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Tuetatesu
10-03-2005, 05:36 PM
<DIV>I am finding that I can't keep up with damage.  I was healing a guardian in a full group and the MOB was doing more damage then I could prevent.  I was casting Ward, Heal, Heal, Ward, Heal, Heal, over and over... but his health kept going down.</DIV> <DIV> </DIV> <DIV>I sure felt like this link below.  :smileysad:</DIV> <DIV> </DIV> <DIV><A href="http://home.att.ne.jp/surf/mirage/agent_sinzan_2.html" target=_blank>http://home.att.ne.jp/surf/mirage/agent_sinzan_2.html</A></DIV> <DIV> </DIV> <DIV>Anyone else have this problem?</DIV>

tebion
10-03-2005, 05:59 PM
well, before LU 13 it was "heal heal heal splat" <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> scnr <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> <div></div>

Banditman
10-03-2005, 06:31 PM
You are way, way way in the minority. Almost every Mystic I've talked to feels greatly empowered after the combat revamp.  I've now Healed for every single tank in the game with the exception of Bruiser and felt able to do an adequate job keeping the tank alive in content that was appropriate to our level. Yes, if we went after Orange mobs, things started getting scary.  I expect that.  I am very ok with that.  The con actually has meaning now.  If it says "will wipe the floor with you" the mob very well might just wipe the floor with you. Overall now, I feel like we are still a bit less effective than a Cleric, but not NEARLY to the extent that we were before the revamp, and I do not feel overwhelmed being the sole healer for any group in appropriate content.

DobermanChampion
10-03-2005, 08:19 PM
<P>I was told couple of times this weekend, Mystics were the best exp group healers in the game right now.</P> <P>It was sure nice to hear that.<BR><BR>I was sole healer in Naga snake camps, Living Tombs zones all weekend and it was fun being the sole healer. It was nice to know you can keep a group going non stop and not worrying about wiping after each pull.</P> <P>Mishra 52 Mystic<BR>Kithicor</P> <P> </P> <P> </P> <P> </P> <p>Message Edited by DobermanChampion on <span class=date_text>10-03-2005</span> <span class=time_text>09:23 AM</span>

Drefane
10-03-2005, 09:04 PM
Have healed for every type of tank in the game since revamp and had no problem keeping up at all.  Like Bandit said.............the key is to watch the con now...........they actually MEAN IT.  That is what makes it fun and exciting.  The days of /yawn look an orange mob lets duo it ..............are OVER. 

Blackwolf
10-03-2005, 09:06 PM
To me it seems like there is a huge difference with how effective mystics are feeling between the lower levels and the higher levels, mostly the lvl 50s seem to love the changes while the level 30s are having a hard time. I know that at 32 I can be an effective healer so long as everything is running smoothly but if something goes wrong, an add or two, ect... then I am unable to keep up with damage being dealt. Also alot of the time if I don't get debuffs in early in the pull then I wont have time to get them in at all since I am hitting heal and ward as fast as they refresh. Before I definately felt that the encounters were way too easy, challenge = fun, but I think they definately need to do a bit more balancing. <div></div>

Eepop
10-03-2005, 09:09 PM
It is also very important that your tank has adjusted to the new game post revamp. My usual main tank is a berserker.  The templar and I were having some trouble doing anything but healing (there were two of us, so no splatting).  We bugged him about it, he changed his buffs around, pulled out a shield and we now have time to do all the fun stuff like debuff and nuke without much worry.  The game instantaneously became MUCH MUCH more fun.  His DPS dropped a little but the group DPS went up. <div></div>

Banditman
10-03-2005, 09:39 PM
You know, it's not only the tank now. Many of the Scouts also have hate skills (buffs) which transfer a portion of their hate to a player of their choice . . . a Scout or two pumping their hate to your MT will HUGELY increase the ability of the tank to hold aggro. EQ2 just got LESS dumbed down!  Believe it!  Everyone actually has to know W T SMURF they are doing, and they have to base their knowledge on the CURRENT system not the system that existed before LU13.

