Quote Originally Posted by Katish View Post
This was to remove button bloat and make way for new skills that are more unique to what they contribute...I removed skills that do the same job basically. A sort of future proofing...this ironically also makes it easier on controllers.

I do understand that, that is why this would be a rework and not just a normal change.

See above.

Only classes with procs are whm and ast. The only proc class that would really need to pay attention would be the whm, ast does have the prock in its cards but it would use it less due to have macroarcana would function.


Unfortunately the game already sees AST and SCH as utility I would be acting to improve that but give them a window they can damage, same with SCH which would be during a burst phase. Also, that skill is not a requirement for the AST to achieve their damage the example provided is just what they can do...the damage provided would be solely your party members and be useful when you need to mitigate and stop doing damage, the damage buff to the party would make up the AST's damage. CU can still be canceled if need be it just gives the AST more options. I will review if you any suggestions. =]
I'm not objecting to any healer having utility skills, I'm objecting to a job being overloaded with utility skills as you propose with AST , not to mention with some skills that are redundant and could potentially be used for griefing - i.e. the one that is similar to rescue. Sorry, when I look at the skill list I just don't find it very interesting, I find the PVP changes work far better and somehow each healer has its own identity with far less skills. Plus, to be honest, I don't see any benefit from changing skill names, I would find it more annoying than anything to have to re-learn all 4 healer names (again- that's just me- and doesn't mean that your names aren't good- I HATED the sage names- but I got used to them)