Posts by Denis987

    I dont know if it possible, but i try.

    Druid/knight.

    Is it possible to make a new tank based on heal ? Healing create aggro too, this tank will use heal(not damage) for tanking. The more you create a heal, the more you create a aggro. I know this idea very hard for realisation, but if do it we make a new original tank with new mechanic.

    About warden/priest, what was noticed:


    1) If someone in your raid die, then Wd/P pet (1490672 with skill healing surge 1490868) try to heal died ppl. (same problem with P/Wd pet)


    2) I very want to see skill focused aide (1490671) work for raid, it should increase him how healer. Also when you successfully cast Urgent Heal on any target which is under effect of your Focused Aide , Divine Oak Walker will instantly cast Healing Surge on this target if their HP is below 80% from 60%.

    Do you have plan about Knight/Priest ? He not heal, because need wisdom and heal points. He not tank, because i not see something interesting for tanking (may be someone correct me). He may be a supp, because holy protection is good skill, but not for tank (if you not want to lose aggro). How to play on him ?)

    It's a tank. Holy protection increase casters aggro while reducing others

    How and where this class can show itself ?

    Do you have plan about Knight/Priest ? He not heal, because need wisdom and heal points. He not tank, because i not see something interesting for tanking (may be someone correct me). He may be a supp, because holy protection is good skill, but not for tank (if you not want to lose aggro). How to play on him ?)

    I wanted to write about druid/champion a long time. Class have very interesting game mechanic in mechanisms. Need some changes in him to be a good class combination.


    1) Healing forge (15, 1490629)

    Change: w/o changes, except healing forge can be stacked to 12 and get 3 stack, if u equip hammer.

    Comment: yes, class can use 1-h stick, but with hammer positive effects will be stronger.

    2) Rune vitality mechanism (20, 1490630)

    Change: ...rune vitality mechanism restore 4% HP, 1% MP, 2 focus, 2 energy, 2 rage every 2 seconds for 10 seconds. Max HP and received healing not need here. Also if you equip hammer also restore 1 psi. Effect work for all raid members

    Cost: 10% MP, 15 rage.

    3) Vital escape (30, 1490632)

    Comment: Not need here, i think need something interesting with hammer.

    Change: When you wear hammer, action time all mechanisms will be increase double time (20 seconds)

    Type: passive.

    New name: Durable hammer.

    4) Augmentation mechanism (35, 1490633)

    Change: ...augmentation mechanism increase p. and m. attack by 4% for 10 seconds.

    5) Mechanism implosion (40, 1490634)

    Comment: I think not need damage here, i dont know why, but skill not always cause damage. (may be broken)

    Change: augmentation mechanism also decrease p. and m. defense by 5% all around enemies.

    New name: Weakening mechanism.

    6) Mechanism feedback (45, 1490635)

    Change: For every raid member buffed by a mechanism, all raid members get 1 stack mechanism feedback, which give a 1% casting and attack speed. (for example if mechanism buffed 3 ppls then buff will be a 3%, if 12 then 12%). Not will work for all pets.

    7) Stone fortification (60, 1490637)

    Comment: not need, need something else.

    Change: Purify can clean also harmfull effects.

    New name: Deep cleaning.

    in general every healing from every class (if you for example look at urgent heal or Recover), that has dark core gear, is way to high (and even higher with every new gear). some debuff like warden pets have in such inis would be also a good idea, that you really NEED the new gear for the next instance, instead of overheal with some million (for example "Healing" from p/s is around 8kk xD)

    I furthermore thought about it and reducing the wisdom and/or heal bonus by a fix amount in new instances like DC and new ones would solve that problem (instead of reducing percentage amount). Just an example (I didnt calculated or tested) reducing for all healer classes in DC the wisdom by 60k and bonus heal by 20k. This would reduce the heal amount from 4-8kk on single target and 300-500k heal over time effects to maybe 3-5kk on single target and 200-350k heal over time effects.

    The example values are still to high for healing tbh but that should be an example, how this problem can be solved without affecting lower instances and lower geared ppl in lower instances

    Wont solve the problem. May be im not understood something or bad translate, so:

    1) Fix amount its, for example, 200k wisdom, right? I cant do more wisdom that 200k, yes? Then why i should increase wisdom up to ~350k, if 200k limit for DC?