Tuetatesu
10-04-2005, 12:39 AM
<P>Hmm... well perhaps it was the situation.  We had just completed a battle and got adds.  The templar in our group was out of power.  The MOB was yellow with tripple ^^^.  I did manage to keep the guardian alive, but I could not get his health to go up.</P> <P>I just felt it was odd, true yellow with tripple ups and I could not increase the guardians health.  Just remained the same when litterally hitting one after the other.  Heal, Heal, Ward.</P> <P> </P> <P>Oh, I'd also like to add that I have Adept spells or better.  My ward is even the Master II.</P><p>Message Edited by Tuetatesu on <span class=date_text>10-03-2005</span> <span class=time_text>01:42 PM</span>

paisan
10-04-2005, 04:26 AM
<BR> <BLOCKQUOTE> <P></P> <HR> <P>Banditman wrote:<BR>You know, it's not only the tank now.<BR><BR>Many of the Scouts also have hate skills (buffs) which transfer a portion of their hate to a player of their choice . . . a Scout or two pumping their hate to your MT will HUGELY increase the ability of the tank to hold aggro.<BR><BR><FONT color=#ffff00>EQ2 just got LESS dumbed down!</FONT>  Believe it!  Everyone actually has to know W T SMURF they are doing, and they have to base their knowledge on the CURRENT system not the system that existed before LU13.<BR></P> <P></P> <HR> <P>The single change that has made me the happiest about the game. (CLOSE second would be mystic/ward fix)</P> <P><BR></P></BLOCKQUOTE>

Tuetatesu
10-04-2005, 04:38 AM
I think I would just like to see our Spirit line of heals released from locked reset timers.  I think that would help and make sence.

Blackwolf
10-04-2005, 07:25 AM
In spite of all the trouble I have been having adjusting to the changes I do think they are going in the right direction, I don't like though being kind of forced to group a certain way though, time and again people say they do fine in a traditional group make up, tank, healer, dps but what about those frequent times when you don't have access to a tank. I guess I am just having bad flashbacks of what became of EQ1 where for most of the content was being design with a certain group make up in mind. <div></div>

DarknessScyt
10-04-2005, 09:09 AM
<div></div><hr><i> I was casting Ward, Heal, Heal, Ward, Heal, Heal</i><hr>[<font color="#ff0000">1</font>]  Debuffing is your friend also, don't forget to debuff[<font color="#ff0000">2</font>] Mr. Badger is your friend also, don't forget him too   <span>:smileyhappy:</span>[<font color="#ff0000">3</font>] Torpor is your master, remember to bow down to the almighty Torpor <span>:smileyvery-happy:PS: Points number #2 and #3 are applicable for their appropriate adventuring levels</span><div></div>

songrider
10-04-2005, 09:17 AM
<DIV>Don't forget that ALL Mystic group wards are still broken.</DIV> <DIV> </DIV> <DIV>All Mystic group wards actually ward for FAR LESS than their description value.  They seem to ward for the apprentice 1 value ONLY, no matter how far you upgrade them. This is completely consistent, and is independent of any stats, mitigation, or equipment.</DIV> <DIV> </DIV> <DIV>In fact, Group Wards are far less mana efficient than single target wards, and take faaaar longer to cast.</DIV> <DIV> </DIV> <DIV><FONT color=#ff3333 size=4>DEVS please fix Group Wards - They are ALL still broken.</FONT></DIV> <DIV> </DIV> <DIV>This is a serious bug given that Wards are the Mystic's class defining spell....</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV>

tebion
10-04-2005, 10:10 AM
the only thing i really have problems now with healing is when things get nasty and some quick spotting is needed but well, i guess i was too used to our two 1 sec heals before <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> @less dumbed down: YAY, and i really dig it <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> skill actually means something now, hehe <div></div>

