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"Malevolent" Offering: Change to be more 'selfish' initially, then offer the "Benevolent" Offering

Avran_Sylt
Avran_Sylt
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If the NB is supposed to be more of a 'solo' player, then perhaps most of it's "healing" skills should focus on themselves first.

My opinion:

Malevolent Offering is initially a Flat HP cost Ability that is only a self-target ability. It will heal the user for a base amount above the amount used (at least in PvE) over a duration. This will satisfy the 'selfish' nature of the NB archetype.

Then come the morphs:
The first morph: Shrewd Offering, will decrease the amount it costs to cast the ability, in essence giving you a stronger heal for yourself.
the second morph: Benevolent Offering, will heal allies for [x] over a duration, and damage you for [y]% of healing done as well as granting you Minor Mending.

With this, the skill essentially has two paths: a healer path for a NB with a change of heart, and the standard: go it alone morph for a solo player.

What're y'alls thoughts on this.
  • RavenSworn
    RavenSworn
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    I'm going to say this, while your idea is nice, it actually defeats the purpose to have a self inflicted health costing ability to heal... yourself.

    mind if I put out my own idea?

    It's to cast Maleafic Offering on target and heals for a percentage of target's health and deal 50% of healing as damage back to the caster. The healing will be over time, as well as the damage dealt to caster. However, restrict this healing to only 1 target and increase the amount healed.

    Healthy Offering will then be: gains Minor Mending, and can be casted on multiple targets. at the end of the duration, all targets affected will be healed for 30% of the total healing duration. so for eg, P1 cast *** on P2 and P3 for 20k healing each over 10s, taking 10k damage per sec for each target affected. That's 2k damage on self, 4k healing on target per sec. end of duration, each target heals for 3k. you can kill yourself with this morph.

    Shrewd Offering will then be: Maleafic offering will now cost 15% of your health each time you cast. you can only have one active target but the target affected will now have a group HoT on themselves, affecting all friendly targets in 5m. You cannot cast this ability if you don't have enough health.

    This way, you have two distinct choices that not only affects your healing output, but also the game style. Are you willing to have multiple cast of offerings but in the process risking your own health pool? or are you playing it safe with an upfront cost, group heals but with lesser healing output.
    Ingame: RavenSworn, Pc / NA.


    Of Wolf and Raven
    Solo / Casual guild for beginners and new players wanting to join the game. Pst me for invite!
  • Avran_Sylt
    Avran_Sylt
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    RavenSworn wrote: »
    I'm going to say this, while your idea is nice, it actually defeats the purpose to have a self inflicted health costing ability to heal... yourself.

    mind if I put out my own idea?

    It's to cast Maleafic Offering on target and heals for a percentage of target's health and deal 50% of healing as damage back to the caster. The healing will be over time, as well as the damage dealt to caster. However, restrict this healing to only 1 target and increase the amount healed.

    Healthy Offering will then be: gains Minor Mending, and can be casted on multiple targets. at the end of the duration, all targets affected will be healed for 30% of the total healing duration. so for eg, P1 cast *** on P2 and P3 for 20k healing each over 10s, taking 10k damage per sec for each target affected. That's 2k damage on self, 4k healing on target per sec. end of duration, each target heals for 3k. you can kill yourself with this morph.

    Shrewd Offering will then be: Maleafic offering will now cost 15% of your health each time you cast. you can only have one active target but the target affected will now have a group HoT on themselves, affecting all friendly targets in 5m. You cannot cast this ability if you don't have enough health.

    This way, you have two distinct choices that not only affects your healing output, but also the game style. Are you willing to have multiple cast of offerings but in the process risking your own health pool? or are you playing it safe with an upfront cost, group heals but with lesser healing output.

    That certainly is interesting. And I have no problem with other peoples ideas!

    And damn, that is a huge risk/reward skill (healthy offering) as it requires you to be absolutely clear on who you target with the skill. My gripe (for healthy offering) is that the % hp heal on target would be a bit dangerous and not totally under the casters control, what if the 'stellar' target selection in this game has you accidentally placing it on your tank? I do find the idea cool though.
  • Izaki
    Izaki
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    As long as they make the cost affected by Battle Spirit, this ability is totally fine.
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
  • RavenSworn
    RavenSworn
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    Avran_Sylt wrote: »
    RavenSworn wrote: »
    I'm going to say this, while your idea is nice, it actually defeats the purpose to have a self inflicted health costing ability to heal... yourself.

    mind if I put out my own idea?

    It's to cast Maleafic Offering on target and heals for a percentage of target's health and deal 50% of healing as damage back to the caster. The healing will be over time, as well as the damage dealt to caster. However, restrict this healing to only 1 target and increase the amount healed.

    Healthy Offering will then be: gains Minor Mending, and can be casted on multiple targets. at the end of the duration, all targets affected will be healed for 30% of the total healing duration. so for eg, P1 cast *** on P2 and P3 for 20k healing each over 10s, taking 10k damage per sec for each target affected. That's 2k damage on self, 4k healing on target per sec. end of duration, each target heals for 3k. you can kill yourself with this morph.

    Shrewd Offering will then be: Maleafic offering will now cost 15% of your health each time you cast. you can only have one active target but the target affected will now have a group HoT on themselves, affecting all friendly targets in 5m. You cannot cast this ability if you don't have enough health.

    This way, you have two distinct choices that not only affects your healing output, but also the game style. Are you willing to have multiple cast of offerings but in the process risking your own health pool? or are you playing it safe with an upfront cost, group heals but with lesser healing output.

    That certainly is interesting. And I have no problem with other peoples ideas!

    And damn, that is a huge risk/reward skill (healthy offering) as it requires you to be absolutely clear on who you target with the skill. My gripe (for healthy offering) is that the % hp heal on target would be a bit dangerous and not totally under the casters control, what if the 'stellar' target selection in this game has you accidentally placing it on your tank? I do find the idea cool though.

    which is why I thought it would be better for a % of the targets health. if I'm to pull numbers then it's maybe 45% of target's health? so for a regular tank health at about 35k, that's about 16.5k health over 10s, roughly about 1.6k health per tick. of course, the higher the health of the target, the higher the risk you take as a healer. it takes better management of your target and this will only help with the game play of the Nightblade healer.

    and because you take only the Dot damage of the heals, it's still manageable for a healer. even if you have 4k of damage dot per tick, you still have more than enough tools to over come this damage. there's Degen, rapids, healing wards, blessings, combat prayer... you also have soul tether, funnel health, SAP essence... there is a lot that you can do with that minor mending buff. Not to mention, increased healing received via gear or ability (Siphon Soul), group buffs from other players like warden major protection.
    Ingame: RavenSworn, Pc / NA.


    Of Wolf and Raven
    Solo / Casual guild for beginners and new players wanting to join the game. Pst me for invite!
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