    2) You said reducing wisdom and heal bonus, what about with buffs (hp/atk/wis) ?

    3) 300k heal over time, balanced ? ~100k max balance.

    4) This game always had one problem: fat potato tank - good; strong dps - nice; supports with good hands - great; healer with high heal (w/o bufs, just high heal) - merde (very sorry for this bad word). How will u solve this ?

    5) I mean, what if u want nerf heal, need nerf everywere, not only DC, option with warden's pets not enought.


    still missing p/wl changes in patch notes :/

    I'd be suprised, if it done immediately xd

    Although you havent heard, but i always say and will say "regens weak, one-target and mass strongest". I very want compare p/wl and one strongest healer (he w/o pets, regens, only one-target and mass), max equip, dc

    you know p/wl has also group heal skills? And I don't talk about "Group Heal" of priest in general. I really think some ppl use this class only for specific healings in specific boss events, where ppl actually shouldn't get heal by design but "ignore" that with this class (will test it soon and if so, I report such ability as bugusing here :D)


    Edit: what ppl here want is reducing the range from ~1000 to maximum 200-250. that has no real impact on heal output, but for some specific healing tactics

    I know this class very good and know what you mean. Skill 498769 have diminishing, for example at first u have heal 500k, this skill heal second ppl, 250k, third 125k etc until 10k (mb) on sixth (too mb) ppl. Skill 498770 have good one-target heal, but he activated spirit only 2 times, because spirit's trigger 0,5s. And i earlier wrote about p/k, how to "res" this class, but... we know what.

    Although you havent heard, but i always say and will say "regens weak, one-target and mass strongest". I very want compare p/wl and one strongest healer (he w/o pets, regens, only one-target and mass), max equip, dc

    I have idea about p/wl. I suggestion add buff, which decrease all heal power by 40%, when u activated spirit, w/o any correction in range. I think it will called "Spirit's curse". Can be increased by 50%, but need test. I think its a simple solution, would like to know your opinion.

    Doesnt change anything. range is to op. and btw this class has far more than only this passive heal skill.

    for example 498770 and 498769. Think about p/k for example, the p/k has really nothing xd but p/wl is just op

    I think need nerf ~500k regen, its more imbalance, then this spirit)

    I have idea about p/wl. I suggestion add buff, which decrease all heal power by 40%, when u activated spirit, w/o any correction in range. I think it will called "Spirit's curse". Can be increased by 50%, but need test. I think its a simple solution, would like to know your opinion.

    Its not passive, its active more, bcs u need heal smth (i wrote above). I believe more that 2kk+ heal its not this cc, its a large number of incoming/outgoing heal power buffs (titles, passive skill on heal etc), devs added many such.
    About 1k+ range, what is difference between pets p/wl and p/wd (or wd/p, doesnt matter) then?

    It passively heals an extra target. doesn't need to argue about that. it works passive. without warp charge, only selfbuffed + knight buff, 1.5kk healing passively on knight. (ok knights gets a little bit more healing), but sure it is ini buffed permanently around 2kk. just saying

    All knights (especially K/D) have very big incoming heal, so:
    1) K/D potent blessing (12%) + earthly protection (16.8%), but not everyone like K/D, we can ignore it.
    2) Devotion 16,4%
    3) perma priest salve or druid seed 14,9%
    4) priest spring water 8% or p/wl 15,4%
    I can continue, but not see reason. If u remove it u can see good heal, but not overheal.


    i suggest 500, because this healer havent nothing good, w/o spirit.

    yes true , but not on ~1000 range , maybe reducing it to 200-250 would be a good idea

    and just fyi tanks getting ~2kk from that passive heal on that range with an endgame heal gear xD. that's why I still say: Class is able to solo heal bosses, where it is designed for minimum 2 separate parties (in my eyes exploiting if you do that)

    Its not passive, its active more, bcs u need heal smth (i wrote above). I believe more that 2kk+ heal its not this cc, its a large number of incoming/outgoing heal power buffs (titles, passive skill on heal etc), devs added many such.
    About 1k+ range, what is difference between pets p/wl and p/wd (or wd/p, doesnt matter) then?

