View Full Version : Heal reuse in velious
Alazarz
02-24-2011, 01:22 PM
<p>[Removed for Content]. Grats, i can cast them on the run with faster cast times. None of those abilities can overshadow how terrible the heal reuse is in velious..</p>
therodge
02-24-2011, 02:20 PM
<p>once you get the gear they heal for pretty [Removed for Content] good amounts and acually are worth casting</p>
Boli32
02-24-2011, 02:26 PM
<p>Spamming a heal every 5s was rediculous to begin with.</p><p>I'm not condoning soe actions here.. I was in favour more of a longer recast but with the heal changed into to either a reactive trigger or HoT with secondary effects which incresae our defences.</p><p>The group heal and Arch Heal still on rediculously short recasts fyi.</p>
Alazarz
02-25-2011, 12:14 PM
<p><cite>Boli32 wrote:</cite></p><blockquote><p>Spamming a heal every 5s was rediculous to begin with.</p><p>I'm not condoning soe actions here.. I was in favour more of a longer recast but with the heal changed into to either a reactive trigger or HoT with secondary effects which incresae our defences.</p><p>The group heal and Arch Heal still on rediculously short recasts fyi.</p></blockquote><p>Yea i realize the arch and group heals are short recasts. I liked our main ward. making it a reactive is to "skish" and wards pwn HoTs fyi.</p><p>@Therodge idk what u count as good gear this early in the xpac.. i dont have T4 Sf gear but iam full T3...</p>
Boli32
02-25-2011, 12:54 PM
<p>Our single target direct heal would be 10x more useful if it was a reactive; especially if there was a min health requirement for a single trigger.</p><p>I'm not getting drawn into another debate over wards there are many people who believe Paladins should have never got the ward in the first place and already believe it is too powerful as it is now.</p>
Marcusaval
02-26-2011, 07:41 PM
<p>The recast timers are absolutley stupid this game is being quietly killed by obsolete mechanics and populous nerfs.</p><p>The gap between hardcore 'beta' testers and average players has never been wider and most of the adjustments that take place are driven by the hardcore community this only alienates the normal player base that cannot aspire to the 'higher' reaches of the game and leads to boredom and subsequently fewer players.</p>
Prestissimo
02-28-2011, 06:38 PM
<p>They seriously should just convert the heals to a % health heal for a % of power pool used. That would be truely neutral ground based solely upon your stats. (Of course gear would STILL be almost 99% of your healing capacity, but it would at least be a step mechanics wise towards what things should be.)</p><p>In a defensive setup: you would be focusing on more hp and survivability and str/dps would come secondary which would make your str lower and thus your power pool smaller. You wouldn't be punished with less hp gained though, it would actually give you more due to a higher hp pool. Effectively it would benefit a defensive player more.</p><p>In offensive setup: your sta would be second to your str which would effectively make your power pool larger than the defensive player and your hp pool smaller. It would give less health per point of power than a defensive setup would get which would make it less beneficial to an offensive player.</p><p>If you're focused on defense, it's logical your defensive functions should be either more efficient or more effective since you are sacrificing offense to do so. If you're focused on offense, your defensive functions should either be not as efficient or not as effective. Currently fighter heals are affected by primary stat and other offensive stats which makes offensive tanks gain more from heals than defensive players. It literally punishes players that play defensively because their defensive abilities are modified by their offensive stats. That is really stupid.</p><p>Sure it would be more useful against weak mobs since they'd take longer to chip away at your health, and less useful for raid mobs, but power would be no problem in a raid with a non-suck chanter and it would literally make healing more defensive oriented which is really what it was meant to be. It would eventually make certain players unstopable brick walls, but if you're fine doing respectively really poor damage while in that state, there really shouldn't be a problem with it.</p>
aislynn00
03-01-2011, 12:26 PM
<p><cite>Boli32 wrote:</cite></p><blockquote><p>Our single target direct heal would be 10x more useful if it was a reactive; especially if there was a min health requirement for a single trigger.</p><p>I'm not getting drawn into another debate over wards there are many people who believe Paladins should have never got the ward in the first place and already believe it is too powerful as it is now.</p></blockquote><p>Your <em>ward</em> should be convered into an always-up reactive heal buff that could trigger once every 30 - 45 sec and heal for a little more than the ward wards for.</p>
OrcSlayer96
03-02-2011, 01:04 PM
<p>I would rather they leave us alone on heals right now, sure i would like a little more added to the ward and the holy aid line be a reactive heal, but with the last set of tweaks allowing all but the group heal to be castable on the run and most not interuptable, i actually have more use out of my heals now. With 300 AA's placed and new gear replacing tier2-3 of SF the gains on our heals are much more noticeable. my ward is around 34 seconds reuse along with holy aid, my self only heal is 57 sec reuse and lay on hands around 3 min reuse. The group heal still has low heal amount but the very quick casting/recast helps out in a pinch especially on aoes and with a large chunk of added potency. I highly recommend looking at the paladin consolidated thread on the eq2flames site and see Jeal's updated screenshots of dps versus tank specs. It really helped out on my tank spec post DoV(Legionaire Focus especially). Things are not the doom and gloom some people are saying, Paladins are still a force to be reckoned with...<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>
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