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#1 |
Server: Runnyeye
Guild: Xanadu
Rank: Member
Loremaster
Join Date: Dec 2006
Posts: 60
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![]() Here is my personal write up on my thoughts on warden aa's figured we may as well show dev's what we are using and what we aren't: Warden AA'sSo since its been said that they are gonna be looking at aa's I thought it worthwhile creating a thread about whats good and whats bad in the warden aa choices.Druid treeShapeshift - Nice small bonus for whichever choice you make can't really complainPrimordial Strike Line (STR)This line is pretty nice although at higher levels Natural Boon isn't really worth taking, most wardens just put 2 points here to open primordial strike upTortoise Shell Line (AGI)Calm Animals and Charm Animals are possibly the worse aa choices in game, they are very limited and charm animals takes up 3 con slots, I'm sure some pvp wardens may use this but PvE wise this is a complete waste of aa points that every raiding druid in game uses due to Wild Regeneration and Tortoise Shell which are both highly useful AA's.Serenity Line (STA)Overall this line isn't bad, would be nice to see more use for serene symbol outside of PvP however i can live with putting 4 points here to get the rest of the line.Rebirth Line (WIS)Some druids love this line, others hate it, Hierophant's Grasp is very useful for both druid classes and some people like the rest of the line too, overall not a overally bad line compared to some.Infusion Line (INT)This is another pretty nice line, not everyone takes it but for those that do they love it, stormvision is another meh ability but when you only need to put 2 points in it to get the endline no one is complaining.SF LineSome very nice choices here especially Wild Protection.Warden TreeNature's Walk LineThere is nothing really bad in this line and all wardens tend to take this line.Force of Nature LineThe Combat Art Conversions are nice especially at lower levels however with less melee stats avaliable to priests alot of wardens are starting to use range specs however they still take this line cause its 100% better than the shatter infection line and 0.3 auto-attack modifier is very nice.Reformation LineThis is a pretty nice line nothing that makes you go wow but everyone still takes it.Shatter Infection LineOther than Enhance Cure Curse this entire could be scrapped, I don't know any wardens who take this line at all.SF LineSame as on druid tree some nice choices although I would still like to see cyclone made castable on a raid member.Shadows TreeThere are some meh abilities here but nothing really bad.Heroic TreeBeing the new tree this is pretty much fine the way it is although not many druids are taking faith of the fallen.Some things that would be nice to see for wardens are:A way to make instinct groupwide or other offensive groupwide utilityMake cyclone castable on a raid friendWhat are everyone else's thoughts do you disagree with anything I've put, lets put ours thoughts together while soe are looking at the aa's |
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#2 |
Server: Nagafen
Guild: Legends of Firiona Vie
Rank: Founders
Loremaster
Join Date: Oct 2009
Posts: 115
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![]() I like all of what you said personally. Id like to see both Natural Boon and Stormcallers Renewal Proc Hot's instead of a direct grp heal, but prehaps thast asking for to much. Like you said Natural Boon needs a increase in its healing if nothing else. Or leave it at its current value and make it where if you spend a full 10 in it it converts said amount to a Grp ward. I dont think that would be to over powered at its current value. Our cure line is crap, There should be options to add a decent grp heal amount to both our grp cures and id be happy tbh. and no not the 300 or w/e hot it currently gets on the one cure, but maybe say 900 at least plus the hot? As far as the endline goes, they could make it where we can cast the ability and it frees our grp of all control effects and/or hostile effects and put it on a longer recast. I know we have breaks with howling and Sereinty, but just these few changes would give the line some life. Or they can get rid of the cure line, just have a single aa to enhance our cures like our fury kin gets and give us some way to make Instinct Group wide. Please if any devs really read this I beg you consdier this, its been asked for for years, dont ingore us, its not like it would be op in any way especailly compared to what other healers get and really would make use wanted in raids, would be great for a scout grp imo. I really think thats all we need, some way via aa to make our instinct grp wide and that alone would give us a much need boost in desireability in raids imo. And if you didnt know devs once the expac is broken in and in a lot of cases not even then, besides rare times you need three healers in mt grp we are benched for other healers who provide more. And please before people start coming in here saying we are great healers and etc and we are DEFENISVE note I didnt ask for anything offensive for ourselves, I asked to make our abilties more in line with DOV content and for some much needed grp Utility.
