Does that make AST particularly bad at dungeons? They lose -zero- damage potency from their healing. I don't think that makes WHM so much better or more fluid than AST. At that point they're just approaching healing in different ways. Doesn't change the fact that AST isn't anywhere in the same galaxy as clunktastic as the immobile damage-lossy WHM gets when a tougher fight is going south.
By improvise, do you mean clip? There isn't a way to do this without losing damage. AST doesn't have this problem at all. Because AST is designed in a way that gels with this game's combat system, and WHM isn't. Being incredibly mobile, never clipping anything, and never needing to slow your damage down to heal is a really unbeatable set of advantages in almost all situations.Misaligning dia with assize is not that big of a deal, just improvise.
Man, WHM has a bunch of really craptastic design facets when you actually try to optimize it. Being immobile is a huge disadvantage in a game that forces you to deal with nearly all mechanics by moving. Having so little damage-neutral weaving space forces you to clip your GCD, in a game where most of your output comes from maintaining your casts. It has zero party damage increases in a game that makes percentage buffs more and more effective as time goes on in an expansion. AST doesn't have any of these problems. It excels in not just one or two, but ALL of these areas, and all it pays for all of these quality of life advantages with slightly lower base potency on its damage spells.
To answer the original question instead of just sparring over whether AST or WHM is better, WHM has basically no nuance to it as long as you plan on just running expert roulette and you don't care about eking out every drop of efficiency out of your job. AST is harder to wrap your head around at first, but if you run both through expert you'll eventually someday find yourself wondering "Why the hell does this ridiculous AST job have a six-HUNDRED potency off-GCD heal on a THIRTY second cooldown, and why do I never have to stop blasting to use it? Why do I have to hard clip Holy to use Assize unless I want to dot one of the things in this group or blow a lily on the tank that's barely taking damage? Who designed this stupid WHM job and why does its kit feel like it wasn't created by someone who knows how this game's combat system flows?"
 
			 
			

 
			 
			 Originally Posted by Roeshel
 Originally Posted by Roeshel
					
 
					
					
					
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