Quote Originally Posted by Renathras View Post
Right now, the reason WHM's Glare and Dia do so much damage is because they don't have Cards (AST) or Chain (SCH), so the raw damage of their abilities is higher to compensate. Same with SGE.
You're on about AOE though, since you're on about Bane being returned. Single target does not factor in here. And in AOE, SCH does the most damage with their AOE spam move even WITH Chain available to them. Yes, it's only on one mob, but there's also quite a few packs where one mob is significantly tankier than the rest (Behemoth and the goblins just before 2nd boss in latest dungeon). Also, Bane had a built in damage-reduction on the spread, first it was 10% diminishing per mob, then they converted it to a flat 60% reduction. I don't see why they'd need to bother changing much of anything. The damage of a Biolysis being spread by Bane in current game would be (700 - 60% = 280), but at the cost of a GCD to apply that Biolysis. Effectively, you'd be gaining 100p per mob (plus 520 for the main guy), but taking THIRTY seconds to reach that amount. Most pulls don't even last 30s.

Though instead of Bane, a move used specifically on AOE, I'd rather they had a move like what I've suggested: A retooled Shadowflare, which does not conflict with Soil, and drops a puddle on the floor under the targetted enemy for 15s, dealing 100p on cast and 50p per tick for 5 ticks, totalling 350p. This makes it useable on singletarget as a regular DOT, but also means it's worth using in AOE, but not high enough damage on cast to spam in AOE (else Art of Snore would become pointless). Bane was cool and all, but it's only going to be useful in AOE situations. It will be a 'dead button' in Raids, which makes it feel, to me at least, like it's not worth asking for. If SE were to go 'okay you get Bane back, that's your one wish gone and used' then I'd call it a waste, because SCH gameplay in Raid would still be the same as it is now