Quote Originally Posted by CrimsonGunner View Post
every healing spell will nourish the blood lily.
Not sure what slightly nourish means, but a good idea. Just needs a reason for the mana cost of cure2 etc. to matter so that Solace and Rapture have reasons to exist.

Quote Originally Posted by CrimsonGunner View Post
all healing effects that you cast or done to you are cut by 50%
Bad! Spamming cure 2 because the tank's on the verge of dying, and suddenly it's only 50% potency?

Quote Originally Posted by CrimsonGunner View Post
upon using the skills during full bloom will consume the blood lily.
Wait so we went from a 900pot misery to a 450pot glare? That's... Awful.

Quote Originally Posted by CrimsonGunner View Post
lvl 32-raging flood
First - DoTs tick every 3 seconds, so it would have to be either 9 or 12s. Bind and Blind also mean nothing in endgame content. Does this also consume the blood lily?

Quote Originally Posted by CrimsonGunner View Post
lvl 35-protect
Is this single target or group-wide? Also how are you going to weave this with only a Dia/Lily every 30s

Quote Originally Posted by CrimsonGunner View Post
lvl 35 -shell-
So an AoE esuna? Like SCH had and nobody ever used?

Quote Originally Posted by CrimsonGunner View Post
lvl 40- reflect
Reflecting damage is just bad, please avoid it. If you must, however, have it give bonus damage (like if reflect is hit you get a DhitCrit Glare/Stone).

Also how are you supposed to weave all of these oGCDs?

Quote Originally Posted by CrimsonGunner View Post
lvl 60-gain enhanced revival(trait)- reduce mp cost and cast time by 50% and recover hp to 50% for raise.
Unless all healers are getting this, it is a bad idea. Why should WHM's specialisation be failed runs?

Quote Originally Posted by CrimsonGunner View Post
lvl 66-bravery-increase damage by 10% to target and nearby party members for 10s
cost:2 lilies and 1 blood lily. cd :180s
Super strange cost. Also why is everybody obsessed with all healers having party buffs? Can't WHM just be super strong themselves?
Also how are you going to weave all of these oGCDs

Quote Originally Posted by CrimsonGunner View Post
lvl 68-valor
Way too much damage and duration. Why the strange costs?

HOW ARE YOU GOING TO WEAVE ALL OF THIS

Quote Originally Posted by CrimsonGunner View Post
lvl 72-endure
MP costs mean nothing to WHM. Now you have the strongest invuln in the game. This is very OP.

Quote Originally Posted by CrimsonGunner View Post
lvl 76-Afflatus Misery now cost:3 lilies and 1 blood lily.
Wait what? Misery is now set back 30s each afflatus spell?
If so, why would you ever use an afflatus skill?

Quote Originally Posted by CrimsonGunner View Post
lvl 80- re-raise -
Again, MP cost means nothing. I can see that this is supposed to be a 'tank invuln' power level, but the problem is that the group now has 4 'invuln' skills, which trivialises encounter difficulty.

This screams of 'hey this could be cool' without any consideration of balance or how the game functions at extreme difficulty and above.