Something was brought to my attention by a little bird in a well known guild. . .
It seems to me like the changes made to raids have had little to no effect on the ease of raiding for smaller guilds. Empire tried Plaguefang the other day, and he hit just as hard, if not harder, than the last time we took him down. Even with Erik's resiliance and Vindicator's stance, he was still hitting me for about 7-800. With no CH chain and only three clerics on a raid, it seems that the overlap heals waste a good chunk of mana.
If you can only have three clerics, that means you have to have an influx of inferior healers (to clerics) such as druids and shamen to heal offtanks. This takes up even more slots on the 18-person only raids. Slots that could be filled with more DPS.
Wiz, I understand fully that you were trying to make the smaller guilds able to raid bigger things, but so far that I have seen, it's become a lot harder. Empire was regularly able to take Enforcer Husrag in Stormkeep, and now we get to about 60% and wipe because we have no mana left to heal the man tank. This brings DPS into the equation. . . With more healers to step up and heal after others are oom, that takes more slots that can be filled with DPS, and causes more of a damage problem. We can only have three wizards on a raid now, that cuts possible DPS by a lot. If you have three mages and three wizards, then yes that offsets the cap a bit, but how many guilds can say they have the absolute perfect balance of clerics/tanks/mages/wizards/other DPS?
Only one. Forsaken.
These new changes benefit them most of all, especially when Linken and Zhak can Auxiliary tank a prison mob with no problem at all, and have archaic heals being spammed on them. With a mana pool of 8000, it doesn't really matter that you overlap heals. With a raidforce of 18, they can have the three clerics/tanks/wizards whatever with no problem at all.
While I'm sort of complaining, it's also more of a suggestion that if you wanted to make things easier, start by taking away the three-character cap on raids, or bring a CH chain back. I don't understand why that was taken away, even with the short explanation given. From a roleplay perspective, it seems strange and/or impossible to me that a group of six wizards can't journey around and blow things to pieces.
My point is, the changes have not helped at all, and I think some things need to change fast.