We have two OGCD heals, but only one direct heal. Even if CU can require a 3 seconds of channeling minimum and is a HoT (Wheel of Fortune), it is still OGCD and more importantly, an ability.
Don't just use Essential Dignity to 'heal anyone under 50% in a hurry'. Work around it: Essential Dignity heals a lot on low %HP targets, especially on crits, which will net you more mana to spare. You don't even need to think about the crit since as long as you can let a target go lower safely with the plan of using it (and it isn't happening at a sluggish rate), you pretty much always should. I can't stress this enough: using ED liberally makes a huge difference in mana spent healing tanks/single target and sets apart good ASTs from great ASTs.
Bonus healing from regens and increased damage on DoT from spellspeed is pretty lackluster. Besides, we have two OGCD healing abilities which can both crit fully as opposed to spellspeed and in terms of HPS, regens benefit very nicely from crits. Feels like spellspeed is very oversold while underselling crit.
Aero after your first Malefic 2? Sounds like you got a large DPS section for that to be beneficial. Also, no mention that Aero is useful for weaving OGCDs without clipping, since it has the same potency as Malefic 2 anyway (though you will lose out on mana holding Aero too long).
CU is also great just for the healing. Personally, I find it a bit sad you're not advocating people to find more opportunities to use it since it is a really undervalued ability and a cooldown of 90 seconds is fairly lenient when you look at most encounters. Most of all: Don't just use this ability on 60-75% if you want the damage taken decrease buff before the hit. The servertick will screw you over. Also funny: CU actually continues channeling if you aren't being moved, regardless of crowd control, for whatever that is worth.
Your explanation on Synastry has a lot of faults. You can extend the Synastry buff with Time Dilation, but unless I missed a very important patch note, it will drop anyway because your own Synastry buff forces both to drop. Likewise, CU will only work if you hit both yourself and your Synastry target, while the potency buff will stay regardless. Also would've been nice if you mentioned that only direct healing triggers the Synastry buff for whoever reads this and finds it a little vague.
Using Lightspeed to get someone back up is fine. 25% manacost reduction is powerful though and it is hardly a speed tool for anything except Aspected Helios, Stoneskin and Ascend (and Gravity but you know, let's not go there) unless you really need that one heal frontloaded. Using it as a mobility tool is viable (and probably was the main intention anyway) but there are very few times you can't just use Swiftcast instead (tell your party to stop licking the floor, Swiftcast isn't just to give you a second chance to dodge the super-obvious-orange under you). Don't underestimate using this just for the MP when you are in a situation you need to go Aspected Helios -> Helios/Benefic2/Aspected Benefic -> Benefic2/Aspected Benefic -> whatever.
No mention that unless you can live without the mana, LA + CO is a near-essential combo because you lose out on a ridiculous amount of mana and they have similar cooldowns, making it hard for them to sync up if you use them separately once and intend to use both often (which you should, anyway).
No mention that TD on a tank after CU, Bole and Aspected Benefic is bonkers if you get the chance. Also, using Aspected Helios just to extend it onto the tank (or cause a lot of overhealing) is generally a waste of effort and mana.
Nothing otherwise. There are some good things and covers stuff for beginners, but was hoping some more advocating of using abilities liberally over the conservative approach a lot of beginners use.

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