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Talk to the Team: Healer
Quick thread, kind of open-ended. Wanted to collect folks suggestions for improvements or changes as well as any bugs they know of in the Healer school. Post here please.
Update: I am not asking about issues with monster aggro so please don't bring that up. I'm asking about specific issues with the school itself (like we did in the other threads).
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Re: Talk to the Team: Healer
Amon,
Would it be possible to create another Attack spell for the Life skill?
Bolt, Wave, Fist, Spear? I think Mystic Blaze is really useful but very
lonely in that line of spells.
can we also do something about the (mostly useless) Purify spell?
With the Cleanse Techs, PURIFY has become IMO null and void.
that is all I can think of at this moment.
As always, thanks for trying to improve the Game!
Andaras
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Re: Talk to the Team: Healer
Purify is available very early on and is therefore useful to those who haven't yet acquired tech'd stuff.
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Re: Talk to the Team: Healer
Leveling a healer, without other classes already completed, is the most mind numbingly boring experiences I've ever had in any MMO. Healers only get two real damage abilities/spells - mystic blaze & smash.
Hopefully creative ways can be made to help make healer leveling/soloing more fun and interactive.
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Re: Talk to the Team: Healer
I would think healers should get life attacks which are particularly useful against undead but not so much against living creatures. I'm not sure if Blighted (e.g., kwellen) should be susceptible to the life attacks the same way undead would be, but I could certainly make an argument for it. The good-against-undead approach would give healers a direction for leveling a little faster but still be limited in many combats.
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Re: Talk to the Team: Healer
My suggestion is about the healing master ability could you clarify how it works.
For those that don't know or have the ability it stats the following
Healing Master ability says "Permanent improvement to all healing spells"
Increase heals by 0 - 45
their other ability of life giver is better than healing master, is this 0 to 45 random amount or a random number given at the time the player gains the ability?
if the latter and the random number ends up being zero its a pretty useless passive ability at that point.
I agree that a healer does have very few attacks along with the weaker armor use, shield and one hand crush skill, the mystic blaze spell is a 30 second recycle so really they have no real offence alone and the fact a pure healer at lv 100 will be restricted to lv 71 armor making cleric a currently better choice for a pure healing class due to A: better armor and armor use B:abilities more suited toward both solo and group hunting.
The Smash ability only does increased damage if the player uses the Red Stance but is 30 seconds recycle.
A healers Illustrious stand IV is -152 chance to hit only against undead its ok if your spend the majority of the time hunting undead
Perhaps keep healers armor use, one hand crush , shield the same as the clerics to compensate for the lack of offensive abilities or attack
Change the healing master from the 0 - 45 to something that would be more suited to a healer like perhaps as example 20 to 50 life increase.
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Re: Talk to the Team: Healer
If you have Healer as "stand alone" class, it is almost impossible to lvl up.
I have a lvl 44 pure healer, and i cant hardly kill lvl a lvl 38-40.
Maybe change the healer abit, so its possible to have it as a "stand alone" class.
Also, some more life spell attacks.
Would be good to have 1 or 2 healing spells only to the healer, that heal over time
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Re: Talk to the Team: Healer
How about a (mighty? ;)) damage spell that wounds undead but heals living enemies like animals. That would be real great.
Personally I think that Healer should be hard to play solo and not multiclassed. It's a pure supportive class that helps other people doing their hunts. There should still be a considerable difference between cleric and healer.
But it would not hurt to have some more capabilities that are exclusive to the healer. Maybe another group heal, like "improved group heal". I'd put it on another timer and make it a bit stronger than the ordinary group heal spell. Maybe make the timer a bit longer to not overpower healer. As far as my current healer experience goes group heal is the spell I cast most... but for that I don't need to switch classes. Getting a second group heal would be a sure thing to switch classes for every epic mob hunt out there. :)
(Yeah, I know, supreme rezz and full live are nice... but you survive the hunts without them, so I often don't switch classes when I'm called in as healing biped. I'm not really recognizing much effect of the passive abilities that improve the healing power, also.)
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Re: Talk to the Team: Healer
Thinking more on this and seeing others suggestions, I've had another
Idea.
