Indeed, when you consider this design practice it almost feels like S-E's original concept was "normal healer, super buffs". Richard pointed out in one of posts way back how the goal for AST seemed to be ending the fight faster via buffs instead of keeping the team up longer via potent heals and MP efficiency. You can see that goal in S-E's design, yet it does in deed feel flawed because of one issue in S-E's raid design.
Arbitrary numbers incoming - If current raid design requires both healers to be able to output 1,500 HPS / healer and AST is only able to output 1,000 HPS at the current item level, that puts a heavy strain on the other healer to make up for the AST's short comings. This will make AST much less desirable as their healing partner will be able to make less use of their kit. You could almost argue that this would need to make the AST buffs achieve God-like levels to sustain this.
But I disagree with that design philosophy because that would make AST the goto healer for farm content and farm content only. The goal is to try to bring AST to a point where they can be accepted into progression content.
I and a few other posters have stated in this past - but at this juncture there is little reason to Sect dance outside of the niche one time use to Aspected Benefic for a HoT then Aspected Benefic for a Shield (or vice versa) for a small and short spike in HPS. The concept itself does sound fun, but at this time won't see a great benefit.
With that being said, why don't we try to make each Sect more appealing and unique?
Right now, we have three spells that are affected by more then just the Sect bonus provided:
- Aspected Benefic
- Aspected Helios
- Collective Unconsciousness
Why don't we extend that further?
- Time Dilation
- Celestial Opposition
- Enhanced Benefic Procs
Make each Sect more unique to each other and give particular beneficial effects in conjunction to the already existing toolkit.
I have an errand to run so I'll see if I can put my thoughts onto paper at a later juncture.
This made me think - why not have Bole do both?
Bole now gives:
- A 10% Reduction in Damage
- A 10% Increase in Healing Potency
It seems like a lot, but I don't think it'll be as broken as one might think. Anyone you'll want to be using Bole on you'll most likely want to heal shortly afterwards too.
I like this idea! Though I would drastically miss the shield too, sadly ; ; And I feel if they gave it both a shield and a defensive buff it would make it too powerful. Unless they made it something like a 170 Potency heal that gives a shield that's double the healed amount (total eHP potency after Sect correction is 534).
/thinks more.



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