You cant say vigor and rally are enough for stamplars when those are available to every stam class lol.
It's just wrong that the knight/paladin class has the worst healing out of all stamina builds. In pvp the only thing they have left is a good cleanse and in pve they have literally nothing.
oscarovegren wrote: »You cant say vigor and rally are enough for stamplars when those are available to every stam class lol.
It's just wrong that the knight/paladin class has the worst healing out of all stamina builds. In pvp the only thing they have left is a good cleanse and in pve they have literally nothing.
Stamplar has a skill which cleanse 5 effects, AoE heal, +6% weapon damage and minor mending
StamDK has cauterize which is a tiny HoT, +12% healing received, minor brutality and major mending
Stamden has shrooms, arctic blast, natures embrace (all are to expensive for its uses or scale of health), minor HoT/liftesteal in vines/trellis, major mending and free cleanse in their bull netch
Stamcro has mortal coil and increased healing done by 8% when under a negative effect
Stamblade has healing through their offense and has to kite if rally and vigor isnt enough
Stamsorc has similiar kit to stamblade but with the addition of dark deal
I dont really think you should complain that much about stamplar actually!
Jabs healing was nerfedI guess dont understand WHY ritual of ret was nerfed. Stamplars have no other source of healing, magplars have other sources but of magplar healing was the issue, why not nerf jabs heal?Doesnt change fact that magplar survivability is even lower than magblade's in pvp.And here is screen from pts
As i said before heal on pts is based per individual target, not equal to maintarget.
So crit to maintarget is 1972 into 953 heal; noncrit 1120 into 541 heal. Crit to additional target is 758 into 366 heal; noncrit 430 into 208 heal.
As you can see my first tick was fully noncrit so heal on pts from it is 541+208=749 heal. On live it would be 541+541=1082 heal.
2nd tick was fully crit so on pts it healed for 953+366=1319. On live it would be 953+953=1906.
Lets assume your maintarget noncrit and additional target crit. On pts heal would be 541+366=907. On live it would be 541+541=1082.
So if you hit 50 people, noncrit maintarget and crit all 49 additional targets: on pts total heal would be 541+366x49=18475. On live it would be 541x50=27050.
So the more targets you hit - the less and less healing you get, simply coz additional damage is just 40% of main damage and thus heal lower. And you will never meet targets with such rudiculous difference in mitigation that side damage which is 2.5 times weaker than main damage will start to deal at least equal to it damage.
As i said for pve its ok, coz it stupid to get god mode survivability on spammable, but for pvp its overkill and require other side changes for class to survive in outnumbered fight better in either overhaul how it heal (Scythe) or boost overall survivability (Living Dark buff).
P.S.: I thought skills overhaul suppose to improve perfomance of skills and lower calculations. However on live game wasnt forced to calculate each individual heal, jsut streamline it into mainheal, but on pts it now calculate each hit and even in recount it shows up as each individual damage/heal tick. Given that jabs target cap unlimited - logically it looks like rudiculous decrease of skill already poor perfomance and increasing amount of calcualtions it has to do per 1 cast to astronomical numbers.
oscarovegren wrote: »You cant say vigor and rally are enough for stamplars when those are available to every stam class lol.
It's just wrong that the knight/paladin class has the worst healing out of all stamina builds. In pvp the only thing they have left is a good cleanse and in pve they have literally nothing.
Stamplar has a skill which cleanse 5 effects, AoE heal, +6% weapon damage and minor mending
StamDK has cauterize which is a tiny HoT, +12% healing received, minor brutality and major mending
Stamden has shrooms, arctic blast, natures embrace (all are to expensive for its uses or scale of health), minor HoT/liftesteal in vines/trellis, major mending and free cleanse in their bull netch
Stamcro has mortal coil and increased healing done by 8% when under a negative effect
Stamblade has healing through their offense and has to kite if rally and vigor isnt enough
Stamsorc has similiar kit to stamblade but with the addition of dark deal
I dont really think you should complain that much about stamplar actually!
