
Originally Posted by
Supersun
I hardly think a Stun on a 70 damage potency AoE is going to threaten Whm when they are swinging a 200 potency one lol.
It would be like mixing AST's target based Gravity and WHMs Stun from holy, but lowering its potency. The reason I suggested Slow, Heavy, and Paralyze is because Slow and Heavy are redundant, making Paralyze the better part of the skill, creating a sort of jackpot on top of the AOE damage. The skill is called Ruin, who knows how deep the ruin could go. xD Knockback would be soooo troll. Vulnerability up, makes sense, but I feel thats just too much to offer compared to other healers.

Originally Posted by
ty_taurus
Good lord... you mean to tell me that Celestial Opposition should additionally reset all active cool downs on Draw, Spread, Royal Road, and Shuffle along with healing all nearby allies for 20% max HP ON TOP OF the already existing 10 second buff extension on all nearby allies and 4 second stun on all nearby enemies?
Are you trying to make AST completely broken?
xD!! I had honestly completely forgotten about Celestial Opposition adding a stun! AST needs something to give it some AOE healing outside of the GCD I feel. I also thought it would make a great interaction with cards, as if you're going against the flow of time, rewriting it even (thus heal and another chance at a card.)
I'm not very happy with my AST suggestions. I'm not nearly as engaged with it, as I am with WHM and SCH.
WHM I feel is all about BURST. BURST HEALS. BURST DPS. BURST AOE. BURST ACTIONS. Presence of Mind. Benediction. Stone III. Cure III.
I tried to emphasize WHMs ability to keep a party going even after "mistakes" are made, More choices for AOE healing, a slight buff to mitigation, and a better system for MP conservation while choosing to DPS.
I feel lowering evasion would not be worth it because ACC can do the same thing. I would also like to avoid giving WHM stacks to monitor. The Stoneskin II procc would be cool, but at the expense of Massive MP?
WHM [borderline broken] wishlist:
62- Tetragrammaton- Splash heals for 300 potency around the target cure with 700 potency with a Radius of 8 yalms.
64- Cleric Stance- Upon entering Cleric Stance, "Miraculous Cure" is gained for 20 seconds. The next cure will have no casting time and will cause the "Free Cure" trait to become 100%. Ends upon execution of cure or when the buff times out. (Cure II will cost no mana after casting an instant cast cure upon entering Cleric Stance.)
66- Asylum- Damage taken while within Asylum will be reduced by 5%, the effects of Weakness are nullified within Asylum. Current effect remains.
68- Benediction- HP, MP, and TP are restored to Maximum.
70- Omen of Ole- Absolute waters wash away all sin, dealing 250 potency AOE damage and cleansing all debuffs on surrounding party members. 15 yalms. 90 seconds.
Odds and Ends-
Quicker Stoneskin trait changed to "One with Earth" - Casting Stone, Stone II, Stone III or Stoneskin has a 15% chance to reduce the cast time to instant and the MP cost to 0 for the next Stoneskin cast. Duration: 20 Seconds.
AST's Identity is harder. Its about promoting the party through cards, but also has high potential for single target DPS. It lacks the OGCD power of the other healers, but has access to instant heals on the GCD. I feel AST should be able to give themselves more chances at cards and to help curb their lack of OGCD heals. An AOE DPS increase would also be fair I feel (but then again a balance on a DPS that can AOE is your AOE DPS increase.)

Originally Posted by
Phiglia
AST
Collective Unconscius: (Skill reworked)
- You block all the damage for the duration of the skill/leaving the bubble, then all the damage is applied as a DoT for 12 seconds.
- CD 90s->150s
Synastry:
- CD 90 -> 50
- Healing potency increase removed.
Luminiferous Aether:
- Refresh potency of 30, from 60(80, with trait).
- CD 120s -> 0s
- Uses the currently card to grant you the buff.
Break: (New skill)
- Uses the currently card to grant you a new buff.
- Reduce GC by 50% for 8 seconds
- 60 sec CD
AST needs new uses for the cards so you can play more with them.
WM
Cure IV: (New skill)
- Can store 3 charges.
