Originally Posted by
UkcsAlias
As i suggested this earlier as well, i think this is the easiest clean way to keep cure 1 relevant without changing too much, while still keeping the same effect as the current system does (preserve MP from casting cure 2).
And here is where i think WHM and AST can have the same effect applied to them. Because in the WHM change, its a similar effect. In the current state benefic will heal more for the same MP, except its bonus is simply a more potent heal (which you cant realy time well so on that doesnt grant any effective bonus that you will notice well). By applying the same trick as the WHM suggestion, behaviour becomes consistent and is more likely to become effective.
And yes, i know variety is welcome, but in this case both abilities become obsolete anyway, there wasnt any variety to begin with beyond a certain level. If we want to make it more excessive, for WHM cure 1 could also get its MP removed as effect when it triggers, while in the case of AST it simply does still always crit. But i think this is simply not needed, and at the same time keeps it simple enough for lower levels to also understand the synergy faster.
One thing that i think should always be the case: WHM should be generaly easier than AST in its mechanics. Simply because AST is unlocked later when you very likely already have some basic experience.