Guardian has an ability (non masterable) called Stone Hammer - it
applies to their Crush weapon and converts to Nature Damage.
Maybe Healer could get an ability like that - Call it "Life Hammer"?
(Non-masterable, convert weapon damage to Life damage)
Andaras
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Re: Talk to the Team: Healer
also, i think that instant Group heal should not be masterable. Make the healer more unique, with more non masterable abilities ect.
That goes for alot of classes. To many abilities are masterable
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Re: Talk to the Team: Healer
Quote:
Originally Posted by
Abbie
That goes for alot of classes. To many abilities are masterable
I disagree with this...
If less abilities were masterable; what would be the point of lvling them all to 100? Just to say you did?
Well I don't like doing stuff just to say I did. I want there to be a reason. And the best reason of all...? Mastered abilities.
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Re: Talk to the Team: Healer
Add some damaging attacks and spells. They can share timers with healing spells, so as not to overpower the class.
Example:
some new melee attack on a 2 minute recycle - shares timer with full heal ability (this is what 1 hour recycle?). Since recycle is shared, using the melee attack resets the timer on full heal to be available in 2 minutes (so it just barely nudges it).
New bolt spell, Life Bolt perhaps, no shared recycle with anything.
AOE bomb spell - shares recycle timer with Major health, Group health
AOE life debuff - shares recycle timer with Minor health.
Something like that.
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Re: Talk to the Team: Healer
A non-masterable ability that converts damage to life damage similar to flame attack or primal attack would be nice.
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Re: Talk to the Team: Healer
There are many masterable abilities yes but taking away those would just mean allot of players that already have them would i would wager be rather upset, second of those masterable abilities not many that are mastered are as strong as being in that class since a number of them have different teirs and only tiers up to lv 50 gained and below can even be mastered leaving the more stronger version of these abilities restricted to certain classes.
an example Bloodmage gains syphon IV at lv 42 an mastered at lv 84, but a lv 100 bloodamge has syphon VIII 3 tiers stronger than the mastered version an only available to the lv 100 bloodmage or syphon X is only available to a lv 100 spiritist. so leaving the currently masterable abilites alone but maybe adding a class specific ability or abilities for healer only might be nice
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Re: Talk to the Team: Healer
Quote:
Originally Posted by
Andaras
Thinking more on this and seeing others suggestions, I've had another
Idea.
Guardian has an ability (non masterable) called Stone Hammer - it
applies to their Crush weapon and converts to Nature Damage.
Maybe Healer could get an ability like that - Call it "Life Hammer"?
(Non-masterable, convert weapon damage to Life damage)
Andaras
Teach me to post without verifying skills first.
I misnamed the skill I was thinking of. Even though "Life hammer"
would make a cool extra attack for Healer, I was actually thinking of
"Guardian's Force" skill which converts melee Damage.
So a "Healer's Force" ability was what I really wanted to suggest.
Thanks,
Andaras
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Re: Talk to the Team: Healer
being an old fashioned roleplayer,
I dislike the idea, that healers could take /damage life of creatures seriously.
So I would love to see them very strong against undead,
and in my opinion healers should be best in defense- so I like to see something
like CoT/spiked scales- but stronger- and only on the healer himself
(makes sense, cause mobs tend to go for the healer first).
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Re: Talk to the Team: Healer
Quote:
Originally Posted by
LOVWYRM
So I would love to see them very strong against undead,
and in my opinion healers should be best in defense- so I like to see something
like CoT/spiked scales- but stronger- and only on the healer himself
(makes sense, cause mobs tend to go for the healer first).
I dont like the idea that the healer to be better in defence, thats the tanks job :)
But i like the idea that the healer got a selfonly ability like pulsing spectrum.
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Re: Talk to the Team: Healer
I don't think Healer needs any specific class only attacks. A Healer can get by using the standard bolts and whacking sticks available to all classes.
Healer-like abilities available through other schools:
Detoxify Self, Detoxify Other - Druid
Allocate Health - Spiritist
Illustrious Stand IV - Lovwyrm, this ablity is a group buff against incoming attacks from the undead. (-152 to the critter's attack)
Aura of Health III - Should be more powerful and overwrite similar abilities from other classes ie Breezes, Field of Growth.
