In my opinion, as an experienced healer that uses both sets regularly, the changes to Olorime and Spell Power Cure are completely missing the mark. While PTS-patch 6.1.1 has partially solved the problems introduced in 6.1.0, it did not address the main issue.
With both Olorime and Spell Power Cure affecting 12 players now, there are three significant distinguishing factors.
1. Olorime can be used as a backbar set with no drawbacks, while SPC can at least not reliably or conveniently. This is a neat feature for Olorime, that works very well in certain builds, but generally is not crucial to its use as there are multiple other often used support sets that can be backbared instead.
2. Olorimes set bonuses consist of Magicka regeneration and Minor Aegis, with the only offensive stat being Magicka on the perfected version, however this bonus is basically lost if the set is worn on the backbar. SPC on the other hand has only offensive set bonuses. PvE healers currently need rather low sustain and sustain is generally very easy to efficiently come by with especially abilities, food and resource support in a group. Having regeneration on a gear set is a very inflexible and inefficient way of getting sustain and can lead to oversustain and an inefficient stat balance.
3. Olorime is a mechanically complex set that does require attention from the entire group to work well and can easily lose uptime if not used correctly. The wearer of the set needs to properly pace the AOE effect, in many fights alternating between multiple spots. And the receiving players need to either be properly positioned or actively move into the circle. SPC in contrast works entirely passive and can very conveniently be applied in almost all circumstances by simply having appropriate healing sources. This is, in my opinion, such a massive benefit to SPC, that for it alone it becomes a direct upgrade to Olorime if it affects 12 players. This is not only a question of convenience, it also means guaranteed near perfect uptimes in all circumstances, more freedom in tactics, less movement etc., all factors that can result in a DPS increase and reduction of deaths for a group.
The PTS changes so far have further reinforced the third point, with more reliability for Spell Power Cure and more difficulties for using Olorime.
To sum up my opinion: Spell Power Cure should not affect twelve players and does not even need to be buffed in the first place. As a five year old dungeon set it makes no sense for SPC to be a direct upgrade over a much newer trial set within twelve player content. SPC is neither a weak nor dead set and still very good in four player content, which is appropriate for a dungeon set. It can even be the better set for dungeon and arena builds, due to it’s offensive stats and passive nature. Making it a guaranteed proc is, however, while not completely necessary, a good change to me, making the set more reliable and convenient to use, especially for the builds that currently already work well with SPC. Further Olorime does not need any nerfs and especially no mechanic changes that make it more difficult to use. It is already a mechanically complex set with a healthy learning curve and massive duration reductions make it unnecessarily inconvenient.
Edited by FakeFox on July 23, 2020 2:04PM