Tuetatesu
10-04-2005, 05:48 PM
<BR> <BLOCKQUOTE> <HR> DarknessScythe wrote:<BR> <HR> <I> <BR>I was casting Ward, Heal, Heal, Ward, Heal, Heal<BR><BR></I> <HR> <BR>[<FONT color=#ff0000>1</FONT>]  Debuffing is your friend also, don't forget to debuff<BR><BR>[<FONT color=#ff0000>2</FONT>] Mr. Badger is your friend also, don't forget him too   <SPAN>:smileyhappy:</SPAN><BR><BR>[<FONT color=#ff0000>3</FONT>] Torpor is your master, remember to bow down to the almighty Torpor <SPAN>:smileyvery-happy:<BR><BR><BR>PS: Points number #2 and #3 are applicable for their appropriate adventuring levels<BR></SPAN> <BR> <HR> </BLOCKQUOTE> <P><BR>Yes, very true.  I use my slowing spell all the time.  To me that is a requirement.  I also use as many group buffs as I can.  Consentration points always maxed.</P> <P>I don't have Torpor yet but I ward is my primary healing tool.</P> <P>I think what may have happen is, on this yellow MOB the slow wore off fast and thus I got stuck doing Heal, Heal, Ward... he was hanging in the red zone of health so there was no real time to cast another slow on the MOB and keep the tank alive.  I guess I could have tried it, but it seem to risky.</P>

Eepop
10-04-2005, 06:05 PM
<span><blockquote><hr>Blackwolf wrote:In spite of all the trouble I have been having adjusting to the changes I do think they are going in the right direction, I don't like though being kind of forced to group a certain way though, time and again people say they do fine in a traditional group make up, tank, healer, dps but what about those frequent times when you don't have access to a tank. I guess I am just having bad flashbacks of what became of EQ1 where for most of the content was being design with a certain group make up in mind. <div></div><hr></blockquote>He was talking about having troubles with a traditional group, so thats how we responded.  Just this past weekend I was trioing with a troubador and a conjoror and we were plowing through heroics.  Non traditional groups are entirely viable.</span><div></div>

Placid Soulsav
10-04-2005, 10:56 PM
I am new to the boards, but my ward at lvl 54 is master II if u dnt pick the 54th ward in ur trait ur a compelete ....... anyways I have been able to ward anytank in combat to the right level only problem i have had was fighting with a lvl 53 guard against lvl 59 giants he went down he was to low to tank these mobs. once that guard hit 55 it was much easier to keep him up. ATM since mitigation is a fact wards best work on heavy tanks, but last saturday i pulled 18 hour push for 60 and had a lvl 58 ranger tanking well the ranger hit 60 and im going home to finish up me last 30% tonight. That ranger was tanking the mobs for a conjur brig and me just find did i mention we never once stopped fighting and averaged 24% a hour. you must be really smart to pull this off and all members must be top notch...Only thing i have had a little problem with is my group wards and right now i havent really found a use for them unless we are all in great dmg and then it doesnt last long all 6 members taking dmg.from lvl 50-54 shm's arent fun but once u get lvl 55+ shm are probly the worst blast healing class but one of the better dmg preventers in the game. nother problem i found is Mystic's wards dnt Stack with Defilers i think this wrong because come to raid time no point in having more then 1 shm when u should atleast have one of each.Little hint i do ward ward ward ward .... maybe after 6 or 7 mobs ill toss on my 54 regen or a big heal.

Eepop
10-04-2005, 11:15 PM
<span><blockquote><hr>Placid Soulsaver wrote:Only thing i have had a little problem with is my group wards and right now i havent really found a use for them unless we are all in great dmg and then it doesnt last long all 6 members taking dmg.<hr></blockquote>Im only 44, but I've found group wards to be of great use in groups with people that tend to pull aggro. I was in a high DPS group mowing through blues, when the tank had aggro, a group ward was all the healing he needed, and it gave me time to react when the mob turned on one of the overzealous mages.  If I had only been using single target ward on the tank, I would a) probably not have it up to cast when aggro switched b) not have the benefit of the ward automaticly shifting to protect the mage for a few seconds. In the right situation, it can be very useful.  But in most others, it is as you said, mostly unused.</span><div></div>

paisan
10-05-2005, 12:02 AM
<P>I was doing the exact same heal style with the groupward and it was my master 2 choice for 44. I loved it as well because you could start the cast as the tank was in mid pull not worrying about his range as well.</P> <P>At level 52 This will all change. Torpor is now my main casting heal which most times leaves my single ward for agro switches or for the time during Torpor's recast. I rarely use my groupward at all now, unless the DPS are being dorks ping-ponging the mob all over.</P>