Ability Recycle Timers:
Superior Heal VIII - 5 Min
Instant Heal X - 5 Min
Full Heal - 1 hour (May as well let my group members die so I can Super Rez them quicker)
Group Instant Heal IV - 10 min
The timers for these four abilities could all use a little adjusting. eg Superior Heal & Instant Heal 3 mins, Group Instant Heal 5 mins, Full Heal 5 mins.
Superior Resurrect - 15 mins No problem with this timer as normal Rez is available on a 30 sec recycle.
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Re: Talk to the Team: Healer
Quote:
Originally Posted by
Vortura
I don't think Healer needs any specific class only attacks. A Healer can get by using the standard bolts and whacking sticks available to all classes.
That only helps for multiclassing a healer. The healer itself only gets One Hand Crush as offensive skill, and with 8 per level that's not really much skill. Additionally the necessary attributes strength and dexterity are very low with 5 and 6 per level.
So damage output and hit rate should be inconceivable low for a healer only character. Some more damage spells/abilities based on the life skill would help very much in this case.
That's maybe the most important question for the healer class: Do you really want it to be enjoyable as first class for a biped? Currently it is definitively more a stats boost for bipeds that already learned other schools that can do some damage to mobs.
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Re: Talk to the Team: Healer
I would like to see a Life Bolt. I would also love to see a Life Attack buff, even if self-only and/or non-masterable OR even something similar to Reaver's Ethereal Blade.
Also, I do believe the recycle on the Healer's abilities needs to be seriously adjusted down, please :)
I'm not so sure Healer needs to be more solo friendly, but it should definitely offer more over Cleric, especially in grouping situations.
Thanks for listening, see yas in Istaria! :)
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Re: Talk to the Team: Healer
Quote:
Originally Posted by
Vortura
I don't think Healer needs any specific class only attacks. A Healer can get by using the standard bolts and whacking sticks available to all classes.
The bolts/spirit/nature line of spells only comes with multiclassing. While that is an option, if you wish to level only as a healer, your options are either get powerleveled by another toon and/or trophies collected by another toon or fight stuff 5-10 levels below you.
Some life based attacks would be very helpful. If worried about balance, make them specific to the healer such as Blood Bolt is restricted to the blood mage class.
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Re: Talk to the Team: Healer
Quote:
Originally Posted by
hallucin8
I would like to see a Life Bolt. I would also love to see a Life Attack buff, even if self-only and/or non-masterable OR even something similar to Reaver's Ethereal Blade.
Also, I do believe the recycle on the Healer's abilities needs to be seriously adjusted down, please :)
I'm not so sure Healer needs to be more solo friendly, but it should definitely offer more over Cleric, especially in grouping situations.
Thanks for listening, see yas in Istaria! :)
im on bord here.
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Re: Talk to the Team: Healer
I have to disagree with everyone that has said healers need more attacks.. Healers should have little to no attacking ability, like they do now..
I don't believe given healers the abililty to solo is the right way to go. In all games that I've ever played that is fantasy based.. Healers do exactly that, they heal as a supporter of a group. They do a good job of it, and thats it.. It makes absolutely no sense to give them more striking power.
It should stay this way..
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Re: Talk to the Team: Healer
I think that something big you are overlooking is the fact that other games have a playerbase large enough that a healer will not have trouble finding a group. There just is not much grouping in the lower levels of the game, and most grouping I have seen on Order is for the high end stuff. Forcing healers to take it as a second or third class just to make leveling possible is not a good policy. Let them have access to some spells that do damage so that they can solo and contribute when not actively healing. I know that when I take the healing role, I have several long chunks where nobody is hurt enough to waste a spell and so I have time to throw a few Spirit Bolts.
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Re: Talk to the Team: Healer
I hear you Ssil- but I still can`t agree.
I`m with Finkle here.
I met lots of good healers.
Hero`s of the shards. Often enough last (wo)man standing.
Powerful (from other classes) and wise (cause they know about the game and how the play a healer).
