Restoration Staff and it's abilities are just plain boring.

wimhwimladimf
wimhwimladimf
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There's too much heals over time which only lead to abuse in pvp where you can switch to second weapon, use heal and then back to dps, while full time healer get's the most boring tools ever designed.

Change the way Grand healing works to Equalize HP of all party members (no more heals over time from this ability). This way you will actually have to think when you use it, so your tank and other party members doesnt die from random aoe. Current version of Grand Healing is just plain boring spam off CD abilty which should've been changed few years ago.

Change Regeneration in to single target burst heal and adjust it's cost/healing value. This way players will have to think whether use it on yourself or someone else. It could be very powerful IF the player is able to target the player which he wants to heal, while being less effective in the hands for less skilled players.

Change Blessing of Protection to work like a directed slow wave aoe heal over time, which will require prediction not just from the healer but also from party members to position themself properly.

Change Force Siphon in to a 1/2/3 charges area buff which makes new Regeneration heal affect other targets (under 70% of their max hp) around the main target until all charges are customed by the heal effect.

Change Panacea in to ultimate toggle which makes fully charged Restoration heavy attacks restore 300/600/900 hp/mp/stam to all party members based on how close the healer is to each one of them. (The max values are for <1m range and every 1m further away from the healer effect is reduced by 100)
  • Wolfenbelle
    Wolfenbelle
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    There's too much heals over time which only lead to abuse in pvp...

    When are PVP players going to get it through their heads that there are other players in the game besides themselves, and that ZOS refuses to separate PVP and PVE balancing. So every darned change you PVP players want would also affects everyone who does not do PVP.

    If players in PVP are abusing something, deal with that directly instead of insisting on game-wide changes.

  • Sunah
    Sunah
    ✭✭✭
    There's too much heals over time which only lead to abuse in pvp...

    When are PVP players going to get it through their heads that there are other players in the game besides themselves, and that ZOS refuses to separate PVP and PVE balancing. So every darned change you PVP players want would also affects everyone who does not do PVP.

    If players in PVP are abusing something, deal with that directly instead of insisting on game-wide changes.

    People like the OP will never understand to be honest... I face palmed the whole time reading that.
  • wimhwimladimf
    wimhwimladimf
    ✭✭✭
    There's too much heals over time which only lead to abuse in pvp...

    When are PVP players going to get it through their heads that there are other players in the game besides themselves, and that ZOS refuses to separate PVP and PVE balancing. So every darned change you PVP players want would also affects everyone who does not do PVP.

    If players in PVP are abusing something, deal with that directly instead of insisting on game-wide changes.

    It doesnt affect only pvp, but pve too. I've seen plenty of specs abusing heals over time and then switching to main weapon, heck many dungeons can be done without full time healer, because of this bad design.

    Please note that i dont want to NERF Restoration Staff and it's abilites. I just want to make them more fun for real full time healers, and not abusers only.
  • Avran_Sylt
    Avran_Sylt
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    What do you mean by Equalize HP for Grand Healing?
  • sirtadzio
    sirtadzio
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    Despite an uninteresting ult in pve land, the skills that healers do use from the restoration staff skill line are part of the current "high speed and intensive combat system" that we've got going on right now. Works out nicely.

    While I do find your suggestions interesting, and could be a very fun gameplay aspect in an MMO, there is nothing within the current system that calls for a change- if it ain't broke don't fix it- and it isn't broken right now, especially not to the point of a full skill line rework.
    Also, hate to break it to you, but while ZoS has tweaked a few skills along the way, reworking an entire skill line would be an unprecedented move on their part, and the foresight, manpower and testing needed to pull that off seems like an unrealistic expectation, even if a change were warranted.

    And people who are using hots on the backbar end up suffering for the dps burst potential of someone with two full dps weapons.
    PvE Healer
  • code65536
    code65536
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    ✭✭✭✭✭
    Um. You realize that good healers are not supposed to just heal... right?

    Laying down heals and then swapping to another bar lets them cast other support abilities while the heals are ticking.
    Nightfighters ― PC/NA and PC/EU

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  • wimhwimladimf
    wimhwimladimf
    ✭✭✭
    Sunah wrote: »
    There's too much heals over time which only lead to abuse in pvp...

    When are PVP players going to get it through their heads that there are other players in the game besides themselves, and that ZOS refuses to separate PVP and PVE balancing. So every darned change you PVP players want would also affects everyone who does not do PVP.

    If players in PVP are abusing something, deal with that directly instead of insisting on game-wide changes.

    People like the OP will never understand to be honest... I face palmed the whole time reading that.

    Can you elaborate?
    Avran_Sylt wrote: »
    What do you mean by Equalize HP for Grand Healing?

