With Celestial healing soon to hit test these are some big points that should not be in the power, 1.No Cast Time Heals unless it does more than heal. This is probably going to be a big issue with having the ability to combo into heals. The developers toted this power as active healing which doesn't always work in this game where reactive healing is king. They say Celestial shouldn't have to stare at the UI to heal which at first sounds great until you really think about it. With Nature having huge INSTANT group burst haling any cast time powers are going to be skipped. No point in using a heal if another power can heal the group to full before you are even done comboing. This will be one of the first things I look for in celestial. 2.No absence of group shields. It is well know that electric not having a 4 man shield puts it a little behind nature and sorcery for pickups and group protection. If celestial is to be "active" it needs a group shield. 3. It shouldn't have a normal healing supercharge. What I mean is its healing supercharge should do more than just give health and power. Electric set the bar high with its safety nets for Invigorate and Arbiter remains one of the coolest healing supercharge in the game imo. 4. Shouldn't have PI healing like electro burst. While electroburst is a pretty unique power its limited range and need for a pi setup makes it almost exclusively a pvp power. 5. Lastly, NO USELESS HEALS. Thus is the biggest thing i will be looking for. I don't want to see any useless heals, no life elements or roars should be found. Every heal should be useable in a loadout and be worth putting on. the tell tale signs of a good power is when you actually struggle with what to LEAVE OFF your loadout.