There's still some things I need to play around with when I get the time. Just messing around with potencies and things. However, many people probably pinged on these things already. As we progress more and more into the game, things will continue to hit harder and harder. We will have more HP to cover and things of the sort. Freecure, as lovely as it is, will be hard to achieve because the only time we'll be using it is potentially when the tanks BARELY take damage. But the damage people take today we are forced to use Cure II to keep up. And guess what? We can't get Freecure that way. But we do get Overcure..Oh, but wait...The situations of getting the full usefulness of Cure 3(much less Overcure..) is slim to none. That's just a nitpick on those traits.
Medica and Helios do the same thing, but Helios costs less with a smaller range. People want to say Range Matters, but there's only been one fight where I felt 20 yalms was helpful and that was A1S. All the other fields are small enough to get in close or you can just run in and AoE heal. Boom. Where's the point of this range? Now Medica costs 1200~ versus. Helios which does the same for 1k. The difference here is Medica has a change of casting half at 20%...However, should this proc never actually happen..We're expending more MP for the same ability for what reason?
Media II vs. Aspected Helios - Same concept. Only difference is 1200 on Aspected while Med 2 is 1700 for 10 Potency more over for those 30 seconds(Range too, but see above). You can play into overall HOT potencial numbers if you want. But realistically, we all know that these abilities by themselves are rather crappy and that HOT isn't going to really save anyone. Especially down the road when things eventually hit harder.
MP Management - WHM has SoS and Assize(to a certain degree Freecure). Personally, when I am raiding, I do not wait on using Assize or SoS. I use them soon as their up to stay on top of my MP. Therefore, this 300 Potency can be missed on a lot of things and the healing can go to waste at times. AST has LA(SoS equivalent save Enmity) and potential Ewer. Ewer can show it's face at any point in the fight and literally give AST a bonus in MP anywhere between 1-3(Assize Recast being 90). So one fight AST can have better MP management. Another fight AST can have it worse. But they can also extend these abilities with Celestial Opposition. Where WHM is stuck with default timers. The only thing WHM has for -consistent- MP return is Assize over AST. That's it. See earlier mention about Freecure.
Cure/Cure II vs. Benefic/Benfic II - MP. That's it. The defining things about these right now are literally the traits from Cure/Benfic procs. Instant vs. Free. But if neither are getting used, who is going to be using more MP in the long run? WHM. RIP. Cure 3...Raw Cure 3 freaking hurts. I cannot stress this. I've opted cutting out Cure 3 from a lot of things because I never seem to get Overcure when I really need it. So I'm more reliant on double Medica and Hots versus Cure 3.
Some nitpicks on my end though. Haven't had the chance to really play AST end game wise with buffs yet. The seperation from the two I feel right now -reliably- is Divine Seal alone and their DPS ability(which is kinda laughable because of lolAccuracy)


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