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View Full Version : Changes Needed To Our "Lay Hands" Spell Line


RyFord00
01-23-2007, 04:39 AM
<DIV>The Lay Hands spell line needs to be changed.  As we all know it's a raw number heal, but this needs to be changed to a % based heal like in EQ1.  I'm aware this isn't EQ1; but monks and bruisers have their "Mend" line (brawler version of Lay Hands) on a % basis as it should be.  This needs to apply to us since having the heal based on a % just makes more sense.  </DIV> <DIV> </DIV> <DIV>Most of us now are easily over 9,000 hp self-buffed.  So using the spell even at it's <U>highest point</U> doesn't even heal us for 50% of our life.  And if were grouped buffed at over 13,000 hp this heal is even weaker.  Same applies when using this emergency heal on the MT during a raid.  In it's current state, this is a minor heal and a sad excuse for the once legendary skill called "Lay on Hands" that some of us remember.  </DIV> <DIV> </DIV> <DIV> </DIV>

Mgunner
01-23-2007, 06:19 AM
I think it's fine. If you have the max heal crit, it will heal for over 5k often. Honestly, I think they can improve it by changing the EoF AA from a reduce cast time to a % increase in heal amount. Since it's usually only used on named mobs, either group or raid, it's always up when I need it anyways.

RyFord00
01-23-2007, 06:48 AM
<DIV>The critical heal value of this spell has little to do with what I'm talking about since some paladins don't choose that line of achievement.  I'm talking about the actual spell, not critical versions of it.  But I do agree with you that adding a % increase on the achievement line of the spell will help greatly.</DIV><p>Message Edited by RyFord00 on <span class=date_text>01-22-2007</span> <span class=time_text>07:49 PM</span>

Karlen
01-23-2007, 07:39 PM
>>>The critical heal value of this spell has little to do with what I'm talking about since some paladins don't choose that line of achievement. <<<If you choose not to make your heals better through available AAs, then you don't really have any reason to complain that your heals aren't big enough.   <div></div>

MeridianR
01-23-2007, 07:54 PM
I actually think LoH is decent as is now.  If you focus yourself on healing (and don't ask me why, but some do...lol) and are in a guild who can kill Mayong, you can drop the recast down to below 10mins.< 10min recast is pretty [I cannot control my vocabulary] [Removed for Content] for this, and with even say 5 points in crit healing, it would make you a more viable healer.  Again I wouldn't go that route, but I understand some Paladin's do.<div></div>

Arraza
01-23-2007, 08:06 PM
<DIV>rofl... I love this new [I can't control my vocabulary]... I'm cracking up everytime i see it...</DIV>

Jenguro
01-23-2007, 08:13 PM
<DIV>I could see an argument for either ability.  In EQ1 LOH healed for your maximum health, but was only castable once per day.  In EQ2 the heal amount is much less, but it's castable much more frequently.</DIV> <DIV> </DIV> <DIV>If EQ2 were to follow the EQ1 system and be castable only once per day, that would be once every 72 minutes for approximately 10,000 health.  As it is now, it heals for approximately 5,000 every 15 minutes.  That's about 25,000 health in 72 minutes.  So the EQ2 version heals for approximately 15,000 more in the same amount of time.  You can debate the specifics of the numbers, again I'm being *approximate* based on the numbers given in this thread.  You could also debate whether 10,000 once every 72 minutes is better than 5,000 each cast every 15 minutes.</DIV>

Anariale
01-23-2007, 08:56 PM
<P>Its so long that you cant rely on it as a regular heal, so its categorized as an "Oh crap" heal.</P> <P>The fact that it doesnt scale with buffs means that its not nearly as useful in a raid situation, especially when mobs can hit for more damage than LoH even heals.  Oh crap, our tank is gonna die, quick LoH on him to heal 25% of his health so he dies just as fast!</P> <P>Then again, why am I complaining, I mean its not like there is another class out there with more utility, more damage and a heal spell that is %-age based, on a MUCH shorter recast that scales excellently with raiding... oh wait, thats a monk.</P> <P>W</P><p>Message Edited by Anariale on <span class=date_text>01-23-2007</span> <span class=time_text>10:56 AM</span>

RyFord00
01-23-2007, 11:51 PM
<DIV><EM>"If you choose not to make your heals better through available AAs, then you don't really have any reason to complain that your heals aren't big enough."</EM></DIV> <DIV> </DIV> <DIV>Thanks for backing up my point even more.  My arguement is that one of the key features of our class is this ability, and we should not have to use achievement points to scale it as it should be.</DIV> <DIV> </DIV> <DIV>I agree completley Anariale.  It comes down to scaling.  It does not work as it should in group or raid situations.  Putting this ability in % form scales it fairly well.  Monks can use their Mend on anyone and it will scale based on their %, not a raw number.  Same with bruisers except it's self only which still scales properly based on their buffs/group buffs etc.</DIV> <DIV> </DIV> <DIV>Making our Lay Hands a % basis will scale it properly in all situations.</DIV>

Faelgalad
01-24-2007, 05:01 AM
Compared to the Monk ability with their fast recast of 2,5 minutes and healing arround 50%, LoH is "mediocre" in a negative tone.