That brings up another point..
Why is ritual of retribution even a restoring light ability now? If it has zero healing...
Nightblades still lack a Synergy that is not tied to an Ultimate.
One of the things wich also suxx is the lack of Group support/utility
Change Power Extraction in the Siphoning Tree please to the following (since nb is a kinda offensive class)
Renamed to "Power Transfer"
If an enemy is hit u siphon their power over to your Allies granting them 258 Weapon and Spelldmg for 8 seconds.
If u wanna keep the major brut/sorcery wouldn rly matter, but the dmg reduction that the skill actually has isnt rly making nb´s wanna slot it since sometimes u feel like it has an effect, and sometimes it does not.
WrathOfInnos wrote: »Nightblades still lack a Synergy that is not tied to an Ultimate.
One of the things wich also suxx is the lack of Group support/utility
Change Power Extraction in the Siphoning Tree please to the following (since nb is a kinda offensive class)
Renamed to "Power Transfer"
If an enemy is hit u siphon their power over to your Allies granting them 258 Weapon and Spelldmg for 8 seconds.
If u wanna keep the major brut/sorcery wouldn rly matter, but the dmg reduction that the skill actually has isnt rly making nb´s wanna slot it since sometimes u feel like it has an effect, and sometimes it does not.
Interesting ideas. A synergy would be nice, and not like the invisibility one people use for trolling (removes all Thrassian stacks).
The only issue I see is that stamblade already does bring something useful to a group, Minor Savagery. They also bring an armor debuff in from Surprise Attack in fights that allow flanking. It’s Magblade that is missing any type of group buff or utility, and Magblades don’t slot Power Extraction they use Sap Essence. Not sure Sap would even be a great place for a group debuff, since it’s not particularly useful for boss fights.
I would like to see a group damage buff and synergy added somewhere in the nightblade kit, and not another armor debuff like Surprise Attack, Power of the Light or Crystal Weapon. Maybe something more unique and outside the Major/Minor buff system, like Stone Giant stagger, but not a copy of it.
[Quoted post was removed]Jabs healing was nerfedI guess dont understand WHY ritual of ret was nerfed. Stamplars have no other source of healing, magplars have other sources but of magplar healing was the issue, why not nerf jabs heal?Doesnt change fact that magplar survivability is even lower than magblade's in pvp.And here is screen from pts
As i said before heal on pts is based per individual target, not equal to maintarget.
So crit to maintarget is 1972 into 953 heal; noncrit 1120 into 541 heal. Crit to additional target is 758 into 366 heal; noncrit 430 into 208 heal.
As you can see my first tick was fully noncrit so heal on pts from it is 541+208=749 heal. On live it would be 541+541=1082 heal.
2nd tick was fully crit so on pts it healed for 953+366=1319. On live it would be 953+953=1906.
Lets assume your maintarget noncrit and additional target crit. On pts heal would be 541+366=907. On live it would be 541+541=1082.
So if you hit 50 people, noncrit maintarget and crit all 49 additional targets: on pts total heal would be 541+366x49=18475. On live it would be 541x50=27050.
So the more targets you hit - the less and less healing you get, simply coz additional damage is just 40% of main damage and thus heal lower. And you will never meet targets with such rudiculous difference in mitigation that side damage which is 2.5 times weaker than main damage will start to deal at least equal to it damage.
As i said for pve its ok, coz it stupid to get god mode survivability on spammable, but for pvp its overkill and require other side changes for class to survive in outnumbered fight better in either overhaul how it heal (Scythe) or boost overall survivability (Living Dark buff).
P.S.: I thought skills overhaul suppose to improve perfomance of skills and lower calculations. However on live game wasnt forced to calculate each individual heal, jsut streamline it into mainheal, but on pts it now calculate each hit and even in recount it shows up as each individual damage/heal tick. Given that jabs target cap unlimited - logically it looks like rudiculous decrease of skill already poor perfomance and increasing amount of calcualtions it has to do per 1 cast to astronomical numbers.
