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View Full Version : Why can't we critical heal anymore?


Talathion
04-07-2011, 01:41 PM
<p>I remember why it was nerfed, because yes, it was honestly way to powerful for the content in SF, and also PvP.</p><p>Now that this new expansion, (Velious) came out, Mobs are hitting for 60k...  Players are Multiattacking and hitting eachother 4x harder then they were before...</p><p>Why can't we still heal crit?  It does not make sense now...</p><p>(Please let this be a reasonable discussion.)</p>

Controlor
04-07-2011, 03:13 PM
<p>Because if you could crit heal again it would once again be OP for PVE zones?</p><p>Not to mention with EM raid gear from this expac it has completely trivialized ALL the old zones.</p>

Talathion
04-07-2011, 03:47 PM
<p>You must not be in Kael Zones.</p><p>Please try tanking Kael Zones and tell me how a 2k heal would be overpowered when your getting hit for 60000 damage?</p>

Landiin
04-08-2011, 03:07 PM
<p>Kaels is meant to be a be-atch to do, It isn't a snooze fest like the other ones. Man up son, not every thing in life is easy.</p>

Talathion
04-08-2011, 05:19 PM
<p>My Defiler can tank the other zones, Heal crits are needed for Harder zones, just because heal crits would make some zones more of a snooze fest, its not like it would matter, I still wouldn't die anyways.</p>

aias
04-08-2011, 05:22 PM
<p><cite>Toranx@Crushbone wrote:</cite></p><blockquote><p>Kaels is meant to be a be-atch to do, It isn't a snooze fest like the other ones. Man up son, not every thing in life is easy.</p></blockquote><p>c'mon dude.  This is nothing about manning up to virtual monsters.  It's about having relevant tools to counter mob effects.  Having none is no fun.</p>

Landiin
04-08-2011, 07:48 PM
<p>Has every thing to do with it. Just b/c you can't do it don't mean others cant and don't like the challenge it brings. But I'm sure people like you will QQ enough that they will nerf it even more.</p>

Ironcleaver
04-08-2011, 09:20 PM
<p>Being overpowered or not; reguardless, it's the only artificial lock/cap of it's kind in the game. That alone makes it a very valid argument. Stonewall procs did far more (overpowered) damage then fighter (esp. Pally) heals ever did in SF - There was also no retesting of critting fighter heals in velious at all.</p><p>Paladins Perspective:</p><p>They could let our heals cirt again easly and they wouldn't be all that OP since they have also been changed to a 1 minute recast (base) in most cases. More balanced would be to change our heal tree endline to allow our heals to crit again, making it a 22 point investment.</p><p>[Edit: cleared out irrelevant argumentative information]</p>

Bruener
04-09-2011, 09:53 AM
<p>The heal crit change was a complete joke.  SOE totally missed the mark on tanks self healing since the vast majority of self heals came from gear.</p><p>I think as a SK I saw my 100hps lifetaps in a raid drop down to 50hps.</p><p>DoV they realized the true source of self healing on tanks and hence limited ward procs a ton on gear (originally making all SF ward procs useless in DoV).</p><p>Time to reinstate that heal crit so I can get that 100hps again!!!! As if it would make a difference.</p>

NamaeZero
04-10-2011, 01:05 AM
<p>I believe the official logic was because critical heals on fighters benefit more from raised stats than was intended. For example, temporary wards get better when you raised primary stats/Potency, +Ability or Ability Reuse. 100% Dodge/Parry Defensive abilities like Tsunami are improved with Ability Reuse only. Heals on the other hand get to benefit from Crit Chance, Crit Bonus, primary stat/Potency, +Ability and Ability Reuse.</p><p>In an environment were they will be giving us a truckload of all of those stats (i.e. DoV), heals would quickly become vasty better than any other form of defense for fighters simply because they got to benefit from so many stats all at once. So in order to fix this, you would need to make sure all fighter had the same amount of heals to make sure they all had the same defensive potential or you could make heals not get to double dip for benefits. So they removed the criticals from fighter heals.</p><p>They could have also fixed it by making Fighter heals not benefit from Ability Reuse, +Ability and Potency, however they had to be capped somehow and this was the most easily understood solution. Again this is not necessarily my opinion, this is just what I remember of the official reason given for the nerf.</p>