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Naggy Characters: Xillean 90 Warden, Annajhilam 90 Fury, Sageth 90 Templar, Eylisa 90 Defiler, Galacia 90 Wizard, Mayladen 90 Necromancer, Nameless 90 Coercer, Rauz 90 Berserker, Jacelyn 90 Paladin, Whispers 90 Monk, Trayleigh 90 Dirge, Jillean 44 Ranger |
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#3 |
Server: Nagafen
Guild: Legends of Firiona Vie
Rank: Founders
Loremaster
Join Date: Oct 2009
Posts: 115
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![]() And not to derail, but this is sad, where are my fellow Wardens at? Its sad when Rosvita who is now a Fury (yes im aware you made a warden though We didnt even ask for much imo, just a few simple things and we would be good to go. I know it proably wont happen with Instinct, cant tell you how many times ive feed backed it And I know many have in the past, if a dev could at least say theyed look into it or flat out tell us no id rather that then being ingored. Come on Wardens pitch in, post your ideas like the op asked, Since the devs are looking at AA's theres a faint hope we can maybe get some needed changes if we have more voices weigh in!
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Naggy Characters: Xillean 90 Warden, Annajhilam 90 Fury, Sageth 90 Templar, Eylisa 90 Defiler, Galacia 90 Wizard, Mayladen 90 Necromancer, Nameless 90 Coercer, Rauz 90 Berserker, Jacelyn 90 Paladin, Whispers 90 Monk, Trayleigh 90 Dirge, Jillean 44 Ranger |
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#4 |
Loremaster
Join Date: Jul 2010
Posts: 143
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![]() Hey hey, slow down Mayladen, you gota realize 8 days for response aint really that long. And maybe some others are needing some time to ponder. I gota say though Rosvita has done some awesome posting on the warden. And I will never consider her a hissy kitty fury. LOL Off the top of my head based on what most people ask or complain about , and also it might make some sort of sense in a realism sort of way ~ What if charm animal had a group side effect that was similar to instinct? One of the reasons we hear nothing on a group instinct imo , is game mechanically it could potentially be to powerful. But what if we had another version via a charmed pet? sorta like a shaman pet I suppose , possibly activateable by the mez animal ability for a short duration and based on ranks for potency and duration. Just a ruff Idea that popped into my head. But I'd totally forget about it if they decided to consider the ole ~Forrest of Terror~ idea |
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#5 |
Server: Nagafen
Guild: Legends of Firiona Vie
Rank: Founders
Loremaster
Join Date: Oct 2009
Posts: 115
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![]() YAY we arent alone As far as your idea goes, I like it, personally id like to see them changed to effect our fae ally and the tree, make them aoe immune and give some increased healing or upgrade thier healing output. Or Id love to see both be turned into a enhance fae ally, the first with 10 spent could make the fae ally a perment summoned pet with aoe immune, and the other can increase the heals of the fae and enhance its abilties, nothing to ubber, but that is something id love to see personaly.
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Naggy Characters: Xillean 90 Warden, Annajhilam 90 Fury, Sageth 90 Templar, Eylisa 90 Defiler, Galacia 90 Wizard, Mayladen 90 Necromancer, Nameless 90 Coercer, Rauz 90 Berserker, Jacelyn 90 Paladin, Whispers 90 Monk, Trayleigh 90 Dirge, Jillean 44 Ranger |
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#6 |
Server: Butcherblock
Guild: The Evolution
Rank: Noobsauce
Loremaster
Join Date: Nov 2006
Posts: 664
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![]() Rosvita@Runnyeye wrote:
Anyway, thats my thoughts on everything. I'm only doing easy mode raids and solo healing every dov instance spare the drunders (simply because I'm playing my wizzy more at this current time when doing stuff like that), and tbh can't speak about it from a hm raiding perspective. |
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#7 |
Loremaster
Join Date: Jul 2010
Posts: 143
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![]() I totally forgot about the Fairy ally xillean. But something with pet charm happening ... maybe a heroic enhance option. Basically we trade 3 concentration for the upgrade , we need to charm an animal to get it , or mez ... enhance mez wouldnt be bad either. But maybe throw the mez out and introduce a new ability relateing to pets and our other abilitys. IDK maybe sumthin totally different? Ofcourse im crazy and I dont know what im talking about , But the forrest of terror would be awesome... http://forums.station.sony.com/eq2/...181430� |
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#8 |
Server: Nagafen
Guild: Legends of Firiona Vie
Rank: Founders
Loremaster
Join Date: Oct 2009
Posts: 115
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![]() I forgot to add that if it bumped uo our fae ally the same would be done for the furies Ball lighting Still good ideas im seeing, we may not always agree with each other but as a community we have to try and get some changes made.