Ubers that are not above comming to fight as healer.
Some of them are still with us- if they are part of the group- we`ll win.
But they do not attack- that is simply not their job.
I`m sure healer school can be updated and made stronger.
Concerning abilities a HEALER could and should learn
(e.g. something like Vestia`s potion as an ability for the healer or third person/group).
But I see no reason why a healer should be able to solo Istaria.
I really sounds wrong in my ears.
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Re: Talk to the Team: Healer
With undead stalking the land, an abomination to life, I do see how healers could destroy them. I agree that they would not take life from other creatures, but I do not think they would stand by as unlife defiled the land.
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Re: Talk to the Team: Healer
Quote:
Originally Posted by
Finkledbody
I have to disagree with everyone that has said healers need more attacks.. Healers should have little to no attacking ability, like they do now..
I don't believe given healers the abililty to solo is the right way to go. In all games that I've ever played that is fantasy based.. Healers do exactly that, they heal as a supporter of a group. They do a good job of it, and thats it.. It makes absolutely no sense to give them more striking power.
It should stay this way..
I somewhat agree here.
I do agree that the recycles of some of the healing abilities could use adjustment. Especially everything that is non-masterable such as Full Heal.
However, the class could be fleshed out a bit as I suggested before: Any attacks granted could become on shared timers with the big healing abilities. But I would be happy with just a bolt and a life-attack spell as far as damaging type additions.
Ultimately, healer becomes a very powerful main when coupled with spiritist, druid, and a few other schools. And then has plenty of attacks. Perhaps adding too much would negate the need to multiclass (which is probably bad since that keeps people playing longer). And even life-bolt would be replaced with spirit bolt once a healer is multiclassed.
The more I think about it, the only thing I would change in the Healer class would be the lowering of the recycles of heal abilities:
Full Heal down from 60 minutes to 10 minutes
Group Instant Heal down from 10 minutes to 5 minutes
Superior Heal and Instant Heal down from 5 minutes to say 2 minutes.
Also, maybe a life attack spell could be useful against undead.
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Re: Talk to the Team: Healer
(sorry for typos and grammar in my last post-embarrassing-.
Hope you got the point anyway. )
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Re: Talk to the Team: Healer
Healer doesn't feel as unique to me as some other classes. I expected to be able to do many wonderful things but when I got to level 100 I found most other level 110s had almost as many heals and this left me depressed and feeling a bit like I'd wasted my time leveling up Healer. Unless there's a huge hunt going with very high level mob, Healers are not needed.
And I agree with what others are saying about having no dmg. spells besides Mystic Blaze. I don't play Healer much because I can hunt much better in another class and have a lot more fun doing it.
Cixi
Gnome Extraordinaire
FREE RACHIVAL NOW!!!
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Re: Talk to the Team: Healer
Quote:
That's maybe the most important question for the healer class: Do you really want it to be enjoyable as first class for a biped? Currently it is definitively more a stats boost for bipeds that already learned other schools that can do some damage to mobs.
This prestige class is all about life giving and offering protection to itself and a group. I agree, leveling Healer from 20-100 without the benefit of other classes to augment it would be a difficult path to choose. Still, I don't see the Healer school needing change to compensate for a lack of offensive firepower. As previously mentioned, multiclass Healer with Spiritist or Mage (as an example) and you've got your offensive capabilities covered.
Changing the timers on those masterable healing abilities would also have an effect on Cleric and Druid which does nothing really positive for Healer. But I'd say do it anyway.
Without wishing to nerf stuff for other schools, maybe Healer needs additional passive armor, resistance and skill boosts, wear Plate armor and as mentioned before, boosts and timer adjustments to it's non-masterable abilities (Aura of Health, Full Heal etc). Something to lift it above those other Schools with access to the range of healing spells, Minor/Normal/Major Health, Revitalize and Improved Revitalize.
Last but not least, put a socket or two in the Mace of Divine Intervention (if it still drops) or tweak it so that it does something useful while you are still alive..... like when equipped it gives off an Aura of Health IV.