Britty
04-10-2011, 03:13 AM
<p><cite>InsaneChaosMarine wrote:</cite></p><blockquote><p>I remember why it was nerfed, because yes, it was honestly way to powerful for the content in SF, and also PvP.</p><p>Now that this new expansion, (Velious) came out, Mobs are hitting for 60k...  Players are Multiattacking and hitting eachother 4x harder then they were before...</p><p>Why can't we still heal crit?  It does not make sense now...</p><p>(Please let this be a reasonable discussion.)</p></blockquote><p>Simple. Because SOE want healers to do the crit healing. You do the<em> tanking</em>, just like youre meant to do.</p><p>You wanna crit heal? Play a healer.</p>

Ironcleaver
04-10-2011, 12:59 PM
<p><cite>Britty wrote:</cite></p><blockquote>Simple. Because SOE want healers to do the crit healing. You do the<em> tanking</em>, just like youre meant to do.<p>You wanna crit heal? Play a healer.</p></blockquote><p>But then the argument can be made: Take melee critting away from healers, if you want to melee crit play a melee damage class; artificial caps all-a-round! (and yes there are some insane healers out there doing incredible damage).</p><p>Same logic right? I'd bet that would go over well.</p><p>Again artifical caps are just bandaid fixes, and a poor ones at that, it's the lazy solution. They could take a day or two, really think things out and fix them properly. I'd rather have them completely redesign all fighter heals, or turn them into something else, then have them artificially capped. I'd also rather have them work on poor design flaws like these then going back and redesigning old game content again and again.</p><p>I'm not OVERALLY upset at the state of paladin heals but they could be implmented so much better, same could be said for all figher related healing abilities.</p>

Talathion
04-10-2011, 01:52 PM
<p>Yes, Mages can also heal Crit wards that are powerful (up to 20k), and scouts can heal themselves constantly for 10k with poisons!</p><p>Scouts are out healing Shadowknights right now, makes sense right?!</p>

Talathion
04-10-2011, 01:54 PM
<p>Scouts and Mages are also tanking zones this expac, because its far easier just to kill a mob before it can do anything for easy zones, since they don't do much damage, my healer can easily do ascent/TOFS1/Pools with no tank.</p>

Talathion
04-10-2011, 02:04 PM
<p><img src="http://img24.imageshack.us/img24/2873/33333n.png" /></p><p>there is a way to increase the proc chance by 25%+15%, pretty much means every time they swing they get a .. lets do the math.</p><p>I have Ability mod, 110% Potency/120%Crit bonus, Scouts have a 130% heal crit modifier I think. </p><p>531+Ability mod is half of that, so only 250ish(I did math, its only half of what it could be) would work, so it would be 796 After Ability Mod, then Potency, After Potency it would be  1671, NOW add Heal Crits! 4177!.</p><p>its pretty much 4177 Healing and double that in damage, its proc rate is about 40% after buffs, they swing with 2 weapons.</p><p>I don't know about you, but that one poison is better healing then all of Shadowknight's Abilitys Combined.</p><p>The only bad thing is the cost of poisons.. but I have 1350p sitting in my bank...</p>

Britty
04-10-2011, 05:54 PM
<p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p><img src="http://img24.imageshack.us/img24/2873/33333n.png" /></p><p>there is a way to increase the proc chance by 25%+15%, pretty much means every time they swing they get a .. lets do the math.</p><p>I have Ability mod, 110% Potency/120%Crit bonus, Scouts have a 130% heal crit modifier I think. </p><p>531+Ability mod is half of that, so only 250ish(I did math, its only half of what it could be) would work, so it would be 796 After Ability Mod, then Potency, After Potency it would be  1671, NOW add Heal Crits! 4177!.</p><p>its pretty much 4177 Healing and double that in damage, its proc rate is about 40% after buffs, they swing with 2 weapons.</p><p>I don't know about you, but that one poison is better healing then all of Shadowknight's Abilitys Combined.</p><p>The only bad thing is the cost of poisons.. but I have 1350p sitting in my bank...</p></blockquote><p>.</p>

