WrathOfInnos wrote: »
WrathOfInnos wrote: »@royo Fair enough, I don’t fully agree, but I can respect that point of view. Your vMoL runner example is an interesting one. A good runner can clear back room solo with a little luck, but they can’t do it every time. That could be interpreted as meta, since it would result in the fastest time and highest score, but I would still say 2 runners would be the commonly accepted meta. And to your point, it would be unreasonable to call a 3 runner strat meta because it is widely accepted that 3 runners is unnecessary (despite the fact that there are 3 runner zones, and likely the dev’s intention).
Have someone mentioned stamSorcs? No? Ah, ok...
@WrathOfInnos the problem with that is that orbs are the best heal in the game, along with being a synergy. They provide both a HoT, and a instant heal when synergized. I don't believe there is any getting around running orbs.
Healing springs is limited to hitting 6 people at a time still. Orbs are not. I think the dual utility of orbs will keep them the as the heal of choice. You are correct in that 1 tick of HS will out heal orbs, but it's only by a small amount, and orbs have a higher ceiling, especially if the healer can throw more than the dps use.
On my healer Healing Springs heals for 1848 per second for 4 ticks (Illustrious healing ups this to 1912 for 5 ticks)
Orbs will do 828 every 1/2 second (1656 a second) for up to 20 ticks
On them being synergized, they will burst for 5840 health.
In my opinion, orbs are superior.
If you list matriarch for Magsorc you can list literally any class based healing skill as "off heal."
WrathOfInnos wrote: »If you list matriarch for Magsorc you can list literally any class based healing skill as "off heal."
@FakeFox The outliers are Dark Cloak and Coagulating Blood. Specifically looking at Dark Cloak, which has become popular for running vCR portal, possibly the only place a self-heal is needed in trials. If you see the other runner is about to die, a Templar or Sorc can hit their self-heal to save them. Nightblades with Funnel and Refreshing used to be able to do the same, but this was effectively removed for everyone except Nightblade healers. Swallow soul is now popular, but it too heals only the caster. For a Nightblade to provide assistance to another runner they would need to slot an additional skill, Offering, which is disabled from use as a self heal.
WrathOfInnos wrote: »Healing springs is limited to hitting 6 people at a time still. Orbs are not. I think the dual utility of orbs will keep them the as the heal of choice. You are correct in that 1 tick of HS will out heal orbs, but it's only by a small amount, and orbs have a higher ceiling, especially if the healer can throw more than the dps use.
On my healer Healing Springs heals for 1848 per second for 4 ticks (Illustrious healing ups this to 1912 for 5 ticks)
Orbs will do 828 every 1/2 second (1656 a second) for up to 20 ticks
On them being synergized, they will burst for 5840 health.
In my opinion, orbs are superior.
@tmbrinks Very interesting, I did not know they were outside of the healing target cap. In that case, one consequence of anyone grabbing a shard is that they cannot synergize an orb for 20s, and therefore the whole group misses out on the burst heal.
All this time I thought orbs were primarily a sustain tool, with a secondary bonus of healing, and now you’ve convinced me that is inverted, due to misleading and arbitrary target caps. Thanks for the info.
Lightspeedflashb14_ESO wrote: »WrathOfInnos wrote: »Healing springs is limited to hitting 6 people at a time still. Orbs are not. I think the dual utility of orbs will keep them the as the heal of choice. You are correct in that 1 tick of HS will out heal orbs, but it's only by a small amount, and orbs have a higher ceiling, especially if the healer can throw more than the dps use.
On my healer Healing Springs heals for 1848 per second for 4 ticks (Illustrious healing ups this to 1912 for 5 ticks)
Orbs will do 828 every 1/2 second (1656 a second) for up to 20 ticks
On them being synergized, they will burst for 5840 health.
In my opinion, orbs are superior.
@tmbrinks Very interesting, I did not know they were outside of the healing target cap. In that case, one consequence of anyone grabbing a shard is that they cannot synergize an orb for 20s, and therefore the whole group misses out on the burst heal.
All this time I thought orbs were primarily a sustain tool, with a secondary bonus of healing, and now you’ve convinced me that is inverted, due to misleading and arbitrary target caps. Thanks for the info.
its not. only thing in the game that is, is minor life steal.
Lightspeedflashb14_ESO wrote: »WrathOfInnos wrote: »Healing springs is limited to hitting 6 people at a time still. Orbs are not. I think the dual utility of orbs will keep them the as the heal of choice. You are correct in that 1 tick of HS will out heal orbs, but it's only by a small amount, and orbs have a higher ceiling, especially if the healer can throw more than the dps use.
On my healer Healing Springs heals for 1848 per second for 4 ticks (Illustrious healing ups this to 1912 for 5 ticks)
Orbs will do 828 every 1/2 second (1656 a second) for up to 20 ticks
On them being synergized, they will burst for 5840 health.
In my opinion, orbs are superior.
@tmbrinks Very interesting, I did not know they were outside of the healing target cap. In that case, one consequence of anyone grabbing a shard is that they cannot synergize an orb for 20s, and therefore the whole group misses out on the burst heal.
All this time I thought orbs were primarily a sustain tool, with a secondary bonus of healing, and now you’ve convinced me that is inverted, due to misleading and arbitrary target caps. Thanks for the info.
its not. only thing in the game that is, is minor life steal.
Maybe I haven't noticed because of the sheer number of orbs, that they still end up hitting everybody, due to there being multiples in the group. Regardless, I still think orbs are superior to healing springs, if they have the same cap.
Can the orbs "change' targets as they move? so if only 6 are in range, it will hit all 6? But as it moves, if the ones in range change, will it hit those 6?
Thanks for the clarification.
@Lightspeedflashb14_ESO
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »WrathOfInnos wrote: »Healing springs is limited to hitting 6 people at a time still. Orbs are not. I think the dual utility of orbs will keep them the as the heal of choice. You are correct in that 1 tick of HS will out heal orbs, but it's only by a small amount, and orbs have a higher ceiling, especially if the healer can throw more than the dps use.
On my healer Healing Springs heals for 1848 per second for 4 ticks (Illustrious healing ups this to 1912 for 5 ticks)
Orbs will do 828 every 1/2 second (1656 a second) for up to 20 ticks
On them being synergized, they will burst for 5840 health.
In my opinion, orbs are superior.
@tmbrinks Very interesting, I did not know they were outside of the healing target cap. In that case, one consequence of anyone grabbing a shard is that they cannot synergize an orb for 20s, and therefore the whole group misses out on the burst heal.
All this time I thought orbs were primarily a sustain tool, with a secondary bonus of healing, and now you’ve convinced me that is inverted, due to misleading and arbitrary target caps. Thanks for the info.
its not. only thing in the game that is, is minor life steal.
Maybe I haven't noticed because of the sheer number of orbs, that they still end up hitting everybody, due to there being multiples in the group. Regardless, I still think orbs are superior to healing springs, if they have the same cap.
Can the orbs "change' targets as they move? so if only 6 are in range, it will hit all 6? But as it moves, if the ones in range change, will it hit those 6?
Thanks for the clarification.
@Lightspeedflashb14_ESO
they hit 6 every half second, so i understand why you would think they do pass the cap. yes, they act like you describe.
Before people figured out magblade rotation, magdk was pretty top dog for trials dps (2014-2015~ish), where do they sit now in comparison?
I would at least think magdk aoe dps should be higher.