    2000 years later.... This range that's all this class combination have. Not regen, not mass heal (498769 trash), nothing. If nerf it, then this cc can move in trash cc, because he will become a simple ordinary healer w/o features. And nothing talk about raising defense, move players, tower, we both know, what this no one appreciates. May be some ppl play a little in "this", but after they forget this cc.

    right now this class can SOLO heal worldboss. solo for 2 rooms. balanced?

    If spirit had raid mass heal i say "not balanced", but he heal one ppl every 0.5s (and when u heal smth), balanced.

    Hi,


    regarding p/wl the range of the skill 498798 should be lowered to the same range like the heal skill you use or in general maximum to 250.

    Furthermore there was in a patch, that the healing of this skill was lowered. Don't know if it is affected, but it is healing the same amount like "Urgent Heal". Right now the combination of ~1k+ range and Urgent Heal amount is probably the most unbalanced skill atm

    2000 years later.... This range that's all this class combination have. Not regen, not mass heal (498769 trash), nothing. If nerf it, then this cc can move in trash cc, because he will become a simple ordinary healer w/o features. And nothing talk about raising defense, move players, tower, we both know, what this no one appreciates. May be some ppl play a little in "this", but after they forget this cc.

    I will also add, "energetic" (1491166) also decrease aggro B/K, need do so, that tempo increase aggro for B/K, another raid members decrease.

    I will support, but nothing and no one forces you not to use class combination with high heal (w/o regen), for example p/ch.

    Druid/Warden


    Can you increase the amount of friendly targets hit by Healing Ripple (494323)? This skill is absolut garbage right now cause it makes no sense to use a skill that uses 1 Point of Nature and you can't even be sure if you hit the player that lost HP cause it randomly hits 3 targets.


    Greetings

    If you do so, then there will be a problem with heal on sixth(for example) ppl, because "each time healing power is halved". I suggest remove point of nature (need very strict control for your spirit); add 1 point of nature if the spell was successful (only one); remove cast, but with gcd; mb do some heal mechanism with the lowest hp 2 targets ascending.

    Perfect balance in any game not exist. Smth better, smth worse + better/worse gear, we have a lot of components.


    P.s. thanks for changes p/k and p/d, but its not good enough. I think its not all.
    And i will say my honest opinion:
    Priest/Druid

    • Increased Elven Teachings cast speed gain to 30% from 10%.

    Its not force me to use staff, because strength buffs more important, then cast speed. Problem in staff, not in skill.

    And i have question, passive wisdom from skills its not based wisdom ? If yes, why P/D have same buff power as D/P? (P/D have 2 passive wisdom skills)

    Hello.
    I think that a few ppl know about the existence of priest/knight. Dead class combination even after first heal rebalance. Good idea with anti-one hit defense, but now its not actually or need serious changes. Also he doesnt have a good heal. So:
    1) 492355 (15 lvl, enhanced grace of life)
    Changes: 490170 (resilience) also give wisdom.

    2) 492361 (20 lvl, life link)
    Changes: urgent heal also heal raid member with the lowest HP. Radius: 200.

    3) 492934 (25 lvl, sacrificial cure)

    Changes: create shield for raid members equal your buffed stamina and wisdom together.
    Cost: 50% HP; cd and time: 20s.
    Comment: there are some problems here, you cant see how many current HP you can absorb and dote damage. Dote damage should be ignored (direct hp damage, absorb any usual and area damage only).

    4) 491648 (40 lvl, last prayer)
    Changes: If you have 490304 (Holy candle) effect strength of sacrificial cure will be increased by 100%.

    5) 493044 (45 lvl, holy power)
    Comment: i dont know why, but this skill not increase ATK buff. Its same passive skill which must increase strength buff. But it doesnt matter, because i want to suggest interesting buf for raid members.

    Changes: when raid member attack something with sacrificial cure he can get buff, which increase physical and magical damage by 1%, can be stacked 6 times. Time: 5s.

    6) 499966 (70 lvl, fairy's devotion halo)

    Changes: increase all atributes all raid members by 3%.