Quote Originally Posted by ASkellington View Post
Dunno about the first part but I've been advocating AST to be a strict regen healer (if it can't dual stance) for a year or so now.

I'd prefer the stance dancing as a psuedo cleric stance but a regen/delayed heavy Diurnal with high costs on burst healing options (Helios, Benefic 2, CI, ED) be it MP or CD would be more than welcome.

For SGE... thinking about it, it would be interesting if the other Kardia effects could also give team mates a boost in some area not unlike cards to make switching not necessarily mandatory, but something you would want to do. For example, there is the HoT idea I had where you built up X damage thresh hold. Could also do the same for a shield effect.



With the above Soteria being able to apply it as well possibly.

On that note, I'm going to say no to having no MP cost. I want more reasons to keep note of my MP bar, not less.
Right now, MP use is almost entirely minor MP taxes that automatically resolve themselves with the use-on-cooldown Lucid Dreaming and the use of your gauge tools which are also used within certain timeframes. In other words, MP management is something that largely resolves itself.

I don't think having your standard gameplay tick away at your MP does anything to create some sort of interesting way to engage with MP as a resource. It's also very bizarre that SMN, RDM, and the healers can theoretically brick themselves into not being able to do anything, yet tanks, melee, and physical ranged have no such consequence.

I would rather see each healer have a selection of MP cost abilities that you want to use often, and have the ability to restore your MP be a manual choice between that and other resources. So your MP management game would be exponentially more engaging than what we have now, not less.