
Originally Posted by
Gemina
In dungeons, literally no different that what healing looks like now. Only difference would be that healers would be doing more damage, and they would keep it up full time too. This is because Cleric Stance now would only affect healing magic, not abilities.
Any damage increase Cleric Stance's modifier would have provided would have just been siphoned from the initial potencies themselves (e.g., a 300-potency Dosis III with +10% damage instead of 330-potency directly), and Cleric Stance absolutely did affect healing abilities due to the tremendous loss of Mind. Benediction and early Lustrate were simply outliers in that they didn't scale with their caster at all, to the point of categorically not even being healing abilities; as skills that gave their target a % of their max HP, they scaled only with the target's HP and even ignored healing-received debuffs like Infirmity while Lustrate-v.2 and Tetragrammaton would not. The 20% penalty was nothing compared to losing some 80% primary stat.
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Aside / to OP:
Cleric Stance was the equivalent of a sticky gearbox that people nostalgically mistake for the equivalent of uniquely having had gears (despite their still having them now, in choosing between offense and healing by choosing between attacks and heals).
In theory, Cleric Stance merely caused one to commit to offense for at least 2 GCDs at a time, up from 1. That's literally just 1 GCD more. Which is already not particularly worth the apm bloat* or making a trap of half one's kit at a time for.
* Note here that I'm not considering high APM inherently APM bloat. I'm solely considering an invasive and unvaried use of APM that precludes anything more interesting seeing space for use as "APM bloat".
In practice though, it punished Spell Speed (because any amount of SpS would cause a remainder, increasing the lock-in period effectingly to 3 GCDs or demanding brief wait, and that remainder could trip up skill-queuing with more than 70 or so ping), and especially punished ping (since that'd make each CS toggle clip where you would otherwise have been fine unless using it just after an instant cast, as all else had at least a 2s cast time) and packet loss (as it could immediately turn itself back on after toggling it off, again locking you in for another 5s).
There's also nothing that even the best rehauled designs of Cleric Stance as a role-wide stance-toggle that simple interactions between abilities could not already accomplish with more interest, more depth, more nuance, and less annoyance and arbitrary punishment.
As a unique mechanic that offers new nuances instead of simply restricting access to one half or the other of one's own kit, though, such as between Nocturnal and Diurnal Sect or SCH's Light and Dark Sect, stances could certainly see use on certain healers to net positive effect. They just wouldn't be anything like Cleric Stance.

Originally Posted by
Rekh
You're both too negative. It was a great system of choices that allowed player expression.
It was far from great in practice or even general approach. In its most fundamental promise, it had potential. But, even the basic design philosophies were generally half-baked at best, especially once one separates "inter-role" from the simple and quickly-killed-off 1.x "jobs first" design (wherein roles themselves were far more fluid, with, for example, Pugilist and Lancer having as many avenues towards tanking-related features as would Gladiator and Marauder).
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For OP:
I'm not sure whether to what degree this should counter as "inter-play" but should at least count as coordination or complimentary play:
In ARR, especially during leveling, optimal play varied with party composition. Let's pretend we're level 38 and there's a pull of 3 mobs near a pull of 4 mobs, each of which can do decent damage to the tank (require Cure II spam and CDs for the tank to survive), and 4 of which have ranged spam and/or ranged specials.
*(Note that only Warrior has anything like Tank Stance at that level, and it's comparatively pathetic, and potencies and therefore outputs haven't yet been so inflated nor high-level traits baselined into their respective skills, such that Venomous Bite starts at 9s, Disembowel at 12s, etc., which tended to be more rotationally engaging but was certainly far weaker / tuned for use at their respective levels instead of at lv50+.)
I'll give a few different composition and how they'd vary optimal strategy. See the HB below:
PLD-WHM-DRG-DRG: Take the two packs separately. WHM pulls with DoTs, Regens the tank, then sleeps all but the focus target. PLD uses Flash only once for initial threat and mitigation, then all pound down the focus target down. DRGs alternate who Disembowels (as the damage buff was instead a raid-debuff at the time, rather than specific to the DRG) so the other can get higher appgcd via more Full Thrusts and reduced wasted Life Surge cooling. If the target has any specials with delay, the DRGs Leg Sweep it to cancel it, since PLD's Shield Bash costs a GCD. PLD uses Shield Bash only to prevent important buffs or to prevent self and melee from needing to run out. Because all are on the same target, the Paladin deals significant damage and Enmity both via Sword Oath. Because the targets are dying so quickly and incoming damage is so reduced via CC, no heals but Regen and a between-pull Cure II are necessary.
PLD-SMN-SCH-BLM: Two possible strategies. The first is to mass-pull, DoT all, use BLM's AoE Sleep, and then nuke down a single enemy at a time (starting with ranged) thereafter until Sleep is about to time out (then briefly AoE and refresh Sleep if necessary). The second is to pull all and split ranged and melee enemies, have only the BLM Quelling Strikes, and SMN and SCH (who deals more DoT damage than the SMN) kite melee mobs (since one could have up to 20s of Sprint at no cost only for Casters) while the Paladin takes the ranged, keeping them chasing melee near enough to the ranged for the BLM to cleave off of (generally requiring that SMN and SCH spin together).
WAR-SCH-MNK-BRD: Pre-shield. Pull all. Have Bard open and kite melee mobs until they're ripped off by Overpower, giving the SCH (who does not yet have any AoEs) enough time to DoT everything and Bane without the WAR dying. Bard uses the strong snares to kite around the Warrior despite the mere 12y range on Quick Nock (Wide Volley being unavailable until lv50, and less TP-efficient until getting a proc). WAR opens with Bloodbath (previously 25% of damage dealt) and Rampart and/or Vengeance as needed as soon as Overpower ends up takes melee off Bard. Monk focuses same target with non-AoEs as the Warrior is auto-ing. Before the second Bane goes up, WAR swaps to Defiance, and, just after the second Bane goes up, WAR pops Convalescence to survive taking all mobs now that Bloodbath, Rampart, and Vengeance are down. SCH heal-spams as everyone else cleans up. Another variation: Can aim Overpower (which was a cone at the time) as not to take melee off the Bard until they'd be immune to loss of movement speed.