    It would simply work in different way. Instead of direct heals it would lower HP of players who have it above "X" and increase HP of those who are below "Y". This way you can change current HP value and "balance" thier current HP without using any kind of direct heals.
    sirtadzio wrote: »
    Despite an uninteresting ult in pve land, the skills that healers do use from the restoration staff skill line are part of the current "high speed and intensive combat system" that we've got going on right now. Works out nicely.

    While I do find your suggestions interesting, and could be a very fun gameplay aspect in an MMO, there is nothing within the current system that calls for a change- if it ain't broke don't fix it- and it isn't broken right now, especially not to the point of a full skill line rework.
    Also, hate to break it to you, but while ZoS has tweaked a few skills along the way, reworking an entire skill line would be an unprecedented move on their part, and the foresight, manpower and testing needed to pull that off seems like an unrealistic expectation, even if a change were warranted.

    And people who are using hots on the backbar end up suffering for the dps burst potential of someone with two full dps weapons.

    Dps lose isnt a problem when you can replace full time healer with another pure dps, because your tank can self sustain with infinite hots.

    Also i didnt suggest reworking of entire tree. For example, i like the way Steatfastward works, except the fact that it doesnt require any targeting.
    code65536 wrote: »
    Um. You realize that good healers are not supposed to just heal... right?

    Laying down heals and then swapping to another bar lets them cast other support abilities while the heals are ticking.


    Sure, i understand it, and my rework wouldnt change it. Healers would still have some time window where they can cast other abilities or Light/heavy attacks, but the way they heal would change from using hots "whenever they're off duration" to using heals when target falls below certain % of max hp, because if you would spam heals you'd simply run out of resource in no time.

    Current Restoration active abilites are just plain boring and passive. There's pretty much 0 risk and reward for player skill.
  • Feanor
    Feanor
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    ✭✭✭✭✭
    It would simply work in different way. Instead of direct heals it would lower HP of players who have it above "X" and increase HP of those who are below "Y". This way you can change current HP value and "balance" thier current HP without using any kind of direct heals.

    Err...what?
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • Joy_Division
    Joy_Division
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    ✭✭✭✭✭
    Why is it when a healer using a healing spell, it's an "abuse" and when a DPS uses a damage ability, it is skillful play?
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Xvorg
    Xvorg
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    ✭✭
    There's too much heals over time which only lead to abuse in pvp where you can switch to second weapon, use heal and then back to dps, while full time healer get's the most boring tools ever designed.

    Change the way Grand healing works to Equalize HP of all party members (no more heals over time from this ability). This way you will actually have to think when you use it, so your tank and other party members doesnt die from random aoe. Current version of Grand Healing is just plain boring spam off CD abilty which should've been changed few years ago.

    Change Regeneration in to single target burst heal and adjust it's cost/healing value. This way players will have to think whether use it on yourself or someone else. It could be very powerful IF the player is able to target the player which he wants to heal, while being less effective in the hands for less skilled players.

    Change Blessing of Protection to work like a directed slow wave aoe heal over time, which will require prediction not just from the healer but also from party members to position themself properly.

    Change Force Siphon in to a 1/2/3 charges area buff which makes new Regeneration heal affect other targets (under 70% of their max hp) around the main target until all charges are customed by the heal effect.

    Change Panacea in to ultimate toggle which makes fully charged Restoration heavy attacks restore 300/600/900 hp/mp/stam to all party members based on how close the healer is to each one of them. (The max values are for <1m range and every 1m further away from the healer effect is reduced by 100)

    1- No
    2- No
    3- No
    4- No
    5- No

    If you think healing is boring, go try to heal. If you think heling is OP, just slot major/minor defile.

    Edited by Xvorg on May 16, 2017 4:25PM
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
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    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • NightbladeMechanics
    NightbladeMechanics
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    ✭✭
    Did someone really just suggest that heals over time are bad design, and that applying a heal then weapon swapping to start attacking again is unhealthy for the game?
    Kena
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  • Feanor
    Feanor
    ✭✭✭✭✭
    ✭✭✭✭✭
    @NightbladeMechanics

    Well Kena, if this goes on like that we'll have ESO 4.0: Buckets and Brooms Online in 6 months ;)
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • DocFrost72
    DocFrost72
    ✭✭✭✭✭
    ✭✭✭✭
    There's too much heals over time which only lead to abuse in pvp where you can switch to second weapon, use heal and then back to dps, while full time healer get's the most boring tools ever designed.

    Change the way Grand healing works to Equalize HP of all party members (no more heals over time from this ability). This way you will actually have to think when you use it, so your tank and other party members doesnt die from random aoe. Current version of Grand Healing is just plain boring spam off CD abilty which should've been changed few years ago.

    Grats, you just killed trials healers. This is how raiding teams keep multiple people alive at once.

