The purpose of this thread is to inform people about the usage of Remembrance in its current state.
This problem effects all roles because how vital a good healer is to any group. Our community is fantastic (mod/dev team included). The guilds involved in this post and me would like to hear your opinions on this c:
Rite of Passage is a templar ultimate skill. The skill is a low ultimate cost AOE that helps Templar healers deal with tough sitations like healer strain. Healer strain is when your team takes way to much damage over a small durations, this drains your supportive roles magicka pools. Often time parties whipe because their healers cannot take a moment to recover magicka pools.
Sounds FANTASTIC at first, but after testing in large guild group session we have come to the conclusion that this skill has fallen off in how useful it is because of
two main problems.
The first of which is that Rite of Passage(and morphs) seems to
only target four people RANDOMLY, not lowest, at a time,
we un-sure if this is intended or unintended. When it comes to group dungeons this is not much of a problem, but if you are running 12+ groups in pvp or trails you will notice that the
skill becomes unhelpful in large groups because it only heals 4 at a time. Even if you duo healers in Trails you can only heal 8 people per tick, or in a large scale pvp group with three healers 12. This is a massive setback and even aoe spells like impulse hit 6 people.
The Second is the
morphs themselves feel out of place. For this lets take a look at what each skill does for you.
Rite of Passage's MorphsRemembrance (adds mitigation)
- Pull allies out of tough situations and heals them up
- Mitigates large scale damage better
Practiced Incantation (adds duration)
- More overall heal
- Longer duration
As you see Remembrance will out trump Practiced Incantation because it heals better and can pull you out of tough situations. Even if one has a longer duration the mitigation breaks the point of even choosing the morph. This means that the skill morph does not give the user any sort of choice. Here is an example of what it should look like.
Rapid regen (has faster heal and more ticks)
- More overall heal
- Faster healing
- Better ultimate gain
- Generally better for healing
Mutagen (burst of health at low hp)
- Basically a health buff
- Drop and forgot about it
- Anti-execution skill
- Generally better for fighting
The design of these morphs is beautiful it forces you to make a choice depending on what you are doing. For strait healing and ultimate gain rapid regen wins out and for fighter engages mutagen trumps rapid regen!
Every morph should give you a tough choice, but in the case of rite of passage it is not true.A plea to the developers/moderators and community.The aspects of the skill that probably hurts the most is that it only targets 4 people and the duration of it makes it fail in comparison to nova impact in the game. For a skill that is supposed to help large amount of users it kinda needs some attention.
Any
feedback from the community on this would be amazing. Healing skills are probably the hardest ability set is any game to balance, thus your feedback in important, that means users, developers and moderators alike.
Hardmode/pvp healer,
-Grasshopper
Bug and Theorycrafter since beta.