The only thing I notice that might be off for you is stacking too much mitigation together, Undead. Other than that, your description seems to point out that the healers might need to refine their spell usage to keep you up.
From my WHM example, Cure spam won't be sufficient. They should be starting with Holy stun spam, with Assize, Regen, Afflatus Solace and / or Tetragrammaton to supplement heals in between the stun casts. If the enemies are still all alive after the enemies are stunned 3 times, the WHM should start throwing out the Asylum bubble or their Temperance angel wings afterwards. Just one at a time though for those 2 cooldowns. In most cases, the DPS in the groups I was in kills most of the little guys after the stun spam, so I don't usually need those 2 major cooldowns with 3 enemies left. Although the Afflatus spells, Assize and Tetragrammaton should definitely be used no matter what.
For the AST case, you should 100% expect to see card buffs thrown your direction to mitigate your damage taken. The Bole tree for 10% reduction. The Spire lightning bolt for a barrier. The Ewer water jug for a heal over time HoT. And the Arrow for increasing heals you receive from ... mostly their Aspected Benefic HoT. They also have a short cooldown that looks like an orange-ish Celestial Intersection in addition to the Spire. All of this together tends to keep the tanks up decently well at the start and I have rarely needed to use Synastry or Neutral Sect on the tanks yet leveling from 90 - 100. Although I do use the Earthly Star regularly since that one does mass AoE damage and heals. I will have to get used to Macrocosmos a bit more since that one also does AoE damage and heals. As another said, Essential Dignity works like Tetragrammaton as an oGCD heal except it gets higher potency when the target is around 30% HP.
From your end, you should only be stacking 2 at most if it's your Holy Shelltron minor cooldown as one. Rampart and Sentinel tend to be the major cooldowns used one at a time throughout the pull. Reprisal and Arm's Length are some minor cooldowns that can be used later after using one of those major cooldowns. Arm's Length inflicts a Slow to trash enemies who hit you and this can reduce auto attack damage more than you think.

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