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HoTs should conform to sticky system

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bar_boss_A
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With the DoT rework into sticky and area focused, the healing numbers of "Regeneration", "Radiating Regeneration", "Vigor", and "Echoing Vigor" have been adjusted to match the sticky DoT standard. But the durations were left unchanged. They should be 20s which is the new base of sticky DoTs.

PS: "Echoing Vigor" is an odd ball here: while it does rank up to 20s duration it has a reduced per hit heal, meaning it heals in 16s what it should have healed in 10s. Still not conforming to the sticky system.

While at it reduce possible instances of HoTs you can have applied to you at the same time. Allowing at most one self cast [insert HoT name] and one [insert same HoT name] cast by a team mate.
  • Soarora
    Soarora
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    Echoing vigor is 16 seconds. There was a small riot during the DoT/HoT rework because PA is 16 seconds and while PC has addons, console doesn’t. So having echoing vigor be longer than PA would make PA harder to keep up with 100% uptime.

    I wouldn’t mind radiating regeneration lasting longer though, never liked casting it.
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  • MashmalloMan
    MashmalloMan
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    5/10s makes perfect sense for sticky heals as they're defensive and a lot stronger for what they're capable of doing. It's important that players actually manage these instead of cast and forget that 20/30s durations would enable.

    What you're asking for is to essentially destroy the most basic and common heals that many classes have to rely on. Are we forgetting what the 20s standard to dots did to their damage per second? It was a huge nerf.

    What I will agree with is how oddly timed Echoing Vigor is at 16s and why does ranking it up decrease the heal per second for seemingly no reason. The base skill, Vigor, heals more per second over the 10s than Echoing Vigor does.

    For those not aware, the base tooltip for Vigor is 3480 Health over 10 seconds (348 hp/s). Resolving Vigor heals 5388 Health over 5 seconds (1,078 hp/s). So it essentially triples in effectiveness, but only heals yourself and gives Minor Resolve. Makes sense as a morph because it logically improves upon the first skill while sacrificing aoe application. Echoing Vigor increases aoe radius and duration, but what it doesn't tell you is that it decreases hp/s. It heals 3480 Health over 16 seconds (218 hp/s). So effectively, it would take 5 separate casts to match the healing power of Resolving Vigor when the base skill Vigor only takes 3 separate casts.

    It makes no sense. Especially when you consider the strongest form of Vigor/Echoing Vigor is a rank 1 version of it where you haven't yet earned the increased duration, but get the added +5m radius. If you could lock the skill to stay at rank 1 it would be better than max rank.

    Really early into the games life cycle, there was a few skills that did this situation where the base skill had benefits that made it more enticing than the morphed version of it. ZOS at the time made a note about how morphs should always improve upon the base skill and fixed the examples at the time.

    The only other skill that I know of that does something similar is the base skill for Silver Shards, but this isn't so bad. Silver Shards morph becomes an AOE version of the base skill Silver Bolts. They have the exact same damage and range, but because Silver Bolt is a single target skill, it ends up stronger for a lot of builds because the Single Target CP star is more popular than AOE.

    Back to the topic, the other skill that should be standardized is Radiating Regen. It still makes no sense that it heals only 3 targets. At bare minimum it should heal 4 to match the group sizing in this game for dungeons, arena's, and battlegrounds. For whatever reason, they want it to be 3, forcing anyone using this skill to cast it twice to effect themselves when Echoing Vigor automatically applies to the caster and I believe 6 nearby allies (maybe 12.. I forget if they changed it or not). Either way, those skills aren't properly standardized.
    Edited by MashmalloMan on 26 January 2024 01:50
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