I see a growing trend from the developers in merging and consolidating AA lines. Some of which don't really make sense from a user perspective. I can only guess what their goals are with regard to these changes. However, I assume that they will continue to do so and may or may not take player recommendations, but I feel it would do us a great disservice to not try to make suggestions that make these changes work best for us. My hope is to do/maintain the following ideas with my suggestions. You can agree or disagree but I'd like to see it spelled out what you want so if a developer reads our comments they can assess if it fits with this month's flavor of "the vision." 1. Streamline things we already do in sequence. 2. Take fewer debuff and buff slots without impairing current stacking norms. Or maybe even improve them as a pipe dream. 3. Keep reuse times 10 minutes or less. I want to be engaged in play, not constantly waiting for abilities. I am okay with the idea of making more permanent buffs with a 20 minute reuse as a death penalty. I envision this particularly for abilities that we have near 100% uptime when chaining current abilities. IE Zan Fi for monks, elemental arrows for rangers, ro buffs for wizards etc. 4. Keep balance close to where it is currently without serious nerfs or boosts. 5. Point out that with the recast times, mana costs, etc that they have added to AA that the only benefit for some abilities is it isn't on the spell bar, and we should just make the AA strong and stop upgrading certain spells IE debuffs. So as for the suggestions themselves. CLERIC/Paladin Make yaulp a permanent buff equivalent to the spell with a 20 minute reuse. Discontinue the spell. Most clerics use this for the mana regeneration in my experience. Death penalty sucks but apparently that is a thing they want and I'd love to not have to manage it. Cleric/Paladin/Druid/Shaman I am thinking it may be time to streamline resurrection and calls. My proposal is to make more ranks of the abilities but of one line. Make rank 1 call, rank 2 a 90% rezz, rank 3 a 96% rezz, and rank 4 a cleric only rank with 96% rezz with either a % or flat rate of mana/endurance added. The only reasons I can think to use call at all is for corpse stashing for expedient recovery, and for the small amount of mana you keep. Paladin, druid and shaman can all rezz 96% outside of combat and 90% in combat with a clickie, and Paladins can rezz 90% directly if I remember correctly. Honestly I don't see a reason to restrict priests with regard to rezz any more, and with the quiet miracle nerf it seems like a nice little gimme to make taking a cleric rezz a little nicer for getting back into the fight, without it being some huge amount of mana returned. Could also use the rezz cost to help balance the effect if necessary. Shaman/Enchanter Make Turgur's Crippling Deeds, and Turgur's Expansive Crippling Deeds an AE version of the same. Make the AA always do the cripple portion, and make the slow portion a toggle. On occasion people may not want the slow from the combo buff due to wanting the dps of ripostes, and the occasional mob that gets powered up by slow. It will save on activated abilities for both classes and improve debuffing stacking head aches for both classes and end the long term minor quibbles about nearly non existing differences between the two at the top end. I also would like to see the effects of festering and ethereal added to the effects of Malo and Tash respectively to reduce total debuff slots used for debuffs. Monk Combine Zan Fi and Infusion of Thunder. Make it a permanent buff. I am okay with making them slightly less effective to obtain the permanent uptime. Adds 30 seconds to Zan Fi and a couple minutes to Infusion. Okay with a longer reuse also as a death penalty. Pipe dream to add Drunken Monkey to this ability also. Can add 20 minutes of endurance cost of the skill. Combine Two Finger Wasp and Five Point Palm. I always use them together for the boost to palm. Increase the buff/debuff duration on Two Finger to account for the increase in reuse time if matching to the Five Point Palm timer. Please don't reduce the damage on Five Point if reducing the reuse since we tend to use this as a spike ability. However the reuse time on Two Finger pairs well with bard and shaman epic. Druid It would be amazing if we could combine the effects of the druid attack debuffs and Ro. Preferably into a single debuff. Again with cast, recast, and mana costs I don't see why we can't get a quality of life improvement on the debuffing front. Also we still would need to use the old spell skin to seedlings unless the developers wanted to miraculously add it into this debuff for us. It would be nice for them to be 1 debuff also to save on using so many total debuff slots. It may be nice to combine Spirit of Bear with Wrath of the Wild other than sometimes not wanting the damage shield. I have a bunch more too but will add those later.