Britty
04-10-2011, 05:55 PM
<p><cite>Britty wrote:</cite></p><blockquote><p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p><img src="http://img24.imageshack.us/img24/2873/33333n.png" /></p><p>there is a way to increase the proc chance by 25%+15%, pretty much means every time they swing they get a .. lets do the math.</p><p>I have Ability mod, 110% Potency/120%Crit bonus, Scouts have a 130% heal crit modifier I think. </p><p>531+Ability mod is half of that, so only 250ish(I did math, its only half of what it could be) would work, so it would be 796 After Ability Mod, then Potency, After Potency it would be  1671, NOW add Heal Crits! 4177!.</p><p>its pretty much 4177 Healing and double that in damage, its proc rate is about 40% after buffs, they swing with 2 weapons.</p><p>I don't know about you, but that one poison is better healing then all of Shadowknight's Abilitys Combined.</p><p>The only bad thing is the cost of poisons.. but I have 1350p sitting in my bank...</p></blockquote><p>Wow 4177 heal from procs, that trigger on average 4.7 times in a minute, thats an absolutely awesome....um....600 heals per second with proc buffs. How overpowered is THAT!</p><p>To which you're also complaining the added damage that a <em>scout</em> can do with poisons?</p><p>Honestly, at one point SKs could out HPS the HEALERS. You guys need to get a grip and scouts are meant to be doing the damage. What are you a tank or a healer? Get in front of the mob and do your job already.</p><p>Not all tanks get a heal of any kind, and they just do their job.</p><p>Fair dinkum, SK's have to be the whiniest class in the entire game.</p></blockquote>

Bruener
04-10-2011, 07:19 PM
<p><cite>Britty wrote:</cite></p><blockquote><p><cite>Britty wrote:</cite></p><blockquote><p>Wow 4177 heal from procs, that trigger on average 4.7 times in a minute, thats an absolutely awesome....um....600 heals per second with proc buffs. How overpowered is THAT!</p><p>To which you're also complaining the added damage that a <em>scout</em> can do with poisons?</p><p>Honestly, at one point SKs could out HPS the HEALERS. You guys need to get a grip and scouts are meant to be doing the damage. What are you a tank or a healer? Get in front of the mob and do your job already.</p><p>Not all tanks get a heal of any kind, and they just do their job.</p><p>Fair dinkum, SK's have to be the whiniest class in the entire game.</p></blockquote></blockquote><p>600 hps is over 6x what I get from my lifetaps.</p><p>Just another issue that people seem to want to bash SKs for when in fact you are completely wrong because as a SK in SF with heal crits I was lucky to get 150 hps while tanking in raids with a 2h.  When you talk about out healing healers in a zone it was most likely a Bezerker or as pointed out probably an extremely geared tank with self proc wards going off like crazy.</p><p>Don't worry, I am sure this is just another mechanic that is going to be addressed soon.</p>

Britty
04-10-2011, 07:23 PM
<p><cite>Bruener wrote:</cite></p><blockquote><p><cite>Britty wrote:</cite></p><blockquote><p><cite>Britty wrote:</cite></p><blockquote><p>Wow 4177 heal from procs, that trigger on average 4.7 times in a minute, thats an absolutely awesome....um....600 heals per second with proc buffs. How overpowered is THAT!</p><p>To which you're also complaining the added damage that a <em>scout</em> can do with poisons?</p><p>Honestly, at one point SKs could out HPS the HEALERS. You guys need to get a grip and scouts are meant to be doing the damage. What are you a tank or a healer? Get in front of the mob and do your job already.</p><p>Not all tanks get a heal of any kind, and they just do their job.</p><p>Fair dinkum, SK's have to be the whiniest class in the entire game.</p></blockquote></blockquote><p>600 hps is over 6x what I get from my lifetaps.</p><p>Just another issue that people seem to want to bash SKs for when in fact you are completely wrong because as a SK in SF with heal crits I was lucky to get 150 hps while tanking in raids with a 2h.  When you talk about out healing healers in a zone it was most likely a Bezerker or as pointed out probably an extremely geared tank with self proc wards going off like crazy.</p><p>Don't worry, I am sure this is just another mechanic that is going to be addressed soon.</p></blockquote><p>Not bashing SK's. You guys just like to whine. I'm not completely wrong, your SK isn't everyones SK and I don't see why you're complaining about doing 150hps pre crit mod and doing 100 hps post. You're crying over 50 hps lost? Then it may surprise you to realise there are a lot better SK's out there than you. I raid with an SK and she was pulling numbers comparable to the <em>healers</em> pre heal crit mod.</p><p>Post heal crit mod she does just as well. She gets in front of the mob and tanks, like a tank should be. The good SK's wern't really affected that badly. The bad ones come here and whine.</p>