    Change Regeneration in to single target burst heal and adjust it's cost/healing value. This way players will have to think whether use it on yourself or someone else. It could be very powerful IF the player is able to target the player which he wants to heal, while being less effective in the hands for less skilled players.

    ZOS has made a clear stance that targeted heals would not fit this game, and I tend to agree. The combat pace is far too fast to stop and heal in an emergency, for this game specifically.

    Change Blessing of Protection to work like a directed slow wave aoe heal over time, which will require prediction not just from the healer but also from party members to position themself properly.

    The purpose of this ability in many cases is the minor berserk passive from combat prayer, not the actual healing itself. You'd change very little unless you removed that feature. For the live of the gods, don't do that...

    Change Force Siphon in to a 1/2/3 charges area buff which makes new Regeneration heal affect other targets (under 70% of their max hp) around the main target until all charges are customed by the heal effect.

    I don't understand how this would function, but that is just because I only read it twice.

    Change Panacea in to ultimate toggle which makes fully charged Restoration heavy attacks restore 300/600/900 hp/mp/stam to all party members based on how close the healer is to each one of them. (The max values are for <1m range and every 1m further away from the healer effect is reduced by 100)

    I actually like this change, but I think the mechanic is a bit strange. Instead, what if it passive marked any target you fully heavily attacked and apply (unmorphed) minor lifesteal for 5 seconds. Morph to also add stamina and magickasteal, or double duration. Activating the ability would transfer 1000 magicka and stamina per marked target to up to twelve party members within 28 meters.

    One last note:You don't like pvp abuse but didn't want to change healing ward?
  • Xvorg
    Xvorg
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    ✭✭
    Did someone really just suggest that heals over time are bad design, and that applying a heal then weapon swapping to start attacking again is unhealthy for the game?

    Something like that
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • Lord_Eomer
    Lord_Eomer
    ✭✭✭✭✭
    ✭✭
    Healing Staff sounds lot of healing..

    What wrong it about?
    Edited by Lord_Eomer on May 16, 2017 4:34PM
  • NightbladeMechanics
    NightbladeMechanics
    ✭✭✭✭✭
    ✭✭
    Feanor wrote: »
    @NightbladeMechanics

    Well Kena, if this goes on like that we'll have ESO 4.0: Buckets and Brooms Online in 6 months ;)

    Where self heals and smart heals are toxic, but we can damage our own allies, if this guy gets his way with the changes.

    :cold_sweat:
    Kena
    Legion XIII
    Excellence without elitism
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    Legend
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  • Uriel_Nocturne
    Uriel_Nocturne
    ✭✭✭✭✭
    ✭✭
    Hybrid DPS/Healers using Healing Staves and Healing abilities to Heal themselves and the players in their Group, then switching bars to utilize the DPS Skills that they spent many hours and planning building a character around; and because one person can't cope/figure out how to kill them, they must be overpowered...

    Sad thing is, OP is the type of guy Wrobel actually listens to... :(
    Edited by Uriel_Nocturne on May 16, 2017 4:41PM

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  • Khaos_Bane
    Khaos_Bane
    ✭✭✭✭✭
    I don't believe the developers even consider Resto staff when they do anything with balance. The only way it's adjusted is if the change is due to a general change across the board such as Magicka Steal and 6 second bubble.

    It is VERY BORING.
  • TARAFRAKA
    TARAFRAKA
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    Healings springs: Lower your full health team members to raise other low team members health by equalizing it???
    TRY THAT ON RAKKHAT HM AND THEN COME TALK TO US.
    Dumb idea is dumb.
  • paulsimonps
    paulsimonps
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    ✭✭✭
    Leave it as it is, DON'T FIX WHAT ISN'T BROKEN!
  • Silver_Strider
    Silver_Strider
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    ✭✭✭
    My soul hurt reading these suggestions.
    Legit, I was almost brought to tears trying to read thru these, it was that painful.
    Argonian forever
  • Waffennacht
    Waffennacht
    ✭✭✭✭✭
    ✭✭✭✭✭
    People need to learn the definition of "abuse"
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
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  • TARAFRAKA
    TARAFRAKA
    ✭✭✭✭✭
    People need to learn the definition of "abuse"

    And working as necessary based on trial content
  • TARAFRAKA
    TARAFRAKA
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    Wed never have any vitality with these suggestions.
  • DragonBound
    DragonBound
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    Funny I find the restoration staff healing far more fun then templar healing.
  • Feanor
    Feanor
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    ✭✭✭✭✭
    Funny I find the restoration staff healing far more fun then templar healing.

    Most would argue that Templar healing like any healing is for the most part restoration staff healing and throwing buffs ;)

    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • wimhwimladimf
    wimhwimladimf
    ✭✭✭
    Feanor wrote: »
    It would simply work in different way. Instead of direct heals it would lower HP of players who have it above "X" and increase HP of those who are below "Y". This way you can change current HP value and "balance" thier current HP without using any kind of direct heals.

