Quote Originally Posted by Karen_Cerfrumos View Post
Synastry. Perhaps AST's most unique and helpful ability severely gimped by the fact it doesn't get triggered by HOTs or AOE healing, only Benefics. Very, very useful for double-tank situations or moves like Earthshaker, but doesn't feel powerful enough. In 4-man instances is effectively useless. It needs to be triggered by all the heals an AST can cast (ED can be excluded I guess since it goes up to 1000 potency and that's quite a lot) including those that land on AST themselves AND the Synastry target. In this way it could be used as a little single-target Divine Seal and would probably be considered our real powerful healing cooldown. Reduce healing channeling to 30% from 50% in that case, even! I wouldn't mind if it created more situations in which this ability could be used in the first place.
I agree with most of your post, except for this. Synastry + AE heals/HoTs would be insanely overpowered. They would absolutely have to knock down how much the target is healed for by AE/HoTs to 25% at the very least. Otherwise you could aspected helios and basically have 3.5 helios HoTs running on the tank in addition to his 1. Then drop aspected benefic on the group and you have another 4.5 regens on the tank. And THEN you can cast regular helios for a 1,305 potency cure on the tank, while still raid healing. For 20 sec you would have a near invincible tank unless he got 1 shot.

Now, while that situation is very mana inefficient (was just making a point of how powerful it could be), realistically you wouldn't have to go that far for it to be OP. I think the fact it could be a 1,305 potency heal on the tank while raid healing is too much as it is. Even at a 25% reduction it would still be very powerful and possibly subject to minor nerfs.