Bruener
04-10-2011, 08:51 PM
<p><cite>Britty wrote:</cite></p><blockquote><p>Not bashing SK's. You guys just like to whine. I'm not completely wrong, your SK isn't everyones SK and I don't see why you're complaining about doing 150hps pre crit mod and doing 100 hps post. You're crying over 50 hps lost? Then it may surprise you to realise there are a lot better SK's out there than you. I raid with an SK and she was pulling numbers comparable to the <em>healers</em> pre heal crit mod.</p><p>Post heal crit mod she does just as well. She gets in front of the mob and tanks, like a tank should be. The good SK's wern't really affected that badly. The bad ones come here and whine.</p></blockquote><p>Well you did get one thing right.  The good SKs weren't really affected that badly because as I explained before the little amount SKs actually healed on raids was just cut in half.  So yeah.  Instead of that 150-200 hps from lifetaps in raids it dropped down to 70-100 hps.</p><p>That is the point really.  The heal crit nerf was unneeded change because the obvious problem was a lot of loaded up ward gear.</p><p>Odds are the only reason your friend the SK is probably good is because of us that put together info and push for the fixes that need to happen.</p><p>Luv that argument SKs pulling up numbers like healers...LOL.  80% of the heals coming from gear alone and maybe they could heal for 1/4 of what a real healer pulls off.  Really the nerf prob happened because of misinformed people like yourself that couldn't figure out how a SK could kill some easy heroic solo.</p>

Britty
04-10-2011, 10:26 PM
<p><cite>Bruener wrote:</cite></p><blockquote><p><cite>Britty wrote:</cite></p><blockquote><p>Not bashing SK's. You guys just like to whine. I'm not completely wrong, your SK isn't everyones SK and I don't see why you're complaining about doing 150hps pre crit mod and doing 100 hps post. You're crying over 50 hps lost? Then it may surprise you to realise there are a lot better SK's out there than you. I raid with an SK and she was pulling numbers comparable to the <em>healers</em> pre heal crit mod.</p><p>Post heal crit mod she does just as well. She gets in front of the mob and tanks, like a tank should be. The good SK's wern't really affected that badly. The bad ones come here and whine.</p></blockquote><p>Well you did get one thing right.  The good SKs weren't really affected that badly because as I explained before the little amount SKs actually healed on raids was just cut in half.  So yeah.  Instead of that 150-200 hps from lifetaps in raids it dropped down to 70-100 hps.</p><p>That is the point really.  The heal crit nerf was unneeded change because the obvious problem was a lot of loaded up ward gear.</p><p>Odds are the only reason your friend the SK is probably good is because of us that put together info and push for the fixes that need to happen.</p><p>Luv that argument SKs pulling up numbers like healers...LOL.  80% of the heals coming from gear alone and maybe they could heal for 1/4 of what a real healer pulls off.  Really the nerf prob happened because of misinformed people like yourself that couldn't figure out how a SK could kill some easy heroic solo.</p></blockquote><p>Here, have some cheese.</p>

Talathion
04-11-2011, 01:05 PM
<p>The Ward gear isn't that much of a problem anymore... You lose 6% Potency/Crit Bonus/20% MA for using it.</p><p>We need heal crits back, and we need all fighter heals to be effected by potency and ability mod, that way healing abilitys will scale to level 90, and abilitys will (and should) heal us for more then ward gear (which nobody even uses anymore because they lose so much DPS).</p>

Controlor
04-11-2011, 01:58 PM
<p>Gear is a looooooootttttt less to do with hps this expac for crusaders. Our Guard MT pulls over 150 HPS zone wide but his heals are 100% procs (bulwark / stonewill). For a SK seriously if you are only pulling 150 HPS zone wide i must laugh at you because you are missing out on one of the best heals that crusaders get (BOTH). That spell alone gives me ZW 650+ hps. Sure i am a paladin so i can heal myself and even then i am roughly 1k hps zone wide as an OT. So a SK especially as a MT should be pulling equal numbers considering your 2% heal off every spell. Which with this expac you should have over 40k hp.</p>

