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Unread 11-04-2005, 02:52 PM   #1
Drizz

 
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I've suspected its been bugged for a while but finally took 5minutes just to confirm the problem.
Here is just a couple reference points, the spell is suppose to be of equal range to our heal spells.
 
Here is a heal spell being cast from a max range of 20 meters on a person
Here is same distance, but with me summoning a tree (which even summons in front of me closer to the person) the heals on screen are from previous Sylvan streams heal being cast above.  The Verdant Bliss is showing that i'm still at max of 20 meters in casting range of person.  The tree should be healing this person every 3 seconds, however it is not.
Here is how close the person needed to get for the tree to start healing him
Below is same angle but from 20 meters away
 
Basically it looks like the spell only has a 10 meter effect radius instead of 20.   Lots of wardens are complaining about this attack being killed to AE's so easily and so on, however if the spell would work from intended ranges a warden could easily summon it a bit away from the party and these problems wouldn't exist.
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Unread 11-04-2005, 06:10 PM   #2
LordOlr

 
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good that we finally have a prouve for that but i disagree that fixing the range will fix the spell. by design this spell is a very powerfull group heal and as u get it very late in the game (lvl5SMILEY its supposed to be a raid spell i think. now when do we need group heals? yeah u guess it when we take an aoe. now the genious soe raid content team designs raid encounters with an ae and unless u want to run out of range every min cast the tree and run back in (just to find out that ur tank died to the missing heals) the tree needs to survive the ae to be usefull. OR they could hire some ppl who know how to create interesting raid encounters _without_ ae (i.e. splitpaw).
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Unread 11-05-2005, 05:25 AM   #3
Sorano

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Yeah the range on it is 10M not 20M as stated in the description. It is definitely a raid spell, but because it doesn't survive the AE it would actually be useful for, it is basically pointless. You cast the tree on pull, the raid mob AEs, the tree dies. No healing to the group at all. And like Olrik said, you don't have the time to be casting the tree after the AE has landed, since you should be focusing on the MTs hp bar at that stage. The problem is easily fixed by making the tree immune to AE that's not specifically directed at it, and I don't know why the devs are dragging their feet on this.
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Unread 11-06-2005, 12:33 AM   #4
Feltrak

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Warden ancients are just awful. You can tell they spent alot of time on being creative with them, but their actual usefulness and being error free just wasn't a priority. They thought we'd be really happy to be able to summon a tree that healed people, even if it was worthless. I still used my tree when it didn't heal anyone at all, just because people would be shocked and say omfgtree~LOL!!1!11
 
Soon as that wears off though it goes back to being worthless.
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Unread 11-06-2005, 02:39 AM   #5
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My guild has more than 1 warden so not every warden is going to be in the MT group, if any are.  Some raid mobs are designed to be lanced or to be range fought (at least as far as we've determined).  So the fact that the range of the tree is too short to heal the MT is not always a big problem.  Not saying it shouldn't be fixed somehow (larger range and immune or more hardy vs aes), but group heals are for your group and not necessarily for the MT.
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Unread 11-07-2005, 02:43 PM   #6
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Feltrak wrote:
Warden ancients are just awful. You can tell they spent alot of time on being creative with them, but their actual usefulness and being error free just wasn't a priority. They thought we'd be really happy to be able to summon a tree that healed people, even if it was worthless. I still used my tree when it didn't heal anyone at all, just because people would be shocked and say omfgtree~LOL!!1!11
 
Soon as that wears off though it goes back to being worthless.



Well, our ancients don't knock my socks off, but their not that bad.  Puppies are fun, and pretty useful in grp and especially solo situations.  Tree has its uses, helps solo since it allows you to worry about other things then healing, and in a grp as long as the tank turns the mob to avoid a barrage it generally survives and supplements pretty nicely (read: allows us to be lazy).  Neither have any use whatsoever in a raid, which should be addressed IMHO.  As for Tunare's Watch, well, thats another story entirely...
 
