Quote Originally Posted by MartaDemireux View Post
Think of it this way: WHMs Assize is the answer to SCHs Fey Blessing + Chain Strategem. It deals the damage that SCH allows other players to deal and is an oGCD heal. Of course it's not totally equal in terms of numbers, but it is what it is. SCHs Afflatus Misery is present in having so many oGCDs to heal with between Aetherflow and Fairy, that they don't need to use as many GCDs to heal - Afflatus Misery is only a catch-up ability to offset the missed DPS from needing to use the GCD to heal.

The true culprit is Holy. The other healers don't have AoE mitigation like that anymore. AST lost its stun on Celestial Opposition, and SCH lost it's Shadowflare. If WHM had Fluid Aura upgraded to Flood or something and it applied Slow to the targets it hit... well AST and SCH would really be out in the cold then for dungeon groups. The easiest answer to this is removing stun from Holy, but the best answer to this is giving AST and SCH some sort of AoE-DPS-as-mitigation spell.
I wasn't seriously asking where SCH's assize is. I was trying to point out that it's ridiculous to ask for every ability that one healer has to have a parallel in a specific other move in another healer. I also don't even think it's as straightforward as every healer needs a crowd control aoe move. Crowd control is generally mitigation. So is shielding. What every healer needs (in this situation) is a way to keep dealing damage to groups while also maintaining the group's health. That can be done by mitigating damage through crowd control (WHM), through instant dps moves and ability heals (like SCH), or... I don't know how ASTs are supposed to do it at the moment.

If SCHs got Shadowflare back, you'd have to nerf Art of War to keep their damage even, and then you could do something else to bolster WHM aoe mitigation and keep the incoming damage even. Maybe you make holy stun last a little longer, so WHMs can keep incoming damage stopped for a little longer. Maybe you give them a new move. Maybe you give them 3. The point is that you can design systems to be different and have different tools to achieve the same goals effectively, which is something I think you understand, based on your post.

The point being that just adding a move to one healer doesn't necessitate that every other healer get a move that does something similar, so long as they are all capable of dealing with the same situations (in 4 man content, anyway. It'd be quite nice if each healer had some gaps in 8 man content so that the healers could synergise better, but that'd be very hard to do well with 3 healers without making one composition completely meta).