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Re: Talk to the Team: Healer
Well, in that case, I would recommend you put a really big disclaimer in the class description that says "You will have a terrible time doing anything on your own. We highly recommend you not take this until you are heavily multiclassed. After all, you are a healer and sworn not to harm others. Unless, you happen to have the skills to, then you can rip out their souls or fry them with lightning. But since we didn't teach those skills, you aren't breaking your oath!"
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Re: Talk to the Team: Healer
Quote:
Originally Posted by
Ming
Healer doesn't feel as unique to me as some other classes. I expected to be able to do many wonderful things but when I got to level 100 I found most other level 110s had almost as many heals and this left me depressed and feeling a bit like I'd wasted my time leveling up Healer. Unless there's a huge hunt going with very high level mob, Healers are not needed.
I play my biped in healer as the main school all the time. It's either healer for druid/spiritist spells, plus the healing support, or an archer class for ranged.
Leveling healer is one of the primary classes everyone will want if they multiclass since it maximizes focus (increases spell- chance to hit, increases healing, increases your magic evasion) and maximizes life skill (increases healing) and these affect you in any class. It's a good school.
More things to give it some unique-ness would not be bad. But it does have some of these already such as Illustrius Stand.
The aura of Health healing aura could be improved. I don't think anyone bothers using it.
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Re: Talk to the Team: Healer
Ok heres my 2 pennys. I have played Healer in many mmo's and i have a lvl 100 healer here too. healer is eazy to lvl here its just REAY slow the role of a healer isnt dmg so added a bolt or somthing seems out of the role of a healer. It seems to me when doing epic runs the aggro from my heals is crazy high and i have no way to negate that other then not healing. so maybe a abilty or spell that lowers aggro from heals or lowering the aggro from heals would be a good start. Im a little shocked no one had talked about this. another point to make IMHO a healer should be 2nd to none in healing no one should even come close i have not played druid/claric to 100 yet so now way from me to realy know yet so maybe make the heals better for healer only. ill take this time to add the aggro system need to be tweaked a ton here let tanks be tanks and healers be healers not tanks. I hunted SoG yester day half the time my healers was the tank thats got to get fixed
thank you for your time and sorry for the bad grammer.
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Re: Talk to the Team: Healer
Quote:
Originally Posted by
Peylor
It seems to me when doing epic runs the aggro from my heals is crazy high and i have no way to negate that other then not healing. so maybe a abilty or spell that lowers aggro from heals or lowering the aggro from heals would be a good start. Im a little shocked no one had talked about this. .
I did^^:
<<and in my opinion healers should be best in defense- so I like to see something like CoT/spiked scales- but stronger- and only on the healer himself
(makes sense, cause mobs tend to go for the healer first).
<<
(post No.16 here)
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Re: Talk to the Team: Healer
Aggro to the healers makes perfect sense from the enemies point of view... admit it, if you happen to be fighting a group of undeads that has some healer mob inside it, you'll want to kill that first. If you don't, you'll have a hard time killing all the other mobs from that group, because that **** healer heals them all the time.
The best way to avoid aggro from healing is keeping your distance. Stay in a distance that is as far as possible from the mob, but allows you to cast your heals on the tanks (and maybe other spells on the mob). That usually keeps aggro away from you.
Please don't mess with that... it just makes perfect sense. :)
Also the healer already has the abilities to raise it's heals... of course the nature guys (druid, shaman,...) still can heal nearly as good as the healer. But that is because of the multi-class nature of Istaria. Please don't change that. Maybe revisit the healers passive abilities to heal more than the spell states. From my feeling they are not very powerful. But I haven't really evaluated that in numbers... it's just that I don't see much difference in healing power between healer or shaman on the same character with the same spells.
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Re: Talk to the Team: Healer
Good point about all the aggro to healers. This makes it almost impossible for a mid level healer to do their job in a group. And even at level 100 with skills from other classes, the aggro is awful. Sometimes to target a group member and heal them it's necessary to step in a bit closer and ZAP, all of a sudden you've got ten debuffs and hits coming your way, have to use your own heals on yourself.
Cixi
Gnome Extraordinaire
FREE RACHIVAL NOW!
