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#1 |
Loremaster
Join Date: Nov 2004
Posts: 1,425
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![]() aITEM -2133168277 -1211487947: Prayer of Healing VII (Master)/a This was brought up in beta; but I am going to bring this up again; right now this is a joke of an ability; and it serves only one use and one use onlyto make ourselves feel better; and maybe on undergeared low level toons. A group heal, as a solo ability tool; it is lacklustre. Not only that but on our RAID set as a Focus, The tiny amount I actually heals is so small it barely moves the health bar. There are 2 AA choices, and one Focus dedicated to this ability... and it is completely useless within a raid setting, only minor use in a group setting and possible use solo. This needs to be altered; previously when it was allowed to crit it could and did green the entire group and “pound for pound” it was easily the most powerful of all the group heals in relation to its casting speed. But those times have gone, and what we have left, is an ability which pales in comparison to our other upgraded heals; and now useful heals. It is almost like this has been left out....
My suggestions to make it viable: Healing wise * Change it to a proc so keeping it the same size but have it cast on its own instead of us dedicating time to casting it, which at times feels like we are trying to fill a bathtub with a thimble. * Change it to buff (perhaps after spending AA) and have the heal automatically cast every time we cast a healing spell, for soloists “arch heal” will appear to heal double the amount as well as heal the group making it a viable soloing tool. For everyone else we get to heal up after a large AoE and assist the group healing as well. * Change it into a long duration HoT instead of a direct heal; say 200-250 health every 2.0s for 60s recast 90s. That is a drastic reduction in the healing power of the ability; given you can cast the current one every 7.5s for ~ 5-6k. I'm jut demonstrating that will be of more worth to the paladin; as maintaining this ability means it will be use more than currently. * Change it into a group ward; although this could be the more powerful of the options.
Protection / Utility. * Change it into an AoE avoidance ability, perhaps for none fighters only which would allow us to protect the group; naturally this will have little use outside raid and the recast will need to be increased. * Change it into a buff which increases healing potency for a short time; like gravitas, but group-wide and for a shorter duration. Even “increase heal potency by 10%” duration 30s recast 60s will be a huge boon to our group; if you wish paladins not to be effected by it, crit bonus of heals would be a better choice. * Change it into an ability which reduces the damage of magical Attacks on the group; say 20% DR for magical based attacks; as the AoE avoidance ability limited use outside of raids and the recast will need to be increased.
There is so much potential you can do with this spell, if you are worried about it never upgrading on the percentage based actions, a small HoT or a threat/deagro proc which goes throughout the duration will fix that and also assist on lower levels where the health vs heal is not much of an issue as you see in later game. Just before you dismiss this as a rant; I challenge you to find a raid geared paladin, or even a herioc or PQ and ask them to tell you how much their heal does in comparison to their health. A 4k heal vs 35k health is 11%A 5k heal vs 50k health is 10% That's needing to cast one heal almost 10 times, or 75seconds at base reuse. I think you get larger ticket from food/drink out of combat. |
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#2 |
Loremaster
Join Date: Jul 2005
Posts: 335
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![]() Maybe just figure out if paladins are supposed to heal or not, and design around the decision. It can't be too hard to come up with a consistent model and design around it. Then whatever the group heal does will be consistent. Oh, and make the ward duration at least as long as the recast, in case the healer says "wait, I need a sec ... okay pull now." Normally, the duration makes no difference whatsoever because you'll get hit long before it runs out. |
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#3 |
Loremaster
Join Date: Nov 2004
Posts: 1,425
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![]() Enrico@Permafrost wrote:
Recast of my ward 30s and duration 24s... its not exactly game breaking however as in raids its punched though in under a second. Most times it has bene used up in less time that it took me to cast it. But as pointed out above whilst the other heals have been adjusted, the group heal has not and for some bizare reason it appears as one of out focus on the raid set and also has TWO seperate AA choices dedicated towards it. Its not that I mind the AA being there, its just the spell doesn't infact do much at all. |
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#4 |
Loremaster
Join Date: Nov 2004
Posts: 318
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![]() I`d rather like to see Archeal getting changed into a passive ability which will increase our heals in some way or another - as it is now its easily replaced by the grpheal as a soloing tool, which is clearly not the idea behind prayer of healing. As for prayer of healing, dunno - either increase healamount by 33% or so, or change it entirely into a reactive or HoT or whatsoever - like it is now its almost worthless since it really doesnt help you heal your grp, you just waste a click after an aoe. |
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#5 |
Server: Antonia Bayle
Guild: Cladire Mortii
Rank: Initiate/Slave
Loremaster
Join Date: Mar 2007
Posts: 3,780
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![]() well to be honest, they need to crit again, everything does. |
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#6 |
Loremaster
Join Date: Jul 2005
Posts: 335
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![]() I apologize for briefly mentioning an off topic and trivial annoyance. I agree that "prayer of healing" needs to be stronger or add an additional effect, and I think the flavor of the discussion basically backs up the general feeling of paladins since the removal of crits, especially with the heavily increased importance of crits in this expansion: "Make up your mind, do I have heals or not as my class's defining secondary flavor." But at the same time, I'd rather live with the working aspects of the class than risk having the developers "redesign" the class to make up for the loss of our ability to heal. As long as we're good tanks, we're happy enough, right. |
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#7 |
Loremaster
Join Date: Nov 2004
Posts: 1,425
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![]() Enrico@Permafrost wrote:
A broken ability (which is what it is right now) and one which has TWO AA options as well as a Focus: effect on our raid armour needs to be looked at reguardless of how you think paladins are right now and everyone would expect the same of every class. |
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#8 |
Server: Butcherblock
Guild: The Cartel
Rank: Alt's/Inactive
Loremaster
Join Date: May 2006
Posts: 317
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![]() Boli32 wrote:
I don't normaly pitch in during complaints but this time I am going to have to agree. If you going to change our heals, at lease be consistant. |
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#9 |
Loremaster
Join Date: Aug 2010
Posts: 21
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![]() Agreed, lol yea i like to tank whenever possible. but theres times when the pallys are kind of expected to throw around some heals we all know this. party / raid members will say just do some "sparse healing" when ya can since your'e not the main tank. and i do as im told usually but the group heals for paladins in a raid / group setting plain suck tbh. they are not all that great when i do use them the effect they have is minimal at best. and i kinda hate wasting aa's in an area on things that i feel as a paladin are better spent elsewhere. im no expert by far learn new things everyday but it's easy to see paladins need a epic remake. nothing ground shattering or game breaking makin us op. kinda like knowing something is broken but not knowing what is broken that needs to be fixed |
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