- Heal potency of 750.
- Same mana cost as Cure II.
- You gain a charge everytime you use a Cure II with Cure I proc.
Presence of Mind: REMOVED
Benediction: CD 300s -> 150s
Asylum: Potency 100 -> 175
Medica II: Regen potency 50 -> 75
New way to attack: Stone II empowers Stone III cast, like Cure I and Cure III, or something that give a rotation that saves MP.
More Regen, bigger Heals and a way to attack, please.
SCH:
Silent Dawn (Selene): Changed to a heal with 900 potency and 20 seconds of CD.
Fey Caress (Selene): Now can clean Weakness. CD 60->90
Fey Wind (Selene): Potency 3% -> 5%
Fey Covenant (Eos): Now increase defense and magic defense by 100% for 15s or reduce the damage of the next big that deals more than 20% of your health by 50%, same duration but expires once it triggers.
Emergency Tactics: Critical succor get the double effect like adloquim, still change it to a heal.
Enhanced Pet Actions: (Arcanist trait changed for scholar)
- 20% chance when the fairy deals a critical Embrace, that next Succor or Adloquium is critical
Dissipation:
- Adloquium and Succor are always critical.
- Heal potency increase removed.
- CD 180 -> 120
Sacred Soil: Proc change -> 50% chance that next Indomitability will cost no Aetherflow for 15s.
New pet things + Aetherflow things, thats all he needs.
SCH should focus on their DPS utility, Strengthen their Mitigation, emphasize critical rate and increase interaction with both of their fairies.
SCH [borderline broken] wishlist:
62- Emergency Tactics - The next Galvanize will be converted into raw healing. The next DoT cast will have its damage done up front, on top of placing it's debuff. (Thundercloud proc) If cast before Bane, Bane will gain a base potency of 100 and can miss. (Bane is an ability, so it will not trigger the thundercloud like proc. I really wanna make this skill flexible. Scholars are all about CDs and their interaction.)
64-Ruin- The MP cost of ruin has been increased (equal to Blizzard II.) The radius of ruin has been increased from 0 to 8. [Ruin has become an AOE]
66- Deployment Tactics- When used, the duration of your Eye for an Eye, Virus, and Galvanize is reset. Eye for an Eye and Galvanize spread to surrounding party members. Virus is spread to surrounding enemies.
68- Dissipation - Critical Rate is increased by 20% on top of current effect. Recast time is reduced to 120 seconds.
70- Aetherial Shift- Can only be used under the effect of Dissipation or when a Fairy is summoned. Current fairy is sent away and the opposite is resummoned. If under the effect of Dissipation, the fairy that was not consumed is summoned. Upon execution the effect of Dissipation ends. Cool down of 240 seconds.
Odds and Ends-
Selenes Silent Dusk no longer applies Silence, instead it places an 8 second magic vulnerability down on a single target and is called Fey Charm. Cool down of 90 seconds.
If pets receive 60 Skills
Selene would keep her silence and instead gains Fey Charm at 60.
Eos would receive Fey Memento. A buff is placed on a target party member. The next spell based heal received will form a barrier on the target for the amount healed. Does not work with the additional healing of Emergency Tactics, but may be procced by other party members. Cool down of 90 seconds.
You go from small, almost insignificant changes of potency to stuff that feels too much (I'm one to talk right?.) Reflect spells, like the one you're suggesting with collective, don't work. They always end up too broken. Removing POM would really hurt WHMs burst Identity. Its the only healer that has a REAL DPS cool down! (I don't consider Dissipation to be that great of a CD as it stands, because you literally have to sacrifice your active healing to use it.) I would also like to avoid any sort of stack management. Procs are great, but we have enough classes that have stacks. Leave WHM to its simplicity. Selene doesn't need anymore healing prowess, she just needs utility. Fey Caress was a great way to synergize that, but being the only healer that can completely remove weakness is just too mandatory. If I wanted more healing I would use Eos as well so an increase to single target healing would go against her choices of utility, in my eyes. Maybe you see Selene as single target and Eos as AOE, but that's how I feel about them. :O.