Bruener
04-11-2011, 02:16 PM
<p><cite>Controlor wrote:</cite></p><blockquote><p>Gear is a looooooootttttt less to do with hps this expac for crusaders. Our Guard MT pulls over 150 HPS zone wide but his heals are 100% procs (bulwark / stonewill). For a SK seriously if you are only pulling 150 HPS zone wide i must laugh at you because you are missing out on one of the best heals that crusaders get (BOTH). That spell alone gives me ZW 650+ hps. Sure i am a paladin so i can heal myself and even then i am roughly 1k hps zone wide as an OT. So a SK especially as a MT should be pulling equal numbers considering your 2% heal off every spell. Which with this expac you should have over 40k hp.</p></blockquote><p>Well you guys are obviously not taking a look at stuff correctly.  There is a reason that gear did so much hps in SF.  Its because it was wards.  They actually still matter and still go up when your life is full.</p><p>Play with a decent healer and your health bar rarely goes below 100%, and when it does they are rapidly healing you so fast that you are back up to 100% in a second.</p><p>That is the real reason that lifetaps and heals really do hardly anything.  It doesn't matter really if I have a 10k heal if I am at 100% health it won't heal anything.</p><p>And really, Reaver?  2% of 40k is 800 health.  800 health that 90% of the time heals for 0.</p><p>Paladin heals did get reworked to be much more useful.  I would expect SK lifetaps to get the same before long to make them scale and be viable.  Part of that most likely will be making heals crit that are not % based heals.</p>

Talathion
04-11-2011, 02:29 PM
<p>Guardian:</p><p>Your stoneskin absorbs 29495 Damage</p><p>Your stoneskin absorbs 25132 Damage</p><p>Your stoneskin absorbs 67334 Damage</p><p>(constantly)</p><p>I think if Fighters are not allowed to heal crit, Neither should Scouts or Mages, they have rediculous lifetaps and rediculous wards.</p>

Britty
04-11-2011, 07:23 PM
<p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p>Guardian:</p><p>Your stoneskin absorbs 29495 Damage</p><p>Your stoneskin absorbs 25132 Damage</p><p>Your stoneskin absorbs 67334 Damage</p><p>(constantly)</p><p>I think if Fighters are not allowed to heal crit, Neither should Scouts or Mages, they have rediculous lifetaps and rediculous wards.</p></blockquote><p>Constantly? Is that right?</p><p>You're dreaming. Unless you've played a Guardian you have absolutely no idea of the hard road they face to become a viable tank.</p><p>SK is eaaaaaaasy mode my friend, regardless of how bad you apparently think you have it. I'm handing you some cheese also.</p><p>I think its time you stopped looking to pick the ants out of all the other classes and started concentrating on playing your SK to its full ability. Less time whining, more time winning.</p>

Talathion
04-11-2011, 08:46 PM
<p>I don't play an SK, but I know they're skills well, I've seen them tank.</p><p>They are usually at 100% HP always... they're lifetaps don't matter much anymore, and when they spike thats when they start to "need healing" to atleast get 25% HP back before the next spike.</p><p>SKs are the squishiest Tank of them all, they are like brawlers with no avoidance, after them is berserker, which is just meh now that adrenaline sucks, SKs have more avoidence then them though.</p>

Controlor
04-12-2011, 04:02 PM
<p><cite>Bruener wrote:</cite></p><blockquote><p><cite>Controlor wrote:</cite></p><blockquote><p>Gear is a looooooootttttt less to do with hps this expac for crusaders. Our Guard MT pulls over 150 HPS zone wide but his heals are 100% procs (bulwark / stonewill). For a SK seriously if you are only pulling 150 HPS zone wide i must laugh at you because you are missing out on one of the best heals that crusaders get (BOTH). That spell alone gives me ZW 650+ hps. Sure i am a paladin so i can heal myself and even then i am roughly 1k hps zone wide as an OT. So a SK especially as a MT should be pulling equal numbers considering your 2% heal off every spell. Which with this expac you should have over 40k hp.</p></blockquote><p>Well you guys are obviously not taking a look at stuff correctly.  There is a reason that gear did so much hps in SF.  Its because it was wards.  They actually still matter and still go up when your life is full.</p><p>Play with a decent healer and your health bar rarely goes below 100%, and when it does they are rapidly healing you so fast that you are back up to 100% in a second.</p><p>That is the real reason that lifetaps and heals really do hardly anything.  It doesn't matter really if I have a 10k heal if I am at 100% health it won't heal anything.</p><p>And really, Reaver?  2% of 40k is 800 health.  800 health that 90% of the time heals for 0.</p><p>Paladin heals did get reworked to be much more useful.  I would expect SK lifetaps to get the same before long to make them scale and be viable.  Part of that most likely will be making heals crit that are not % based heals.</p></blockquote><p>Yes wards are huge for getting that "HPS" up. My point was that gear this expac does not have ward procs on them you have to add the ward procs through adornments. And even then those wards are restrictive on how often they can proc. So yes sony had reduced the effectivness of fighters having ward procs.</p><p>My other point was who cares about heal crits rally for a fighter. You just made my point in fact. This expac if your with a good healer your health wont drop below 100% that often. So even if you are getting heal crits you are not going to see your HPS jump up that much in the first place. The times you actually heal as a fighter are 1 spike damage and 2 soloing (or grouping without a healer). Sony did not want heals for tanks to keep them alive in heroic stuff w/o needing the aid of a healer as it was last expac so they nerfed the heal crit. Spike damage SK's took a hit on but so be it. Soloing though heal crit is not necessicary either because you should be able to keep yourself up.</p><p>The last point is that as a SK (well as a Crusader) you should be near 1k HPS consistantly (Raid / group / solo). If you are not than i feel sorry. Hell i have gotten on rare occasions (grouping with a bad healer so i had to actually help heal my behind off) had higher HPS than the healer. But yah your overexagerating the heal crit issue really (at least as a crusader).</p><p>Guards still rely mostly on the ward procs from gear to heal them as they did in SF and those never critted. Pretty much the thing that hurt them the most was that their death save heals them for less since that doesnt crit. And zerkers adrenaline nerf is well what it is.</p>