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Re: Talk to the Team: Healer
@Garfonso Aggro to the healers makes perfect sense from the enemies point of view...
it does and giveing a healer the abilty to drop aggro does too. is all im was saying there. but that point only works on semi smart mobs whats the reson on the bugs ?
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Re: Talk to the Team: Healer
how about a silence spell, to stop enemies from casting, can even work on stun/mez immune mobs. since it doesn't stop them from fighting. but will temporarily stop them them from casting certain attacks and heals. would be useful against Myloc Queen, Daknor and Faffy.
would be very similar to sorcerers ability to spellbind. can be used to stop blighted clerics from healing mobs that a healer or cleric is trying to kill.. that is so annoying
get a mob down 1/2 and a blighted cleric heals it back to full, and constantly heals after. almost impossible for some ppl to kill the mob their fighting. make it masterable like spellbind ability also. so can be used by some other classes, just as spellbind can be used.
can be spell or ability, or both. same timers as spellbind and numbing haze.
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Re: Talk to the Team: Healer
Quote:
Originally Posted by
Merrik
how about a silence spell, to stop enemies from casting
I love this idea. Could have single target and aoe on enemies, like dispirit foe(s) works: "Silence foe(s)" (or perhaps "Mute Foe(s)", since we'd still hear other sound effects like cries of pain when enemies get hit).
Another thought is some sort of heal-over-time spell, like the pain/damage is drained into the ground: "Drain Wounds" or "Grounded Damage". Alternatively, this could reduce the amount of damage initially taken.
More than that, though, I really believe healers should have spells to damage undead targets, undoing the abomination that mocks the life energies with which healers work.
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Re: Talk to the Team: Healer
Quote:
Originally Posted by
awdz
I love this idea. Could have single target and aoe on enemies, like dispirit foe(s) works: "Silence foe(s)" (or perhaps "Mute Foe(s)", since we'd still hear other sound effects like cries of pain when enemies get hit).
Another thought is some sort of heal-over-time spell, like the pain/damage is drained into the ground: "Drain Wounds" or "Grounded Damage". Alternatively, this could reduce the amount of damage initially taken.
More than that, though, I really believe healers should have spells to damage undead targets, undoing the abomination that mocks the life energies with which healers work.
Agreed, but should also apply to paladin school. original designs of Paladins in early games were designed to fight/protect against undead. and also aid healers in combat
This could apply to both threads about healer and paladins
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Re: Talk to the Team: Healer
A lot of good arguments to read here. In my opinion it wouldn't hurt to give healers a life damage spell line and maybe something like a CoT. But don't make them too strong.
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Re: Talk to the Team: Healer
I agree completely with the idea of life spell or spells given to the healer that do good damage to undead (perhaps with a minor yet pesky debuff), but not to anything else. I am somewhat skeptical about a lifebolt that would damage all foes equally. I think that kind of offense moves away from the philosophy behind the healer school, and would ultimately make the healer almost a "default first biped school!" Honestly, healer is already closer to that than I really like for anyone planning on having multiple adventure classes at 100.... And yes, for those about to object to my opinions, my main biped has 100 healer. It would be a royal pain to level as a solo first class all the way to 100 before multiclassing... but if you choose to do so, that's your own darn fault hehe. Raising one other class in step with healer isn't very hard, and eliminates most of the potential aggravation.
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Re: Talk to the Team: Healer
Reading through these responses it sounds like the majority of folks would like Healers to be more focused on Healing as well as perhaps debuff-mitigation. No need to add combat abilities as you can multi-school for that. Thanks for the feedback on this, folks. Definitely gives me some interesting ideas.
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Re: Talk to the Team: Healer
For a healer to even really stand on their own does require generally 3 other lv 100 adventure schools. commonly used probly would be druid, spiritist and warrior. Warrior for both the needed health, armor use, shield and melee weapon skills. Spiritist fro the spirit and blight spells. Druid for the nature based spells. The mystic blaze i think could use a reduction in the recycle time. the other thing i mentioned previously is the masteries like healing master the 0 - 45. if a healer is really meant to just healing then the masteries i think should give a better bonus of like 10 to 45 increase. The healers defencsive buff is only effective against undead and since undead tech comp hunting was more or less removed the illustiious stand is no longer needed.