Wulfborne
01-25-2007, 05:52 AM
<P>Aye, I'd love to see the LoH line become % based as well. At present, it isn't worth much due to buff stacking, etc, so only heals a relatively small percentage of health. Didn't it used to be a 100% heal in EQ1? I really can't recall.</P> <P>~Hawke</P>

RyFord00
01-25-2007, 11:00 AM
<DIV>In EQ1 it started out a % base like were discussing (I think it was 65-70%) but with enough AA points, a paladin could upgrade it to a complete heal (100%).</DIV>

holypaladin28
01-26-2007, 01:58 PM
<div></div>mine crits for 5-6k kfine by me <div></div><p>Message Edited by holypaladin2819 on <span class=date_text>01-26-2007</span> <span class=time_text>12:58 AM</span>

Arraza
01-26-2007, 08:16 PM
<BR> <BLOCKQUOTE> <HR> holypaladin2819 wrote:<BR> mine crits for 5-6k k<BR><BR>fine by me <BR> <P>Message Edited by holypaladin2819 on <SPAN class=date_text>01-26-2007</SPAN> <SPAN class=time_text>12:58 AM</SPAN><BR> <HR> </BLOCKQUOTE><BR>Seriously, come on... Shouldn't have to rely on a spell criting for it to be effective.  Crit should be a bonus...  and BTW, I've NEVER seen it crit as high as 6k. 

RyFord00
02-02-2007, 11:10 PM
Stick this.

Arraza
02-02-2007, 11:27 PM
stick what?

Rast
02-02-2007, 11:35 PM
I think it needs to be stuck in a trash bin...  but that is because for the most part I don't see TOO much issue here, there are far more pressing concerns than this particular spell.

OrcSlayer96
02-03-2007, 12:03 AM
<BR> <BLOCKQUOTE> <HR> Raston wrote:<BR> I think it needs to be stuck in a trash bin...  but that is because for the most part I don't see TOO much issue here, there are far more pressing concerns than this particular spell.<BR> <HR> </BLOCKQUOTE><FONT color=#ccffff>I disagree, it may not have as much impact as some other requests in our spells, due to recast timer, but it is still a item that needs to be reworked some.  Paladins that are raid buffed see this more than solo/group paladins, due to the health pool difference.  If a percentage heal for a survival spell is ok to apply to a monk, it should be allowed on us as well.  I understand the reduced recast on Monks is needed for the more damage they take tanking mobs that are higher conned with less mit to absorb, but see no reason why our heal should not scale instead of a static number range like it is now.  It would fit all types of paladins, solo/group/raid.  IMO it should be the largest heal in the game available, which when you look at heals available to classes is not the case.</FONT><BR>

Rocksthemic
02-03-2007, 12:07 AM
<blockquote><hr>Raston wrote:<div></div>I think it needs to be stuck in a trash bin...  but that is because for the most part I don't see TOO much issue here, there are far more pressing concerns than this particular spell.<hr></blockquote> Yes there are many other pressing issues that YOU feel need to be addressed. And truth be told this is a small thing. However ANY love we can get from the devs would be nice. I think it's silly that a monk can heal more with his mend spell than we can with LoH. How is it right that a monks mend on a 2.5 minute timer, can heal almost as much for our LoH if cast on the right target (that target generally being the MT on a raid) The OP is right, a % based heal, even if it was 60%, would be far and away better than what we have atm. <div></div>

Rast
02-03-2007, 12:14 AM
<P>I disagree, because at the core when you get into scaling you would wind up really screwing the lower level paladins out of a pretty decent heal.  Because a % doesn't scale well down.  I'm sure we could all come up with a percentage that makes sense for the lvl 70 paladin, but how would that relate to the lower level spells?  How would it scale?  Would the first LoH be only a 10% heal?  How useful would that be to ANY low level paladin?  Or would you tinker with the cast times that the higher level spell can be cast on a shorter timer than the lower level one?</P> <P>In short, while it is a nice idea on paper (and I agree on paper) I don't think it would translate well into the game as anything but a fixed number.  It is also the reason why I've suggested that a % ward not be one that replaces our current ward, but more of a replacement of our death ward and simply scale with us rather than have 'upgrades'.</P> <P>I would rather seem them work on a way for us to handle the spike damage on pulls (% ward), to compensate for the over all damage we take (allow our normal ward to be uninteruptable) and to allow us full use of our abilities like every other tank (except SK) has (spells to CAs) than to look at something that would more than likely break the class somewhere else.</P>

Anariale
02-03-2007, 02:02 AM
<DIV>1)  You can scale the recast timer</DIV> <DIV>2)  You can scale the distance</DIV> <DIV>3)  You can scale a Cure on LoH</DIV> <DIV>4)  You can throw a Stoneskin onto LoH</DIV> <DIV>5)  You can throw a Ward onto LoH</DIV> <DIV>6)  You can throw a HoT onto LoH</DIV> <DIV>7)  You can throw a reactive onto LoH</DIV> <DIV> </DIV> <DIV>Or you can turn the spell into a Golden background and just have one version of the spell, and noone would complain.</DIV> <DIV> </DIV> <DIV>There are TONS of ways to make LoH scale with levels and still have it as a %.</DIV> <DIV> </DIV> <DIV>W</DIV>

Rast
02-03-2007, 02:28 AM
<P>hmmm, I like the idea of giving it a stone skin, which could then be scaled, leaving the heal at a constant percent over time.  That would solve the scaling and provide some 'oh bleep' coverage to massive damage as well.  Throw in the % ward is it very well could give us enough to be serious tanks.</P> <P>now what are the chances of ever seeing this?</P>