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Naggy Characters: Xillean 90 Warden, Annajhilam 90 Fury, Sageth 90 Templar, Eylisa 90 Defiler, Galacia 90 Wizard, Mayladen 90 Necromancer, Nameless 90 Coercer, Rauz 90 Berserker, Jacelyn 90 Paladin, Whispers 90 Monk, Trayleigh 90 Dirge, Jillean 44 Ranger |
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#9 |
Loremaster
Join Date: Dec 2005
Posts: 117
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![]() Whatever you do to change the AA trees SoE ... do not touch my permanent, undispellable Tiger form! .. Seriously! .. Remove it's stats and add it as fluff spell if you have to, but if you remove or change it into something else, I'll quit. For good! Rawr!!! |
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#10 |
Loremaster
Join Date: Mar 2005
Posts: 545
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![]() TBH I'd be happy if they'd just add the option to spend 5 AA to make Instinct Group wide. Heck, I would spend 10. I don't expect it to happen, and I'm rather apathetic at the moment, but I essentially agree with Rosvita's OP. Would be nice if the Devs tore apart the KOS tree like they seem to be doing with the EOF tree, take out the webbing and prerequisites, and allow us to take certain abilities like Wild Regeneration and Tortoise Shell without having to take the useless charm and mez. That way those druids who are unable to solo effectively on their own can continue to get the pets that I disdain because of their uselessness. |
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#11 |
Server: Nagafen
Guild: Legends of Firiona Vie
Rank: Founders
Loremaster
Join Date: Oct 2009
Posts: 115
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![]() Yeah id like that as well tbh. And id spend 10 for grp wide instinct as well, just give us a option devs, make it cost a bit, make it cost a lot, I dont care just give us the option.
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Naggy Characters: Xillean 90 Warden, Annajhilam 90 Fury, Sageth 90 Templar, Eylisa 90 Defiler, Galacia 90 Wizard, Mayladen 90 Necromancer, Nameless 90 Coercer, Rauz 90 Berserker, Jacelyn 90 Paladin, Whispers 90 Monk, Trayleigh 90 Dirge, Jillean 44 Ranger |
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#12 |
Loremaster
Join Date: Jul 2010
Posts: 143
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![]() Thats what Im saying ... you have to charm a pet to get it ... does it make sense? Maybe a heroic option to turn charm animal into a group buff Basically you charm a pet and it is better than a shaman one , because you give up 3 concentration for it. I suppose depending on the pet , you would get a different group buff??? |
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#13 |
Loremaster
Join Date: Jul 2010
Posts: 143
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![]() The Mez animal option should probably be changed. To what though??? Any Ideas? |
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#14 |
Loremaster
Join Date: Jul 2010
Posts: 143
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![]() Could be atleast 3 different group buffs ... and a buff similar to group wide instinct could be one of them. I would say the pet would have to be a cat. meow |
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#15 |
Server: Nagafen
Guild: Legends of Firiona Vie
Rank: Founders
Loremaster
Join Date: Oct 2009
Posts: 115
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![]() Hmm Problem with charm animal there isnt always a animal to charm, in zones and raids and etc, now if it where to work like the corecer possess essence it might be slightly better but only if what we copied staid with us upon zoning. I would rather them just make our fae ally permenant and let it provide your grp buff idea Would be even better if it provided some small boost to a entire raid like the summoners pet oes, but really something to give us grp instinct or something like it and making our current pets worth something would be good for me, dont care how they do it just do it dev pwease!
