Quote:
Originally Posted by Mystriel
I didn't used to think the DI's worked or as was pointed out earlier that it would just prolong the agony. That being said they have become a very important part of my bag of tricks and can definitely sometimes save the day.
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/nod...there was a time after the combat revamp where they did 'work', technically. The problem was the heal amount when the DI proc'd was so small that it didn't make much difference. You saved someone from death only for them to come back with 300 HP and get slammed for 1500 (for example) - therefore 2 deaths, therefore that person beating the crap out of you for making them have a bigger repair bill than was called for.
That was fixed, and the heal, wis buff and regen ticks on both single target and Tunare's Watch were made to be for decent amounts. That, plus 2 chances at a trigger really do make them pretty nice - even for just grouping. With some fast work, even a bad pull in an instance can be pulled out of the fire by judicious use of both of these.
I agree, in raids, they really come in handy. Casting these in any situation is not Rocket Science, but you do have to know what they are for..what they do and can't do. For example, you can't cast one and not heal like mad behind it. It's going to make a save (hopefully), but it's not a magic heal.
I often feedback that it would be nice for Tunare's Watch to either scale with us, like our emergency heals, or be given a T8 upgrade like Wolves, the Tree and Spirit of the Bat were. Also, I think even with AA the 50% faster reuse time is borked on Nature's Reprieve.
Oh well