I do agree that our ancients do suck compared to say, I don't know, Fury ancients.  All I have to say is BITF.  Kinda would like to know just what SOE was thinking.  "Gee, we should give Furys a 3rd DH that doesn't share a timer, thats not unbalanceing at all!".  Hibernation is also kind of a shot to the nutz, as it can be used while they are Porcupineing.
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Unread 11-07-2005, 09:00 PM   #7
Mor

 
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Yes, the range on the tree is definitely broke.   It really, really limits the use of the spell.   I hope we can get this one fixed ASAP since it is a relatively minor change (presumably).   
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Unread 11-08-2005, 12:14 PM   #8
Feltrak

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Hehe, how about BITF + Porcupine + a templar's Sanctuary SMILEY
 
Our ancients have little to no raid use. And that's my complaint. A fury is much more raid valueable than a warden. I don't care how we are in EXP groups, or while soloing. We have little benefits from the dogs and the tree, but I'd rather be soloing and drop a back into the fray on myself than cast the tree. And I'd trade the dogs for fury DPS any day. Seeing furies parse 650+ dps on raids makes me want to cry.
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Unread 11-08-2005, 08:57 PM   #9
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Feltrak wrote:
Hehe, how about BITF + Porcupine + a templar's Sanctuary SMILEY
 
Our ancients have little to no raid use. And that's my complaint. A fury is much more raid valueable than a warden. I don't care how we are in EXP groups, or while soloing. We have little benefits from the dogs and the tree, but I'd rather be soloing and drop a back into the fray on myself than cast the tree. And I'd trade the dogs for fury DPS any day. Seeing furies parse 650+ dps on raids makes me want to cry.


I'm sure furies would love to do that too =P If ppl would read the whole spell description they'd notice that one of the other drawbacks of the spell is that you can't heal yourself with it SMILEY
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Unread 11-16-2005, 11:23 PM   #10
myount

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Tree still bugged.  I put the tree in front of me and can still cast the 20m heal on MT, but the tree is not healing him at all.

 

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Unread 11-17-2005, 12:50 AM   #11
Lego

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Tildin wrote:
I do agree that our ancients do suck compared to say, I don't know, Fury ancients.  All I have to say is BITF.  Kinda would like to know just what SOE was thinking.  "Gee, we should give Furys a 3rd DH that doesn't share a timer, thats not unbalanceing at all!".  Hibernation is also kind of a shot to the nutz, as it can be used while they are Porcupineing.


Once again, for the reading impaired.  Hibernation cannot be used while in Porcupine.  It acts the same way as say, a regen, in that it can tick while I'm stunned.  But I can't cast it after the fact.  So yes, I have one heal that will go off while stunned but I have to precast it 10 seconds in advance of when I think I'll need it.
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Unread 11-17-2005, 02:38 AM   #12
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Lego23 wrote:


Tildin wrote:
I do agree that our ancients do suck compared to say, I don't know, Fury ancients.  All I have to say is BITF.  Kinda would like to know just what SOE was thinking.  "Gee, we should give Furys a 3rd DH that doesn't share a timer, thats not unbalanceing at all!".  Hibernation is also kind of a shot to the nutz, as it can be used while they are Porcupineing.


Once again, for the reading impaired.  Hibernation cannot be used while in Porcupine.  It acts the same way as say, a regen, in that it can tick while I'm stunned.  But I can't cast it after the fact.  So yes, I have one heal that will go off while stunned but I have to precast it 10 seconds in advance of when I think I'll need it.



I think the point is that Porcupine is far more potent then the warden 50 self stun spell.  So on top of having an unfair advantage in that department the fury can also get off a heal if they cast Hibernation right before casting Porcupine.  You can argue about balance all you like, but it's quite obvious it's not there yet.

Fury - Better DPS, Equal standard healing, Bonus healing with BITF and Hibernation, High defensive buffs (mitigation + multi target wis for resists), buffs DPS (single target int + power buffs, also group int buff), buffs heat and cold (heat more than cold), many damage shield procs.

Warden - Less DPS (considerably... don't argue the intelligence point please), Equal standard healing, bonus protecting grove healing, minimal mitigation buffs (but get +25 def with sandstorm), group buffs wis equal to fury (can single target buff wis as well, takes conc), one damage shield proc, buffs heat and cold (cold more than heat).

It's quite obvious to everyone that the warden has been given the short end of the stick.  You can argue this until the cows come home but it's quite true.  Wardens should be the defensive (read mitigation/defence/resists) druid, Fury should be the offensive (DPS, procs) healer.

I keep hoping to see a dev post on this, since it seems to be obvious to everyone except the fury class and the devs.... but I'm quickly loosing confidence.

 

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