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Re: Talk to the Team: Healer
I like the idea of a life bolt, and life attack, but both probably should be availabe to cleric as well.
How about a thorns like buff that is castable on other players but instead of damaging the critter it heals the player its buffed with. Non masterable. Doesn't stack with other damage shields.
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1 Attachment(s)
Re: Talk to the Team: Healer
So what about the suggestions for an epic weapon for healer?
The mace of divine intervention is pretty weak. Hardly any stats, and an effect I am not sure actually works. The + Life could be bumped up quite a bit...
Add to it the holy zeal effect from the priceless regal maces, maybe boost the effect some such as increase its chance to go off, and make sure the additional damage applies to spells:
Attachment 1811
Better version of the image above
The adamantium priceless maces have strength and dex on them, not power focus and life like they should.. No one is using a priceless mace for melee, it shouldn't have high melee type stats required for equipping. Demonstaff was already fixed for this issue years ago, used to require 900 2 hand crush. Why does a sorcerer need to have 900 2 hand crush to use a staff? It's the same deal for the mace. Priceless mace. 70-82 damage, 33 delay, +36 one hand crush, +60 strength, +60 dexterity. 1050 one hand crush skill required to use. For a healer? really?
There's other adamantium weapons which fill the one hand crush melee weapon role, the Warhammer.
"But healers should use the cudgel..." you might say. This would be more along the lines of a druid weapon. But it still has a high 1 hand crush skill requirement. gives +36 one hand crush, +60 power, +60 focus. At least the power and focus are right. but the 1hc isn't really going to be of any use to a healer, druid, or any other caster school. Give it +spirit + nature + blight in place of the 1hc. Or give it magic evasion like the Staff has in place of the melee weapon skill:
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Re: Talk to the Team: Healer
Here are my initial thoughts on this thread. Will make these for the next update as they are quick.
* Change Full Heal to 15 minutes
* Change Group Instant Heal to 5 minutes
* Lower Instant Heal (and Primal Instant Heal) to 2 minutes (Leaving Superior Heal as is because its WAY more powerful)
* Lower Superior Rez to 5 minutes
* Modify Aura of Health to boost health by 4, 5 and 6% respectively (its 2, 3.5 and 5 now), but also increase the number of pulses from 3 to 6 and 9 on Aura of Health 2 and 3.
* Add Improved Mystic Blaze
* Add Life Range spell technique
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Re: Talk to the Team: Healer
Quote:
Originally Posted by
AmonGwareth
Here are my initial thoughts on this thread. Will make these for the next update as they are quick.
* Change Full Heal to 15 minutes
* Change Group Instant Heal to 5 minutes
* Lower Instant Heal (and Primal Instant Heal) to 2 minutes (Leaving Superior Heal as is because its WAY more powerful)
* Lower Superior Rez to 5 minutes
* Modify Aura of Health to boost health by 4, 5 and 6% respectively (its 2, 3.5 and 5 now), but also increase the number of pulses from 3 to 6 and 9 on Aura of Health 2 and 3.
* Add Improved Mystic Blaze
* Add Life Range spell technique
Wow, very nice. I'm glad the aura of health was improved, should be very helpful now. Love the change to Full Heal.
Any chance for some changes to Mace of Divine intervention? Or the priceless type cudgel/mace? Just switching the +2hc on the cudgel for something spellcaster/healer related would be nice.
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Re: Talk to the Team: Healer
/bow
That is marvelous!
Edit: One more thought regarding the Aura of health. I think it is overwritten by dragon's Breezes and this might need reevaluation if the upper tiers of Aura are more powerful than the Quickening Breeze (or whatever the name is for the top breeze).
On the other hand, it may as well be a non-issue that can be solved by the players themselves by educating the dragons around :)
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Re: Talk to the Team: Healer
Quote:
Originally Posted by
AmonGwareth
Here are my initial thoughts on this thread. Will make these for the next update as they are quick.
Shaweet! Those would be some good changes.