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02-28-2008, 02:52 PM
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Back And To The Left
Character: Fungie / Vendetah
Server: Unrest
Posts: 265
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Re: +Heal Cap on Reactive
Templar has the best perks of any healer, all of which do not show up on parse... stoneskin, shield ally, increased trigger percentages, and hp & mit buffs. IMO, they're already the best group healer (possibly tied with defiler), and giving them no penalties on reactives would be overpowered. While I think my proposition would not need any other changes put into place, if you were to allow reactives to cap at 50%, that would probably require nerfing something else in order to maintain class balance.
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02-28-2008, 03:09 PM
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Troll
Character: Fungus
Guild: bored/retired
Server: BB
Posts: 21
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Re: +Heal Cap on Reactive
templars are not the only class that uses reactives
inquisitors need some love, seriously..
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02-28-2008, 04:32 PM
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ACT Developer
Character: Aditu
Guild: Cataclysm
Server: Permafrost
Posts: 552
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Re: +Heal Cap on Reactive
Quote:
Originally Posted by Fungie
Templar has the best perks of any healer, all of which do not show up on parse... stoneskin, shield ally, increased trigger percentages, and hp & mit buffs. IMO, they're already the best group healer (possibly tied with defiler), and giving them no penalties on reactives would be overpowered. While I think my proposition would not need any other changes put into place, if you were to allow reactives to cap at 50%, that would probably require nerfing something else in order to maintain class balance.
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You say that like shaman debuffs do show up on parses. Not that I believe that heal parses are indicative of healing power. Not for a second. If you look hard enough, you can find me strongly denouncing heal parses on either forums.
But if you go that route, you can say that druids need more attention in that matter(sure, I guess they do). Their defensive buffs consist of things like spores or urchin, which are lackluster compared to Templar defensive buffs. And do they even have mob attack debuffs that can possibly be compared to shaman debuffs?
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02-28-2008, 04:38 PM
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Show Don't Tell
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Re: +Heal Cap on Reactive
Quote:
Originally Posted by EQAditu
But if you go that route, you can say that druids need more attention in that matter(sure, I guess they do). Their defensive buffs consist of things like spores or urchin, which are lackluster compared to Templar defensive buffs. And do they even have mob attack debuffs that can possibly be compared to shaman debuffs?
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This is the exact reason why Wardens are complaining.
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Until later..
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04-09-2008, 05:56 AM
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Lady Govina
Character: Lessing
Guild: Digitus Impudicus
Server: Karag Orrud
Posts: 1,274
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Re: +Heal Cap on Reactive
This discussion is quite silly from a raiding perspective, because casting your Single Target reactives in a raid on the MT is mostly useless in T8. The Group Reactive is a bit more useful in that it can proc a lot of stuff (power/group heal) and helps protect the MT group from AOEs.
But that's it? The cleric's _class defining_ heal, the reactive? It's mostly not even reasonable to cast it in raids. You could also just sit there, cast Repent, and wait for the huge nuke to hit so you can throw your direct heals.
Compare that to defilers... in the 'special' heal parse (right click MT, click "heals by combatant"), you can see just how much more a defiler heals the MT for. In easy fights, a defiler can single heal the MT, and the templar is mainly useless. The only occassion where a good templar would trump a good defiler is against aoe mobs because of lotto heals that can heal raid wide.
And as a sidenote, our Focused Intervention is useless too because it's a reactive too. Awesome.
So how to fix it? With a 125% cap, a 150% cap, etc? Rather not. Why not make the raid mobs attack faster and do less dmg per hit? That would not harm any other healer class - the shamans won't suffer or profit from that, the druids would benefit a little ... but it would make cleric reactives worth casting again. And it wouldnt overpower the clerics in heroic instance groups either.
Btw, we probably should be glad we got Repent, and not another reactive. /shivers at the thought
Last edited by mafoe; 04-09-2008 at 05:58 AM.
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04-10-2008, 03:35 PM
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Regular
Character: Zaquelle
Guild: Siege
Server: Najena
Posts: 248
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Re: +Heal Cap on Reactive
Quote:
Originally Posted by mafoe
This discussion is quite silly from a raiding perspective, because casting your Single Target reactives in a raid on the MT is mostly useless in T8. The Group Reactive is a bit more useful in that it can proc a lot of stuff (power/group heal) and helps protect the MT group from AOEs.
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I don't know about that. They are still good for 40% of your healing combined in VP from the MT group. It's impossible to tell which of those are single versus group, though.
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04-11-2008, 03:36 AM
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Lady Govina
Character: Lessing
Guild: Digitus Impudicus
Server: Karag Orrud
Posts: 1,274
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Re: +Heal Cap on Reactive
What you can say is tho how many per cent of that heals the MT, and how much the rest of the group. Casting both ST and group reactive can "absorb" up to about 1400 dmg on any incoming nuke on the MT, but when you see that the nukes are up to 14k and that the defiler's wards are all used up 100%.......
And yea, that ST and group reactive effects have the same name is a bit annoying.
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04-13-2008, 09:27 PM
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Regular
Character: RedHawk
Guild: Saints of Norrath
Server: Blackburrow
Posts: 165
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Re: +Heal Cap on Reactive
Quote:
Originally Posted by mafoe
...Why not make the raid mobs attack faster and do less dmg per hit? ...
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QFE
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04-14-2008, 04:39 PM
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Regular
Character: Zaquelle
Guild: Siege
Server: Najena
Posts: 248
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Re: +Heal Cap on Reactive
Certainly some mobs that hit fast for small amounts would be nice. I don't think all mobs should work this way. But it would be nice to have some more variety.
How about mobs that have extra attacks that only hit wards? Ie, ward strippers.
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04-15-2008, 03:35 AM
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Regular
Character: RedHawk
Guild: Saints of Norrath
Server: Blackburrow
Posts: 165
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Re: +Heal Cap on Reactive
Quote:
Originally Posted by quasigenx
How about mobs that have extra attacks that only hit wards? Ie, ward strippers.
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Fail....
I don't know exactly how the mechanics worked in T7, but I do know that by and large they had it right. Then one of the devs got a lobotomy and created the shit that is most of KoS. It shouldn't be too hard to look back at what was done right and do it again.
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