Originally Posted by
Semirhage
Does that make AST particularly bad at dungeons? They lose -zero- damage potency from their healing. I don't think that makes WHM so much better or more fluid than AST. At that point they're just approaching healing in different ways. Doesn't change the fact that AST isn't anywhere in the same galaxy as clunktastic as the immobile damage-lossy WHM gets when a tougher fight is going south.
By improvise, do you mean clip? There isn't a way to do this without losing damage. AST doesn't have this problem at all. Because AST is designed in a way that gels with this game's combat system, and WHM isn't. Being incredibly mobile, never clipping anything, and never needing to slow your damage down to heal is a really unbeatable set of advantages in almost all situations.
Man, WHM has a bunch of really craptastic design facets when you actually try to optimize it. Being immobile is a huge disadvantage in a game that forces you to deal with nearly all mechanics by moving. Having so little damage-neutral weaving space forces you to clip your GCD, in a game where most of your output comes from maintaining your casts. It has zero party damage increases in a game that makes percentage buffs more and more effective as time goes on in an expansion. AST doesn't have any of these problems. It excels in not just one or two, but ALL of these areas, and all it pays for all of these quality of life advantages with slightly lower base potency on its damage spells.