Quote:
Originally Posted by Snark
15% to all heals and wards is almsot enough to make me switch mains. This is incredibly powerful, and surely works on buffs with heal/ward components, all relevant adornemnts and effects, and all pets etc.
how can u ignore this? 
|
You forget this is a coercer AA, and that spell can be put on only one healer in your group (not raid). It also costs them 10% more power to sustain that 15% extra healing boost (esentially creating a 5% bonus if 100% of the power is used).
Like I said, this is hands down the best final AA we get. The rest are questionable:
Tash - debuff 700 mental damage per rank for 5 seconds, 5 ranks. Each additional rank adds 700 more debuff, but no additional time. Essentially, spending 5 aa's on it would net a 3500 mental (only) debuff for 5 seconds. This means that chanters (only classes that use mental damage) could land ONE spell while this debuff is active.
Manaward - Wards against mana drains (description is currently bugged in picture). Will ward up to 333 power being drained for 1 minute. Interesting concept, but fairly worthless spell
UNLESS some of the EOF raids are heavy on power drains. I could see this being useful on particularly long fights that involve some sort of power drain to keep healers with power. Its very weak tho, for the AA cost (5 points to reach the 333 ward). Would prefer to see something in the realm of 100-200 per rank.
Thought Snap - This is a great spell, forcing targets to stay on a "random fighter" in your group. Perfect for MT group on a raid, particularly in a mem wipe situation. Biggest complaint is needing to spend 15 AA on totally worthless 3% reductions on power cost of spells I rarely use. Unsure of recast on this spell.