Quote Originally Posted by Rein_eon_Osborne View Post
This is what I thought too.

Healers, by proxy, are also 'spellcasters' so it's not rocket science to expect them to be less mobile vs their physical ranged/melee counterparts. Having 2.5s cast time was a gameplay nuance that also adds plenty of room for personal improvements such as:
  • WHM's lilies required more thought to use effectively back then in order to keep that GCD uptime rolling as close to 100% as possible. WHM mains would normally try to use their lilies at places where they can benefit from the healing values, the mobility, & extra weaving space it provides outside Dia refresh. Regen was also a viable but less desired option. They could've expanded these such turning Assize into 2 charged GCDs, letting Assize unlocks access to a new spell like Tornado which should be an instant GCD on cooldown. Heck, I think PvP's Afflatus Purgation could've been turned into instant GCD as well in its hypothetical PvE iteration except still DPS neutral & axe out that self damage buff on 2m cooldown.
  • SCH could've access at least two instant cast DoT, one being a gain but diff timer vs Biolysis, and another being neutral but shorter DoT.



Personally I liked AST being the only 1.5s spellcaster back in ShB. Sure it was also 1 2 1 1 1 1 1 1 but it has different feel if that makes any sense.
It also removed energy drains function of being a refund to using ruin 2 to generate weave space for fairy heals and turned it into a generic damage button that consumes healing resources since clipping ED into broil casts was a DPS loss but you didn’t get enough biolysis refreshes to spend every aetherflow on ED before you refreshed ED

It’s why to me WHM feels worse in 6.x, sure the misery changes actually make it a better healer but having a healer who’s primary healing is lossless GCD healing with few oGCD’s but also a weave spot in every glare and a cast animation obviously designed for 2.5 second casts just makes the class feel disjointed and weird to me, sure clip mage had its own problems but having lily’s be integral to weave space generation you attempted to pair with movement times rather than just fancy 2 minute burst damage dumps and downtime spenders really made it feel like WHM had an identity around its turrety cast style that felt good to fully optimise