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View Full Version : Is anyone cool with Mystic heals' "special" effect?


t3h_m0nopOl1z
10-02-2005, 12:55 AM
<DIV>As you all know, every healer's heals now have a "special" angle to them to make them different from everyone else's. Mystic heals increase the maximum health of the target (by a small amount for 12 seconds).</DIV> <DIV> </DIV> <DIV>As a Mystic, I use heals to patch up damage after wards break (even more now that leftover wards heal). Because of this, I almost only ever heal when the target is missing at least as much health as the heal heals.</DIV> <DIV> </DIV> <DIV>I'm thinking the "special" feature of our heals is totally worthless. Can anyone think of a reason for the effect to be desireable?</DIV> <DIV> </DIV> <DIV>- Raids: I suppose it could be nice to give the tank some extra room for nasty combos of hits+spells+ripostes, and since other people are also healing the tank the tank's health will get pushed up to the increased maximum even if you casted the heal way below maximum health. But adding about 300 health (if you are spamming heals constantly), while potentially useful, only gives you a miniscule chance of avoiding death in really bad situations (ignoring the fact that mobs hit for 50,000 damage or whatever now). If you're doing things right, 300 health <STRONG><EM>shouldn't</EM> </STRONG>be the difference between life and death. Sure, it's a buff, but then again, is it an equal boon when compared to faster casting or recasting times, or more efficiency?</DIV> <DIV> </DIV> <DIV> <DIV>- Groups: few mobs do enough damage for max health increases to be necessary, and the tank is probably going to be warded already and heals will be used to patch up. This is especially stupid if you're the solo healer, and the fights aren't too tough and you let the ward top off the tank's health. There's a few mobs out there (that a group would fight) that can do enough damage to drop your tank in 3-4 fast hits, but like in a raid situation, you shouldn't be relying on tiny health increases.</DIV> <DIV> </DIV> <DIV>- Solo: nothing does enough damage for a 12 second max health increase to be necessary. Plus, if it's hard enough to do considerable damage to you, you're probably warded.</DIV> <DIV> </DIV> <DIV>Aside from everything else in the combat changes (good and bad), this is something that is undeniably stupid, in my opinion. I'm curious why I havn't seen any complaints about it - are people just getting around to things, or what? Am I missing something?</DIV></DIV>

Mystiq
10-02-2005, 01:12 AM
Since we are in a pretty good place atm compared to how we used to be, I'm not really concerned with how useful what should be considered "flavor" is. What bothers me is the possibility of stacking issues that exist with some of these secondary effects. <div></div>

Stormbil
10-02-2005, 01:35 AM
Yeah, these "special" features to our heals seem a little worthless to me.  But I'm with Eloora, we seem to be in a good place in respect to healing for a group, so I'm not overly concerned with it.  It doesn't seem to help us much, but it doesn't hurt us either.  Now it there are stacking issues with them (I don't know if there are or not), then that needs to be seriously looked at.

t3h_m0nopOl1z
10-02-2005, 07:45 AM
<DIV>Alright, that's what I figured. And I agree with you as well - I suppose when it comes to specific balance issues it will take quite a while before important disparities differentiate themselves from the obvious ones.</DIV>

Blublood
10-02-2005, 10:19 AM
<P>I would love to see our heals do like 12 seconds of 20% haste or  a small ward that lasts a few seconds .</P> <P> </P> <P> </P> <P> </P> <P>Blublud</P> <P>50 Mystic Unrest</P>

Mystiq
10-02-2005, 10:43 PM
Adding a small ward for 12 seconds instead of maximum hp would seem to make more sense for us. But, for one thing, there are already stacking issues associated with ward that need to be addressed. And secondly, when you think about it, a ward sort of is like a hp buff, except the hp of the target do not move untill the ward has expired, instead of just going down a little slower with added hp. It's hard to imagine the direct benefit of a small, short term hp buff, but it's just another way we buy time in a fight, stopping damage or slowing it way, way down. <div></div>

Banditman
10-03-2005, 06:19 PM
Until all the Ward stacking issues are worked out, this should be a VERY VERY low priority for Mystics to make noise about. We are, relatively speaking, in a pretty good place as healers right now.  The Ward stacking issue is pretty big though and really needs to be addressed.

heydar
10-04-2005, 12:06 PM
<DIV>some priests starting to report the direct heal specials are blocking each other across the archtypes</DIV> <DIV> </DIV> <DIV><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=spellart&message.id=62623" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=spellart&message.id=62623</A></DIV> <DIV> </DIV> <DIV>and again over on the testing board</DIV> <DIV> </DIV> <DIV><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=comtest&message.id=13466" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=comtest&message.id=13466</A></DIV><p>Message Edited by heydar on <span class=date_text>10-04-2005</span> <span class=time_text>03:07 AM</span>

Banditman
10-04-2005, 08:51 PM
I would love to see someone give me a verifiable, repeatable process for seeing this.  I have grouped often with all the other Priests and have yet to see this.

Eepop
10-04-2005, 11:20 PM
It will take some effort, but find all of the following 1) another priest, Ive tested with templar 2) someone level 43+ to mentor 3) someone level 42 or less for the other priest to mentor Once you have that, cast rejuvinating chant, then have the other priest try to cast thier minor healing spell.  They will get a "Would not take effect" message. There ya go Bandit.  As I said before, the bouncing issue mainly takes effect when the two healers straddle an upgrade point in one of the lines. <div></div>

Banditman
10-05-2005, 12:46 AM
<span><blockquote><hr>Eepop wrote:It will take some effort, but find all of the following 1) another priest, Ive tested with templar 2) someone level 43+ to mentor 3) someone level 42 or less for the other priest to mentor Once you have that, cast rejuvinating chant, then have the other priest try to cast thier minor healing spell.  They will get a "Would not take effect" message. There ya go Bandit.  As I said before, the bouncing issue mainly takes effect when the two healers straddle an upgrade point in one of the lines. <div></div><hr></blockquote> It's not for me.  I need something verifiable to report.</span><div></div>

Eepop
10-05-2005, 07:26 PM
Note that the bouncing problem is merely an extension of the deeper cause problem of the secondary effects overwriting each other instead of stacking.  This doesnt hurt us or Templars, but I can see druids being seriously borked because of it (thier direct heals are part HoT). <div></div>

Banditman
10-05-2005, 07:29 PM
Druids are really getting screwed lately.  I feel for them.

Eepop
10-05-2005, 07:59 PM
Indeed. And the saddest part is we were saying it through beta and it didnt get fixed. <div></div>