Bo
10-05-2005, 04:08 AM
<DIV>I dont see why or how u all cast this on the tank(who we usualy heal) dont they get mad being snared and -25% attack speed i dont use it on them.  All i can figure out is preward tank before pull debuff and ward again as my main healing style.</DIV>

paisan
10-05-2005, 04:39 AM
<P>Don't use it at the end of a battle... snare won't matter.</P> <P>-25% attack speed is only auto attack and tanks are tanks not DPS. Monks it matters more than most and is still negligable.</P> <P>Ask a tank if they mind it... 99% of the time they will say "If Im alive im ok" the 1% of the time they don't say that and they want to do more DPS leave the group and save yourself the debt.</P>

Banditman
10-05-2005, 06:27 PM
I have two different strategies: First, and most common, is to let the tank pull with no pre-Ward.  As soon as he fires an arrow or taunt, I drop Haze and Grieving Soul on the target.  I then let him lose a bubble or so of health if he hasn't already.  Drop on Sacred Aegis, drop Torpor and wait.  Normally, I can just refresh the big Ward for the rest of the battle while dropping DoT's and other stuff. Second, less common, is to pre-Ward the tank with Sacred Aegis.  Usually in this case, I'm expecting a lot of damage.  On pull, I'll throw down Scream of the Ancients before Haze / Grieving to be sure those stick.  Refresh Sacred and see what kind of damage is actually occurring before deciding what to do next. I immediately find other things to do if a Tank complains about being snared / slowed. Final note:  you can cancel Torpor by mashing the button to cast it again while it's still running.  This removes it from the current target and also starts the recast timer.  For those who missed that little mechanic, the recast for Torpor doesn't actually start until the spell ends.

CallMeToyMan
10-05-2005, 07:29 PM
<div></div>Since the combat changes and the ward aggro reduction I can keep a tank up just fine as the primary or only healer in a group.  Tank mitigation is still very important, but you should be able to keep up  a tank wearing level oriented gear just fine.  If you are fighting red or orange mobs that could be your problem.  Sony's intent is that the con system tell you something useful.  Red = death, avoid it.  Orange = very tough, don't even bother unless your tank has good gear.  Yellows and lower you should be able to handle fine.   Admittedly you may find orange mobs doable, but maybe not worth the effort unless your tank has exceptional gear and you likewise have better gear and upgraded spells.  In some cases the cons are off a bit still and could use some tweaking. I do use my slows and debuffs; it saves power in the long run whether the mob dies faster, or the tank takes less damage.  It is worth upgrading your primary heals and wards to Adept 3 (and the Master II ward choices) when you can.  The debuffs and buffs should be upgraded to when you can.  Frankly I think Mystics are awesome now.  A cleric may be a little more efficient but our utility role as a debuffer/slower makes up for that. BTW I use more or less the same strategy as Bandit.  It prevents ward aggro on the pull, lets me decrease the DPS and auto attack speed of the target ASAP, and by the time I cast a ward the tank has built up some aggro.  Its now very rare that I get healer aggro.  Most tanks should be able to take some damage.  Losing a little HP on the pull is fine; think of it as a buffer of HP you can work with. <div></div><p>Message Edited by CallMeToyMan on <span class=date_text>10-05-2005</span> <span class=time_text>08:31 AM</span>

BALTO
10-23-2005, 12:56 AM
forgot to mention why ya died, its ward heal heal heal ward, an pray for someone to stun stun stiffle stun, so ya can fire off a debuff, before your 0 on your power, ah an running up close an blind your meelee's with pet when you receive it, an hope the mob doesnt do a 360 barage type of damage, <div></div>