Posts by Denis987

    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%.

    May be return old Priest/druid elite skills:
    1) 1490960 (i dont know, why i should use staff, if stick + talisman with 12-13 lvl runes give more, then this skill)
    2) 1490463 (need give normal heal in units, not in % or remove very long cast)
    3) 1490464 (casting time 3s, remove heal bonus, cd 25s, activity 15s, heal every 3s)
    4) 1490468 (raid heal every 3s, if target get damage many times, 20% damage transferred to caster)
    After last nerfs this class combination is dead, but i think we can return him w/o a full rebalance.

    I have idea to add parameter "Heal Power Rate" in healer buffs formula. Combinations P/K, Wd/P, D/P, P/D etc + Final Form heal gear (104) + accessory have this parameter (healing bonus, not to be confused with received healing). This is my opinion, but heal power rate should have very strong influence on buffs (more then wisdom and heal points together), because its not always easy to get it. It should return healer staff (dead D/P and P/D elite skills with staff, but i think they got very strong nerf), presumably after that Wd/P will start giving max attack in game. More stimulation to do gold gear.

    Do something with 2h healer staff. Its dead weapon. I compared staff and 1-h healer stick (105 lvl weapons). Its same weapon (if not see on magical damage). Magical damage have weak influence on heal, but he not increase power buffs (1h stick + talisman(or shield) better). I think need give more heal points on staff or give % wisdom buff.

    If i want to play priest/champ my mates said "who give concentration prayer ? Go Dr/P". If i want to play P/D my mates said "who give clean ? Go Dr/P". If i want to play Dr/S or mb try Dr/Ch my mates said "who give attack? Go Dr/P". If i the one healer in party it doesnt matter, you go Dr/P, because you have all buffs, but not strong heal. This happens many times again and again. I think if devs do zero heal on Dr/P my mates take it as support. Nerf regens Dr/P again pls.

    Tell your mates "go x/d or x/p" :P and choose your class. If you want to play dr/S, do it. If your mates want an attack buff, they need to go x/p or play without

    Thats not exactly what i meant. This class combination have a lot of advantages (prayer, attack, clean etc). I think its too much for one combination.

    Furthermore it's bad in my opinion that all neccesary buffs of priest and druide are general skills...

    That change was made, at least I believe it was, so that players aren't forced to play p/d or d/p (especially in 6 person instances). E.g. if the Tank plays Knihgt/Druid (which can btw buff a pretty high prayer buff xD), the priest can play whatever sec class he or she wants. If other players don't want to do that cause "No! I only can play Knight/Mage and I won't buff cause I'm the tank!" or say "I'M DPS it's not my job" then I think its a problem of their mindsetting.


    Greetings

    If i want to play priest/champ my mates said "who give concentration prayer ? Go Dr/P". If i want to play P/D my mates said "who give clean ? Go Dr/P". If i want to play Dr/S or mb try Dr/Ch my mates said "who give attack? Go Dr/P". If i the one healer in party it doesnt matter, you go Dr/P, because you have all buffs, but not strong heal. This happens many times again and again. I think if devs do zero heal on Dr/P my mates take it as support. Nerf regens Dr/P again pls.

    Hello, i have suggestions about knight/scout.

    1) Evil Shackles (499926) -> Gun master
    You can equip gun and increase aggro 5%, if you equip gun.

    2) Holy Chains (499925) -> Shootgun shot.
    Deals some area damage in front of you in a range of 100 (dps ranged weapon), each skill level adds to aggro.
    Equipment: Gun.
    Cost: 10 focus, 2 bullets, 3% MP.
    Cooldown: 3 seconds.
    Comment: I have idea do this skill depend of distance (low distance more damage and aggro, high distance below damage and aggro)

    3) Weaken weapon strength (490066) ->Knock butt of a gun.
    Deals some damage (dps ranged weapon) and adds one layer of holy seal effect. Increase general aggro by 5%.
    Equipment: Gun.
    Cost: 5 Focus, 2% MP.
    Cooldown: 2 second.

    I think need to give +bonus heal and decrease +%heal, for bard weapon need special attribute (+%hp, aggro etc). Else it wont make a difference guitar or 1h heal stick.

    Whats problem with Wd/D ? Nerf him because he have more damage then your class, i dont think so. Please be more specific.

    Hi.

    I choose healer way and have question. ~20k urgent heal (491147) and ~40k heal (490261) its normal with max buff in new pvp gear, when my mates have ~700k hp ?

    I have the same question,because the same situatuon at the siege war. Healer,who cant even recover his own HP -its not normal,especially when warlock/champ critical hits 500k+)) Will it be changed soon?

    When wl/ch heal more, than you xd