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Naggy Characters: Xillean 90 Warden, Annajhilam 90 Fury, Sageth 90 Templar, Eylisa 90 Defiler, Galacia 90 Wizard, Mayladen 90 Necromancer, Nameless 90 Coercer, Rauz 90 Berserker, Jacelyn 90 Paladin, Whispers 90 Monk, Trayleigh 90 Dirge, Jillean 44 Ranger |
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#16 |
Loremaster
Join Date: Jun 2009
Posts: 1,739
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![]() Prestissimo@Butcherblock wrote:
rebirth is very useful. you just have to get to know it and understand it. if you are with a bad tank, go ahead and hit that revive button & then shut it off. if it was an accidental bad pull & you watch nearly everyone else die, you back out of the aggro range and take your death. then you get up and revive the group. if everyone died while you were dying, you quickly move out of the way before the mob realizes that you are alive again. when i first started using rebirth, it was mostly two deaths per their one. now, its not. at times, i may end up dying more than the others but thats bc my death comes and then i can hit them with an emergency group heal so they dont die. it would really stink if they removed this AA. the calm animals & charm animal, yes please get rid of it! |
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#17 |
Server: Splitpaw
Guild: Knights of the White Shield
Rank: Initiate
Loremaster
Join Date: Dec 2006
Posts: 320
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![]() Xillean@Nagafen wrote:
You've missed all the chatter in WWWarden channel since Nagafen players can't use it.... |
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#18 |
Server: Nagafen
Guild: Legends of Firiona Vie
Rank: Founders
Loremaster
Join Date: Oct 2009
Posts: 115
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![]() /sad panda I really really wish They would let us naggy players join would love to talk to some of you guys and gals, I read lot and study the parses and etc on the other site, proably should make a account and stop lurking. But still wish I could talk to wardens but since I cant this is the best I get to do ftl.
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Naggy Characters: Xillean 90 Warden, Annajhilam 90 Fury, Sageth 90 Templar, Eylisa 90 Defiler, Galacia 90 Wizard, Mayladen 90 Necromancer, Nameless 90 Coercer, Rauz 90 Berserker, Jacelyn 90 Paladin, Whispers 90 Monk, Trayleigh 90 Dirge, Jillean 44 Ranger |
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#19 |
Community Moderator
Join Date: May 2011
Posts: 307
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This post has moved: /eq2/posts/preList.m?topic_id=50011...post_id=5594164 Removed for trolling
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#20 |
Server: Storms
Guild: Eternitalis
Rank: Cavalier
Loremaster
Join Date: Oct 2007
Posts: 2,422
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![]() Vitriol@Splitpaw wrote:
I send really a lot of feed back to the Dev about wardens. The class is going extinct. I never ever saw a raiding guild recruiting one. But i see dayly calls for furies/inquis and defilers and a bit less often for mystics. The two healers that i never ever see being recruited are templar and warden. The problem is that an offensive healer like an inquisitor provide enough healing a way way more buff than a poor templar with a single group cure. The current mess is extreme, an inquisitor bring more safety to his group than a templar because it has a second cure that can be cast even while running/flying. A furie bring more safety than a warden to her group because she can use hibernate before an aoe hit and porcupine. Moreover a furie is inherently 10% stronger just with her self 10% potency buf. Now, add on the top massive HOT coming from any cure (SF fury aa) and very good buf for mage dps and you can simply delete the warden class. I m quite sure that nobody plays a templar or a warden in san diego. What i would like is a clear and official statement claiming that those 2 classes are discontunued and allowing us hencefore to betray without loosing any gear and while keeping the amount of masters we had in the "deleted" class. PS: We are in a better shape than templars, at least i m not affected much by mana drains and i have 2 group cure + aoe blocker. Templars are currently a joke -- inquis get shield ally too -- |
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#21 |
Loremaster
Join Date: Jul 2010
Posts: 143
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![]() I dont think anybody needs to turn in their warden wings Im guessing if your here complaining about it (unless your name is gtram) err how ever you spell his name That you aint a Warden ... So maybe try the Asssass group. cuz you aint no ranger either. ~~~~~~~~~~~~~~~~~`` So why not have an AA option involving pet charm and group instinct? Take the most valuable buff we wardens consider ... and make it available via the least desireable Sorta evens out , dont ya think? Basically charm a pet ... BUT ,,, we have an upgrade for this in the Heroic ,,, hence it becomes desireable by the near end game raiders. Dont forget some dungeons have charmable pets , usually spiders. |