[Quoted post was removed]Jabs healing was nerfedI guess dont understand WHY ritual of ret was nerfed. Stamplars have no other source of healing, magplars have other sources but of magplar healing was the issue, why not nerf jabs heal?Doesnt change fact that magplar survivability is even lower than magblade's in pvp.And here is screen from pts
As i said before heal on pts is based per individual target, not equal to maintarget.
So crit to maintarget is 1972 into 953 heal; noncrit 1120 into 541 heal. Crit to additional target is 758 into 366 heal; noncrit 430 into 208 heal.
As you can see my first tick was fully noncrit so heal on pts from it is 541+208=749 heal. On live it would be 541+541=1082 heal.
2nd tick was fully crit so on pts it healed for 953+366=1319. On live it would be 953+953=1906.
Lets assume your maintarget noncrit and additional target crit. On pts heal would be 541+366=907. On live it would be 541+541=1082.
So if you hit 50 people, noncrit maintarget and crit all 49 additional targets: on pts total heal would be 541+366x49=18475. On live it would be 541x50=27050.
So the more targets you hit - the less and less healing you get, simply coz additional damage is just 40% of main damage and thus heal lower. And you will never meet targets with such rudiculous difference in mitigation that side damage which is 2.5 times weaker than main damage will start to deal at least equal to it damage.
As i said for pve its ok, coz it stupid to get god mode survivability on spammable, but for pvp its overkill and require other side changes for class to survive in outnumbered fight better in either overhaul how it heal (Scythe) or boost overall survivability (Living Dark buff).
P.S.: I thought skills overhaul suppose to improve perfomance of skills and lower calculations. However on live game wasnt forced to calculate each individual heal, jsut streamline it into mainheal, but on pts it now calculate each hit and even in recount it shows up as each individual damage/heal tick. Given that jabs target cap unlimited - logically it looks like rudiculous decrease of skill already poor perfomance and increasing amount of calcualtions it has to do per 1 cast to astronomical numbers.
I mean there is definetly an argument to be made, at least this patch.
You can stack a lot of max hp + vitality and dark cloak is actually pretty decent.
Plus the 10% mit from grim focus is not to be underestimated.
There are quite a few tanky nb healers in bgs, that literally take an organized group to take down.
At least BOL spamming templars run out of resources eventually.
Czekoludek wrote: »[Quoted post was removed]Jabs healing was nerfedI guess dont understand WHY ritual of ret was nerfed. Stamplars have no other source of healing, magplars have other sources but of magplar healing was the issue, why not nerf jabs heal?Doesnt change fact that magplar survivability is even lower than magblade's in pvp.And here is screen from pts
As i said before heal on pts is based per individual target, not equal to maintarget.
So crit to maintarget is 1972 into 953 heal; noncrit 1120 into 541 heal. Crit to additional target is 758 into 366 heal; noncrit 430 into 208 heal.
As you can see my first tick was fully noncrit so heal on pts from it is 541+208=749 heal. On live it would be 541+541=1082 heal.
2nd tick was fully crit so on pts it healed for 953+366=1319. On live it would be 953+953=1906.
Lets assume your maintarget noncrit and additional target crit. On pts heal would be 541+366=907. On live it would be 541+541=1082.
So if you hit 50 people, noncrit maintarget and crit all 49 additional targets: on pts total heal would be 541+366x49=18475. On live it would be 541x50=27050.
So the more targets you hit - the less and less healing you get, simply coz additional damage is just 40% of main damage and thus heal lower. And you will never meet targets with such rudiculous difference in mitigation that side damage which is 2.5 times weaker than main damage will start to deal at least equal to it damage.
