Thing is, you're describing perfect circumstances, here: RRing a Balance to double duration and then blowing a 90 and 150 sec cooldown to push the duration longer.
Yeah, it's great that you can keep that BLM running at full potency (until they run out of mana and need to switch to ice to regen, I mean), but in order to get that, not ONLY are you relying upon a circumstance which is far from guaranteed, but you're also talking about a class that outright brings much weaker heals to the table than a SCH or WHM.
When it comes down to deciding what classes to bring to my raid, I would absolutely not bring an AST in their current state. As you described, if everything goes right and they blow every cooldown, they can make a single player do a lot of extra damage once every 2-3 minutes (if RNG favors them).
And in the meantime, their heals are far worse than those of other healing classes, their emergency buttons are worse and they just don't have the coverage either (their range on AoE heals is actually worse than WHM, too: 15y as opposed to WHM's 20y).
It's not worth bringing a sub-par healer for a CHANCE at them doing something that will help kill the boss faster once every 2-3 minutes. The risk outweighs the potential reward. ASTs will be used for content that's on farm for the hell of it, but they're just not going to be welcome on progression raids run by any semi-competent raid leader.
It's not just me. Many others are pointing out the same thing in other threads: the AST healing pales in comparison to that of the other healers, and that WOULD be find, if their buffs had the potential to really swing a fight, but they don't.I understand you're not happy with the effects, but it is what it is. If Astro DID get these effects, then the other healers would have to have things added to them to make them more favorable, or the Astros ability to heal would be nerfed to an even lower ability, although the latter is unlikely and the former probably wouldn't happen.
I forgot to mention this, but I would consider extending the range of AoE RR to 30 yards. It takes a minimum of 60 seconds to throw out that buff (whatever it is). It should at least be all but guaranteed to hit all party members...



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