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#22 |
Loremaster
Join Date: Jul 2010
Posts: 143
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![]() I can see it now ... somebody asks what AA to get ... Then some one says " Oh You gota get charm pet , You cant heal your group good enough unless you charm a pet ... |
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#23 |
Loremaster
Join Date: Mar 2005
Posts: 545
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![]() lol well, gu 61 update is on test and of course there is no mention of instinct.....and the charm seems that it will be only slightly less useless- still something to waste points on to get wild regeneration and TS imo. I mean, if mezing or charming is needed, we'd be better off chain healing....If we had decent group buffs, then maybe the control abilities might be more useful, and in conjunction with the roots wardens could be a ghetto crowd control class, but I'd rather just heal and dps tbh. Having the ability to charm and linking what we charm to a group buff is an interesting idea, but I think it may be too similar to ideas I have heard about how beastlords might work. |
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#24 |
Loremaster
Join Date: Jul 2010
Posts: 143
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![]() Howdy Gatrm OiC! ... yes mentioning the BL word or reference to it , is sorta like mentioning a Bm during dinner I never played WoW ... just the awesome est game of Star Craft I. And Baldurs Gate. But imo it seems sony pre set up wardens to be the beastlord XXX or their version of the likeness (asumeing I even know what blizzard had in mind. Somethin akin to the druid from Diablo? (i only read it , didnt play that expansion) So the Beast Lord title aside .... what would be wrong with Wardens getting a" Charm animal/Mez animal" enhance beyond that of the druid tree? And imo again ... sumthin relateing to instinct , ... sounds bout right ^^shrug^^ |
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#25 |
Loremaster
Join Date: Mar 2005
Posts: 545
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![]() Heh, I tried the WoW free trial, but that's it. I don't know about that class existing or not in WoW.... But Beastlord has been announced by EQ2 developers as the 25th class and it's coming out with expansion. I don't know how much the devs will enhance the wardens ability to enhance their group with charmed pets cause it seems (to me anyway) that it will be stepping on the toes of the new class that's sure to be overpowered. There's certainly nothing wrong with trying to get charm/calm enhanced, and now is the time to do it. Newly on test, and the reason I responded yesterday, there is a change to charm/calm making it useable on more than just animals. Charm will be usable on anything that can be charmed for instance, but with a shorter duration. That's not going to make me use it. Now if a group buff were attached to it, It might provide incentive to use it. Wardens need some group dps utility buff to be wanted. Since I do raid, however I would prefer that not being linked to charm because charm cannot be used on epics, and it's pretty rare to find heroics in raid zones, so while your idea might be useful for soloing/grouping, it would be useless in raiding. Turn the charm into a possess like coercers have, and attach a group buff to that, maybe it would then be useful for all, depending on how effective this buff is that you are suggesting. *Edit: After posting, I thought further about your idea. The biggest problem with tying a group utility buff to a pet, whether it's charmed, possess spell like coercers have, or a weak perma pet like the shaman dog, is that these pets tend to die very easily to Aoes in a raid setting, and even in some group instances. If your idea were to be carried out, then in order to make it effective, the pet would have to be aoe immune, including aoe autoattack. |
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#26 |
Server: Guk
Guild: Fallen Angelz
Rank: Leader
Loremaster
Join Date: Mar 2008
Posts: 57
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![]() Mayladen@Nagafen wrote:
ALOT of the warden community has either betrayed, rerolled, or all together quit. Honestly personally speaking the way I've felt is why play a warden in the raiding community if all I'm going to do is be sat 90% of the time, due to the fact that I offer no utility to the group or raid in general. Now to speak of the little bit of change that has been posted. First off, the change to charm/mez animal seems cool, but personally I'm still probably not going to use this due to the conc slot requirement. I have to drop how many buffs just to be able to charm "something" for 30mins. Meh, its not going to help us as a class on a raid either. Now shatter infections change. I will agree something needs to be done with this aa, but having not tested it I don't think making it a faster duration temp buff isn't necessarily the way to go either. At least with the 2min duration you could throw it up n almost guarantee that it would catch something or other. Now u have to use it as another grp cure, with yet another cast time? I don't know doesnt seem like much to me. Lastly, I will repeat as I have in the past a few times that the warden class in general needs help. We are slowly becoming extinct in the raid scene. We need utility BAD. Raidwide AND groupwide utility. Please dev's take our class into consideration and give us some love. Group wide instinct would be a start (no it would NOT be OP, if you compare it to the group utility an inq gets, ie Fanaticism, Tenacity, and Act of War combined would do way more then instinct would) and that is just a start. Cyclone NEEDS to be made castable on raid friend not just group friend with a 5 min recast. Sandstorm needs something added too it, because as it stands is a group buff that is only really useful to your tank. And what good does that do a scout group, since that is another viable spot a warden could take (if we were given some utility). Our tree and fairy ally need more hps, maybe ae blocker for the tree.. not the fairy as it heals on death. But both definately need ALOT more hps. How bout change the aa of spirit of the bat and give it some dps mod, or make it group wide for wardens as it now IS a scout buff. All in all, wardens need utility. Please help this dying class. Sorry I'm not trying to be "emo" but I'm being realistic. When you see all the top end wardens disappear (reroll, betray, quit) something is wrong. Something needs to be fixed, and we have been asking and asking for help. Please give us something. |
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#27 |
Server: Runnyeye
Guild: Xanadu
Rank: Member
Loremaster
Join Date: Dec 2006
Posts: 60
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![]() Hey Guys So awesome to see you all coming out of the woodworks I just got back from my holidays and catching up, I did get a chance to read about the aa changes made. Honestly the changes made at the moment will make no difference to the desirability of wardens for end game raiding, I really want these changes to happen (cause I want rosvita to be a warden again and betray Roseus to fury - yes I do know how crazy that sounds), hopefully they will give use something nice for the new xpac. |
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#28 |
Server: Storms
Guild: Eternitalis
Rank: Cavalier
Loremaster
Join Date: Oct 2007
Posts: 2,422
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![]() Evilnikki@Guk wrote:
I totally support all your claims, i will simply add two things : - We need better spike damage prevention : the two antideath + genesis + mythical thorns simly don't do it, using all we have we don't come even close to a mystic using only two single target wards (normal one + torpor). - Our rezz is pathetic since we cannot ncrease the range nor the casting time. |
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#29 |
Loremaster
Join Date: Mar 2006
Posts: 523
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![]() Some ideas I posted in the in-testing thread that some here probably won't see otherwise Suggestions: Options I would never take:Enhance:snareSnare has never been on my hotbar ever, so why on earth would I enhance it. We are not a kiting class so this is only useful to give you slightly more time to re-root before being hit. May aswell go with the suggested in-combat move speed. Enhance: cure & cure III & verdant whisperThe heal from this is pitiful and it never gets cast as you are better off using tunare's grace to cure for example. The cure lines need a revamp because mainly you never actually cast cure. Revamping the cure line is a difficult one because what do you enhance instead? Well if you look at the fury tree a lot of it is enhance:dmg spells, which mainly take the place of our cure line. So as a defensive druid how about we get a bunch of enhance:heal spells on that tree. This would double up on other aa's but hear me out. All of our main heals have plus to crit and base from aa's and sylvan bloom already has skin like wood. So extend that idea. There are Healstorm (has 2% dmg reduction aa), Winds of Healing, Photosynthesis (has 2% dmg reduction aa), Natures Embrace and 2 Emergency Heal Nukes left. There are 4 cure line skills that could be replaced so I suggest revamp the whole line: Enhance:Nature's Embrace per point, 2% increase in each dot tick. Giving 10% increase per dot tick at max rank. I.e. 100, 105, 110, 115, 121 (compound increase), 127 and so on. It is a 10 tick dot. This would then make it worth