As i said for pve its ok, coz it stupid to get god mode survivability on spammable, but for pvp its overkill and require other side changes for class to survive in outnumbered fight better in either overhaul how it heal (Scythe) or boost overall survivability (Living Dark buff).
P.S.: I thought skills overhaul suppose to improve perfomance of skills and lower calculations. However on live game wasnt forced to calculate each individual heal, jsut streamline it into mainheal, but on pts it now calculate each hit and even in recount it shows up as each individual damage/heal tick. Given that jabs target cap unlimited - logically it looks like rudiculous decrease of skill already poor perfomance and increasing amount of calcualtions it has to do per 1 cast to astronomical numbers.
I mean there is definetly an argument to be made, at least this patch.
You can stack a lot of max hp + vitality and dark cloak is actually pretty decent.
Plus the 10% mit from grim focus is not to be underestimated.
There are quite a few tanky nb healers in bgs, that literally take an organized group to take down.
At least BOL spamming templars run out of resources eventually.
I didn't see magblade healing from 0 to 100% in two seconds like many magplars can do in a very long time. Dark cloak is great for very tanky chars with a lot of HP (around 40k+). Tankblade is nearly unkillable with a little support but is not able to kill anything so more like a troll build. Magblade without healing staff is either ganker, bomber or dead body. Magplar can backbar shield without healing problem and it is a big buff to their defence. Actually all my magplar friends use destro/destro or destro/shield on their PvP toons and nobody even consider healing staff as their healing is MUCH better then magNB's.
Czekoludek wrote: »[Quoted post was removed]Jabs healing was nerfedI guess dont understand WHY ritual of ret was nerfed. Stamplars have no other source of healing, magplars have other sources but of magplar healing was the issue, why not nerf jabs heal?Doesnt change fact that magplar survivability is even lower than magblade's in pvp.And here is screen from pts
As i said before heal on pts is based per individual target, not equal to maintarget.
So crit to maintarget is 1972 into 953 heal; noncrit 1120 into 541 heal. Crit to additional target is 758 into 366 heal; noncrit 430 into 208 heal.
As you can see my first tick was fully noncrit so heal on pts from it is 541+208=749 heal. On live it would be 541+541=1082 heal.
2nd tick was fully crit so on pts it healed for 953+366=1319. On live it would be 953+953=1906.
Lets assume your maintarget noncrit and additional target crit. On pts heal would be 541+366=907. On live it would be 541+541=1082.
So if you hit 50 people, noncrit maintarget and crit all 49 additional targets: on pts total heal would be 541+366x49=18475. On live it would be 541x50=27050.
So the more targets you hit - the less and less healing you get, simply coz additional damage is just 40% of main damage and thus heal lower. And you will never meet targets with such rudiculous difference in mitigation that side damage which is 2.5 times weaker than main damage will start to deal at least equal to it damage.
As i said for pve its ok, coz it stupid to get god mode survivability on spammable, but for pvp its overkill and require other side changes for class to survive in outnumbered fight better in either overhaul how it heal (Scythe) or boost overall survivability (Living Dark buff).
P.S.: I thought skills overhaul suppose to improve perfomance of skills and lower calculations. However on live game wasnt forced to calculate each individual heal, jsut streamline it into mainheal, but on pts it now calculate each hit and even in recount it shows up as each individual damage/heal tick. Given that jabs target cap unlimited - logically it looks like rudiculous decrease of skill already poor perfomance and increasing amount of calcualtions it has to do per 1 cast to astronomical numbers.
I mean there is definetly an argument to be made, at least this patch.
You can stack a lot of max hp + vitality and dark cloak is actually pretty decent.
Plus the 10% mit from grim focus is not to be underestimated.
There are quite a few tanky nb healers in bgs, that literally take an organized group to take down.
At least BOL spamming templars run out of resources eventually.
