Dang, Penril. You really put some thought into your proposition. I especially like the spreadsheets.
Since the balance forums are a ways off, I don't see this discussion going anywhere especially productive, but I'll still talk with you a bit about your ideas, since you took the time to post them.
Penril wrote:Healing Energy now builds Force instead of Tranquility. The AM could use HE and build 5 stacks of F, and then choose to use an instant group heal, big ST-heal, rez, or a stronger Funnel Essence. These spells will now be building T, and when he has a few stacks he could use Healing Energy again, which will increase healing received on his target by 3% per Tranquility point. Keep in mind the AM has been using his mechanic AND healing the whole time.
Cleasing Light would now build Force as well, and benefit from Tranquility. So the AM could choose to build T with his other heal spells, and at 3 stacks his cleanse would affect an additional groupmate. At 5, it would affect 2 groupmates (highest number of groupmates cleansed would be 3). Since HE and CL both build Force, the AM won't be able to constantly group cleanse AND buff healing received on a target. He will have to choose one. Also, since both build F, DPS AMs won't really benefit from these changes (since all their damage spells build F as well)
I like the idea. Would Cleansing Light's change also cause Isha's Encouragement to become a 2-3 target AoE HoT? Also, how would it choose targets in the event of several eligible group members?
As for Healing Energy, it definitely needs a base cost reduction before it would be viable to spam it for any reason. With this plan, you'd have to use it five times in a row in order to get to the instant heal, and if you don't crit or, for whatever reason, don't have Wild Healing, then that comes with a steep AP cost. Don't get me wrong, I love Healing Energy, and I love me some Balanced Mending, but this change would be niche at best unless there was some way to store or save Force which didn't threaten to be undone at the first cast of a heal.
It would be cool if there was some sort of stance mechanic as well. Like if AM/Shaman had two off-GCD abilities (one for Force and one for Tranquility), which consumes your points in the relevant High Magic and then gives the player a buff which shortens the cast time or raises the effectiveness of the next eligible spell. That way, the mechanic could be made to work better on-demand. You could build 5 Force and 5 Tranquility and then use them as you needed to without having to worry about losing a stack because you needed to use a different spell for whatever reason.
Penril wrote:Why do i suggest this? Because Blessing of Grungni and Cleansing Power. Those tactics make Rune Priest + Warrior Priest an excellent healing duo. If the AM was able to buff healing received on a target, or have a semi-AoE cleanse, he could easily replace a RP or WP in a group.
Moving on to Life-Tap healing, i think Balance Essence should build T instead of F. This way, the AM could spam it (healing a groupmate) and then have a instant (or really fast) Energy of Vaul. Or he could use his other F spells and then have an instant Balance Essence. This alone won't fix Life-Tap healing, but if Expanded Control was also changed so it makes BE heal your whole group, it would certainly improve its viability by a lot.
Yeah, my first idea for a change to Vaul would have been to make Expanded Control heal the group for a little less than your defensive target. As it is, changes to the mechanic alone won't do anything for Vaul's AoE problem. It'd also be cool to see Divine Fury reworked so as to not affect lifetap abilities, but with lifetaps given a base 20-25% healing increase across the board. Then Vaul AMs and Grace WPs could potentially get use out of both their heals and their lifetaps.
Back on topic, I agree that the WP and RP have class-defining tactics in Blessing of Grungni and Cleansing Power. I think that changing the AM's mechanic to bring it in line with things that other classes have to sacrifice tactic slots for is a bit of an overreach, though. Besides, the AM has such a class-defining tactic, as well. It's just that the level cap isn't sufficient to give us Desperation yet, so AM isn't as strong as it used to be.
Even with Desperation, though, I know that a healing AM in a serious 6-man would be rare, but that's because of the shortcomings of the class itself (lack of mobile healing and weak defenses). Your changes to the mechanic do help to address the lack of mobile healing, though, so that's always a plus. Being able to spam HE and then stop briefly while kiting to get a reduced-cast heal off might give us an interesting role in such scenarios.
I think that the AM definitely needs to be looked at, don't get me wrong, but I think it would take something more than the proposed changes. Not so much more in magnitude, mind you, but more with respect to the depth with which the class needs to be changed. The mechanic is fundamentally flawed in that it requires healers to do things in a set sequence, even with your changes, and healing in this game demands the flexibility to react to a myriad of potential situations. Obviously this flexibility is threatened by adhering to a rotation.