letting the heal expire unless you need the up front nuke to quickly give hp back in which case you could overwrite it. Balance the increase so that the end 2 ticks out of 10 are bigger than the initial heal hit and it provides some interesting game play for a druid. Do the same for Enhance: Winds of Healing. Make Enhance: Photosynthesis & Enhance:Healstorm per point, +2%max hp as unconcious health, maxing at 10% of your current hp in bonus unconcious hp and make them stackable, at 30K hp that is a bonus 6K unconcious to one person and 3K to the group. This is essentially a one shot prevention aid as it is a different flavour of ward and is in keeping with the 2% dmg reduction you can already attach. This I would hope would then provide a little extra in the way of raid viability without stepping on the toes of shamans by giving us wards. In fact it would probably give more hp than the wards + grp buffs of other healers as on a 6 man group at 30K hp each those changes provide 21K hp whilst the spells are running, 23K if you run two photsynths on different people, 26K if you run 3 (which is possible with max reuse in theory). The tradeoff of course being that they are unconcious and you have to wait for your hot ticks to kick in, hence the above change for natures embrace and winds. Play with the numbers a bit and voila the worthless cure line becomes much more useful. Enhance: healing groveThe grove is so minimally useful due to dying and a small heal tick that it is hardly worth casting unless you have nothing better, thus speeding up its reuse is essentially pointless. Either revamp the tree to make it relevant to current gameplay or I would change to Enhance:Sandstorm with each point either increasing the block amount given or the increase the hate change. Enhance: tranquilityEr... duration 1min, reuse 50 secs on my warden without having finished assigning trees for reuse etc... (I was on test at the time) The only reason to speed it up is to use it as a heal nuke more often for that primary heal on landing the spell. However it is supposed to be fire and forget if you think about its duration. With the recast times on our primary heals you can be constantly casting those and they are better value for money than using tranquility as a heal nuke. Thus this aa is imho worthless. Change this to just increase the crit bonus and potency like every other enhance heal spell aa, dull but useful or make it add a ward for each cure, like skin like wood does, or leave as is but add concurrently increased tick speed, so that you end up with possible cure/heal ticks every 7 or so seconds instead of every 15. Those that I had to take to open up the tree Enhance:cure III prefer this one to the others because at least it hurts the mob, albeit hardly noticable. Up the damage amount to make it really worth casting this cure when trauma appears as opposed to casting tunares grace or other better cure. Or revamp it along with the whole cure line aas, see above. Enhance:cure curseCan be occasionally useful for pick up raiding for me and I am sure raiding players probably like this one so leave it. Enhance:resurrectionsGotta take something and this makes tunares watch marginally more useful. Just beef it up or do the right thing and beef up the base resurrection spells. Make the base res's % based non modifiable and make this aa increase the only way to modify the %. Topping out with a 50% auto res. Base 25%, then 5% per res points, or whatever values you feel appropriate. At present the auto res's are about a 10% heal for me... that's including the 30% endline boost, and the 15% enhance aa boost. Of course it can crit so that boosts it somewhat topping out for me at 20-25% max hp. They are just too weak. I only got so far as looking a the changes to the webbing etc on the wardne tree. As to the druid tree the two changes on test to the AGI line are meh. |
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#30 |
Server: Storms
Guild: Eternitalis
Rank: Cavalier
Loremaster
Join Date: Oct 2007
Posts: 2,422
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![]() It seems that the devs actively ignore the feedback and the general concensus (there was a post about which healer should be played by someone wishing to raid, and the answer were : Inqui, warder, furie. Templars and warden were not even cited once in the replies. The changes to the warden tree were minimal, and the new warden will simply be the old warden with a more usefull cure end line. - Ca do not scale -> ignored. - Spike damage issues (anti death triggering and people dying anyway) -> ignored. - 20 useless AAs in the horrible cure tree -> ignored. - 10 meters range ressurection (this translate into 3 steps) -> ignored. - Groups dps is 50-100% higher with an inquisitor (who can cure while running & stiffled) -> ignored. - Furies bringing more safety (raid porcupine, group hibernate) -> ignored. |
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