    Err...what?


    Look, simple math. You got 4 party members, one of them takes heavy dmg, while rest is full HP, then you use balance life and it lower current HP of those with higher HP in exchange to heal the one who took heavy dmg, after using it, all party members will have the same HP.
    Why is it when a healer using a healing spell, it's an "abuse" and when a DPS uses a damage ability, it is skillful play?

    You got it wrong. It's abuse when DPS uses this heal or tank, not the healer.
    Xvorg wrote: »
    There's too much heals over time which only lead to abuse in pvp where you can switch to second weapon, use heal and then back to dps, while full time healer get's the most boring tools ever designed.

    Change the way Grand healing works to Equalize HP of all party members (no more heals over time from this ability). This way you will actually have to think when you use it, so your tank and other party members doesnt die from random aoe. Current version of Grand Healing is just plain boring spam off CD abilty which should've been changed few years ago.

    Change Regeneration in to single target burst heal and adjust it's cost/healing value. This way players will have to think whether use it on yourself or someone else. It could be very powerful IF the player is able to target the player which he wants to heal, while being less effective in the hands for less skilled players.

    Change Blessing of Protection to work like a directed slow wave aoe heal over time, which will require prediction not just from the healer but also from party members to position themself properly.

    Change Force Siphon in to a 1/2/3 charges area buff which makes new Regeneration heal affect other targets (under 70% of their max hp) around the main target until all charges are customed by the heal effect.

    Change Panacea in to ultimate toggle which makes fully charged Restoration heavy attacks restore 300/600/900 hp/mp/stam to all party members based on how close the healer is to each one of them. (The max values are for <1m range and every 1m further away from the healer effect is reduced by 100)

    1- No
    2- No
    3- No
    4- No
    5- No

    If you think healing is boring, go try to heal. If you think heling is OP, just slot major/minor defile.

    What kind of argument is that? Im healing pretty much every dungeon for last few weeks. This prblem isnt affecting PvP only.

    @DocFrost72
    ZOS has made a clear stance that targeted heals would not fit this game, and I tend to agree. The combat pace is far too fast to stop and heal in an emergency, for this game specifically.

    That's a lame excuse, it could easily work if they made heal animations instant, they just want to keep game super casual. It's like saying "I wanted to play "fast-paced" FPS game so i used AIM bot for targeting.
    Change Force Siphon in to a 1/2/3 charges area buff which makes new Regeneration heal affect other targets (under 70% of their max hp) around the main target until all charges are customed by the heal effect.

    I don't understand how this would function, but that is just because I only read it twice.

    Ok, i will try explain from a different point of view. New Force Siphon would be ground aoe which gives your party members a buff which by itself doesnt give any benefits but your "new Regeneration" heal (aka the one i reworked) would allow you to heal more than one target (by default it's single target heal), if your party members were under 70% of their max hp. Each time they would get healed, 1 charge of the buff would get consummed, so you couldnt spam heal aoe heal without recasting the buff.

    Note that new Regeneration heal is a burst heal and when combined with Balance Life it could often bring nearly any group back to full HP in a matter of seconds.
    Hybrid DPS/Healers using Healing Staves and Healing abilities to Heal themselves and the players in their Group, then switching bars to utilize the DPS Skills that they spent many hours and planning building a character around; and because one person can't cope/figure out how to kill them, they must be overpowered...

    Sad thing is, OP is the type of guy Wrobel actually listens to... :(

    From balance point of view specs with high sustain shouldnt have high dps. If you had to chose between spending your resources on heals and then switching to dps, it could maybe work if this game had cooldowns. On top of that it doesnt affect pvp only.
    TARAFRAKA wrote: »
    Healings springs: Lower your full health team members to raise other low team members health by equalizing it???
    TRY THAT ON RAKKHAT HM AND THEN COME TALK TO US.
    Dumb idea is dumb.

    Balance life is not supposed to be spammed on every single situation, besideds looks like you havent read other changes which indirectly affect it, but a bit higher in this post i've explained how it would work with reworked Regeneration and Force Siphon.
  • DragonBound
    DragonBound
    ✭✭✭✭✭
    Feanor wrote: »
    Funny I find the restoration staff healing far more fun then templar healing.

    Most would argue that Templar healing like any healing is for the most part restoration staff healing and throwing buffs ;)

    Nah templar is more burst.
  • Feanor
    Feanor
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    And why would your so called balance life be more interesting than Healing Springs? I fail to see that.
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • Sn1per0
    Sn1per0
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    As a healer main these are bad ideas.
    Why change all these skills but leave healing ward as is.
    /facepalm
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