Talathion
04-16-2011, 10:56 AM
<p><cite>Controlor wrote:</cite></p><blockquote><p><cite>Bruener wrote:</cite></p><blockquote><p><cite>Controlor wrote:</cite></p><blockquote><p>Gear is a looooooootttttt less to do with hps this expac for crusaders. Our Guard MT pulls over 150 HPS zone wide but his heals are 100% procs (bulwark / stonewill). For a SK seriously if you are only pulling 150 HPS zone wide i must laugh at you because you are missing out on one of the best heals that crusaders get (BOTH). That spell alone gives me ZW 650+ hps. Sure i am a paladin so i can heal myself and even then i am roughly 1k hps zone wide as an OT. So a SK especially as a MT should be pulling equal numbers considering your 2% heal off every spell. Which with this expac you should have over 40k hp.</p></blockquote><p>Well you guys are obviously not taking a look at stuff correctly.  There is a reason that gear did so much hps in SF.  Its because it was wards.  They actually still matter and still go up when your life is full.</p><p>Play with a decent healer and your health bar rarely goes below 100%, and when it does they are rapidly healing you so fast that you are back up to 100% in a second.</p><p>That is the real reason that lifetaps and heals really do hardly anything.  It doesn't matter really if I have a 10k heal if I am at 100% health it won't heal anything.</p><p>And really, Reaver?  2% of 40k is 800 health.  800 health that 90% of the time heals for 0.</p><p>Paladin heals did get reworked to be much more useful.  I would expect SK lifetaps to get the same before long to make them scale and be viable.  Part of that most likely will be making heals crit that are not % based heals.</p></blockquote><p>Yes wards are huge for getting that "HPS" up. My point was that gear this expac does not have ward procs on them you have to add the ward procs through adornments. And even then those wards are restrictive on how often they can proc. So yes sony had reduced the effectivness of fighters having ward procs.</p><p>My other point was who cares about heal crits rally for a fighter. You just made my point in fact. This expac if your with a good healer your health wont drop below 100% that often. So even if you are getting heal crits you are not going to see your HPS jump up that much in the first place. The times you actually heal as a fighter are 1 spike damage and 2 soloing (or grouping without a healer). Sony did not want heals for tanks to keep them alive in heroic stuff w/o needing the aid of a healer as it was last expac so they nerfed the heal crit. Spike damage SK's took a hit on but so be it. Soloing though heal crit is not necessicary either because you should be able to keep yourself up.</p><p>The last point is that as a SK (well as a Crusader) you should be near 1k HPS consistantly (Raid / group / solo). If you are not than i feel sorry. Hell i have gotten on rare occasions (grouping with a bad healer so i had to actually help heal my behind off) had higher HPS than the healer. But yah your overexagerating the heal crit issue really (at least as a crusader).</p><p>Guards still rely mostly on the ward procs from gear to heal them as they did in SF and those never critted. Pretty much the thing that hurt them the most was that their death save heals them for less since that doesnt crit. And zerkers adrenaline nerf is well what it is.</p></blockquote><p>Zerker's Adrenaline Nerf was a kick to the ****'s to an already beaten down class, we lost all our goodys when heal crits were nerfed, then they turned around and nerfed Adrenaline...</p>