I didn't see magblade healing from 0 to 100% in two seconds like many magplars can do in a very long time. Dark cloak is great for very tanky chars with a lot of HP (around 40k+). Tankblade is nearly unkillable with a little support but is not able to kill anything so more like a troll build. Magblade without healing staff is either ganker, bomber or dead body. Magplar can backbar shield without healing problem and it is a big buff to their defence. Actually all my magplar friends use destro/destro or destro/shield on their PvP toons and nobody even consider healing staff as their healing is MUCH better then magNB's.
Go NOCP on a magplar that isn´t a healbot and tell me how long you´ll be able to turtle on your backbar with Sword and board pumping out on avarage 4-5k HtD/BoL before you die.......once you get stuck on your backbar being forced to turtle up, you´re not getting away from that backbar most of the time.
The times of "2 breath of life and magplar is back to full" is since long gone and is non existent, especially in nocp.
Czekoludek wrote: »Czekoludek wrote: »[Quoted post was removed]Jabs healing was nerfedI guess dont understand WHY ritual of ret was nerfed. Stamplars have no other source of healing, magplars have other sources but of magplar healing was the issue, why not nerf jabs heal?Doesnt change fact that magplar survivability is even lower than magblade's in pvp.And here is screen from pts
As i said before heal on pts is based per individual target, not equal to maintarget.
So crit to maintarget is 1972 into 953 heal; noncrit 1120 into 541 heal. Crit to additional target is 758 into 366 heal; noncrit 430 into 208 heal.
As you can see my first tick was fully noncrit so heal on pts from it is 541+208=749 heal. On live it would be 541+541=1082 heal.
2nd tick was fully crit so on pts it healed for 953+366=1319. On live it would be 953+953=1906.
Lets assume your maintarget noncrit and additional target crit. On pts heal would be 541+366=907. On live it would be 541+541=1082.
So if you hit 50 people, noncrit maintarget and crit all 49 additional targets: on pts total heal would be 541+366x49=18475. On live it would be 541x50=27050.
So the more targets you hit - the less and less healing you get, simply coz additional damage is just 40% of main damage and thus heal lower. And you will never meet targets with such rudiculous difference in mitigation that side damage which is 2.5 times weaker than main damage will start to deal at least equal to it damage.
As i said for pve its ok, coz it stupid to get god mode survivability on spammable, but for pvp its overkill and require other side changes for class to survive in outnumbered fight better in either overhaul how it heal (Scythe) or boost overall survivability (Living Dark buff).
P.S.: I thought skills overhaul suppose to improve perfomance of skills and lower calculations. However on live game wasnt forced to calculate each individual heal, jsut streamline it into mainheal, but on pts it now calculate each hit and even in recount it shows up as each individual damage/heal tick. Given that jabs target cap unlimited - logically it looks like rudiculous decrease of skill already poor perfomance and increasing amount of calcualtions it has to do per 1 cast to astronomical numbers.
I mean there is definetly an argument to be made, at least this patch.
You can stack a lot of max hp + vitality and dark cloak is actually pretty decent.
Plus the 10% mit from grim focus is not to be underestimated.
There are quite a few tanky nb healers in bgs, that literally take an organized group to take down.
At least BOL spamming templars run out of resources eventually.
I didn't see magblade healing from 0 to 100% in two seconds like many magplars can do in a very long time. Dark cloak is great for very tanky chars with a lot of HP (around 40k+). Tankblade is nearly unkillable with a little support but is not able to kill anything so more like a troll build. Magblade without healing staff is either ganker, bomber or dead body. Magplar can backbar shield without healing problem and it is a big buff to their defence. Actually all my magplar friends use destro/destro or destro/shield on their PvP toons and nobody even consider healing staff as their healing is MUCH better then magNB's.
Go NOCP on a magplar that isn´t a healbot and tell me how long you´ll be able to turtle on your backbar with Sword and board pumping out on avarage 4-5k HtD/BoL before you die.......once you get stuck on your backbar being forced to turtle up, you´re not getting away from that backbar most of the time.
