Quote Originally Posted by Crater View Post
Yeah, for Collective Unconscious to be a usably-strong ability, it has to be strong enough that it compensates for the fact that you lose access to all other abilities while you're using it. 200 potency is nowhere near strong enough to make up for that. I'd say the minimum for it to be a worthwhile skill would be somewhere in the 300 potency/tick range. At that level, it would be roughly equivalent to (a little weaker than) spamming Helios, except that you would be unable to dodge AoEs, and would be unable to give the tank extra healing if 300 potency/tick isn't enough to keep them alive.
I'd take it in a different direction. Namely, I'd, for example, throw a shield onto the Diurnal one, making it a 200 potency heal with a 100-200 potency shield or make it heal for more as time goes on, starting at 200 a tic and ending at, say, 500 or 800/tick potency. I'd heavily increase the range of it to probably close to double. For the Nocturnal one, either stack a shield on top of it, or stack some healing on top of it as well as the 10% mitigation. It has to compete with Sacred Soil, which has a much lower practical cooldown, is much larger, can be cast at range, and isn't channeled, so it has to have enough benefits to make it superior to that while still being channeled.

But just doing a simple "It now heals for more" is just....boring. I'd like to see the devs do something interesting with it, it just needs to be the absolute best ability to use when it is off GCD unless you are reserving it.