warrior holds and damages the second in command lieutenant ant.

Paladin couldn't do enough DPS to make holding/damaging second in command ant to be worthwhile in 1.0, maybe this will change for ARR. We'll see.

Edited, May 1st 2013 1:00pm by UltKnightGrover
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#15 May 01 2013 at 2:07 PM Rating: Default
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Can anyone link me a site to view any of these fights that actually show the battle strats? Or just post the vid here so long as its not a violation of NDA. I'm really wanting to overview the finer points of things. Most of you seem very educated in it all and I'd just like to know more by seeing it first hand.
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#16 May 01 2013 at 2:12 PM Rating: Good
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You can YouTube up "Cutter's Cry" 1.0 runs, "Aurum Vale Speedrun", "Ifrit Bowl of Embers Hard", "Garuda 1.0 no deaths" and you can kinda get a feeling of what challenges you'll be in for.

I mention these four specifically since Yoshi has said the primal fights will only be tweaked VERY slightly to fit the new battle system, and Cutter's Cry and Aurum Vale are largely untouched.
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#17 May 01 2013 at 2:19 PM Rating: Good
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Thank you all for replying on this topic it has been of much help to me thus far...
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