Quote Originally Posted by Miste View Post
Why should one healer have a harder time healing than the others though? The co-healer will also have to deal with your lower healing potency and it makes the content not only harder for you but for them and the rest of your group. You need to be more skilled at the game and the job the lower your healing potency goes even if it is still above minimum the devs created it for.

Most players in this game choose the path of least resistance and if one or two out of the three healer jobs available is weaker at their primary purpose then they start getting locked out of groups like when HW first launched and AST was too weak at their heals.

To lower the healing potency for AST and SCH means that the devs would have to tune the fights around the lower potency healers. This would make WHM have way more healing than necessary and therefore way easier for them to heal. What does this accomplish exactly? People keep saying WHM has more healing than necessary (but lacking utility) right now but this just adds onto that and WHM would still be lacking utility and would have just useless excess healing power.

Either that or basically you guys just want the main compositions to be WHM + SCH or WHM + AST instead of what we have now which is SCH + WHM or SCH + AST because if they cut AST and SCH healing potency to be below WHM than most groups won't do SCH + AST since that is both the low potency healers and less safe and you would need more skill to do it without failing.
I was playing more devil's advocate than anything else with my post. I personally don't mind the lower potency as long as the utility provided is powerful (IE, AST's 3.0 heal kit combined with their 3.4 utility kit - probably keep the changes to Lightspeed, Synestra, and Collective Unconsciousness too) as long as they can meet the proper checks. Then I would leave it up to the players to decide what they want to do - safer healing for longer fights or shorter fights with the potential to skip mechanics that'll make healing easier (assuming they maintain current battle content design).

The key thing to me is maintaining uniqueness of each healer while ensuring they're viability. Unfortunately AST's viability was questionable at the onset of 3.0 due to (1) AST's kit and (2) the high tuning of Gordias. Since 3.0, both of these items have changed dramatically. If you took AST's kit as I spoke in the parenthesis, I bet they would do just fine in the 3.4 Creator tier.

And yes, while it's true there will always be a maximum optimized composition, I think there will be enough midcore groups out there to tackle content with any composition they desire as long as it's clear they have the chance to clear it.

To me the largest detriment to taking a WHM right now is that it's too similar to AST (or rather, AST's kit was made to mimic WHM's kit far too well) and thus without any defining trait, WHM gets left in the dust for a clearly superior choice.

My own thought is making WHM healing so powerful that you either go 2 Tank / 5 DPS / WHM or 2 Tank / 4 DPS / AST + SCH though some of the ideas mentioned in another thread are suitable to me too - someone mentioned each tier of Aero providing a different debuff that increase specific damage types which I like a lot too.