The times of "2 breath of life and magplar is back to full" is since long gone and is non existent, especially in nocp.
Go magblade on nocp and tell me how good magNB heals are when almost every semicompetent player will trash your HP pool faster then you can say "magblade OP". Fast healing healplars are a thing in cp ofc cuz in nocp healing is a lot harder. Still, even in nocp magplars have easier job then magblade
Czekoludek wrote: »Czekoludek wrote: »[Quoted post was removed]Jabs healing was nerfedI guess dont understand WHY ritual of ret was nerfed. Stamplars have no other source of healing, magplars have other sources but of magplar healing was the issue, why not nerf jabs heal?Doesnt change fact that magplar survivability is even lower than magblade's in pvp.And here is screen from pts
As i said before heal on pts is based per individual target, not equal to maintarget.
So crit to maintarget is 1972 into 953 heal; noncrit 1120 into 541 heal. Crit to additional target is 758 into 366 heal; noncrit 430 into 208 heal.
As you can see my first tick was fully noncrit so heal on pts from it is 541+208=749 heal. On live it would be 541+541=1082 heal.
2nd tick was fully crit so on pts it healed for 953+366=1319. On live it would be 953+953=1906.
Lets assume your maintarget noncrit and additional target crit. On pts heal would be 541+366=907. On live it would be 541+541=1082.
So if you hit 50 people, noncrit maintarget and crit all 49 additional targets: on pts total heal would be 541+366x49=18475. On live it would be 541x50=27050.
So the more targets you hit - the less and less healing you get, simply coz additional damage is just 40% of main damage and thus heal lower. And you will never meet targets with such rudiculous difference in mitigation that side damage which is 2.5 times weaker than main damage will start to deal at least equal to it damage.
As i said for pve its ok, coz it stupid to get god mode survivability on spammable, but for pvp its overkill and require other side changes for class to survive in outnumbered fight better in either overhaul how it heal (Scythe) or boost overall survivability (Living Dark buff).
P.S.: I thought skills overhaul suppose to improve perfomance of skills and lower calculations. However on live game wasnt forced to calculate each individual heal, jsut streamline it into mainheal, but on pts it now calculate each hit and even in recount it shows up as each individual damage/heal tick. Given that jabs target cap unlimited - logically it looks like rudiculous decrease of skill already poor perfomance and increasing amount of calcualtions it has to do per 1 cast to astronomical numbers.
I mean there is definetly an argument to be made, at least this patch.
You can stack a lot of max hp + vitality and dark cloak is actually pretty decent.
Plus the 10% mit from grim focus is not to be underestimated.
There are quite a few tanky nb healers in bgs, that literally take an organized group to take down.
At least BOL spamming templars run out of resources eventually.
I didn't see magblade healing from 0 to 100% in two seconds like many magplars can do in a very long time. Dark cloak is great for very tanky chars with a lot of HP (around 40k+). Tankblade is nearly unkillable with a little support but is not able to kill anything so more like a troll build. Magblade without healing staff is either ganker, bomber or dead body. Magplar can backbar shield without healing problem and it is a big buff to their defence. Actually all my magplar friends use destro/destro or destro/shield on their PvP toons and nobody even consider healing staff as their healing is MUCH better then magNB's.
Go NOCP on a magplar that isn´t a healbot and tell me how long you´ll be able to turtle on your backbar with Sword and board pumping out on avarage 4-5k HtD/BoL before you die.......once you get stuck on your backbar being forced to turtle up, you´re not getting away from that backbar most of the time.
The times of "2 breath of life and magplar is back to full" is since long gone and is non existent, especially in nocp.
Go magblade on nocp and tell me how good magNB heals are when almost every semicompetent player will trash your HP pool faster then you can say "magblade OP". Fast healing healplars are a thing in cp ofc cuz in nocp healing is a lot harder. Still, even in nocp magplars have easier job then magblade
I play invis cloak nb, and with shade i feel way more survivable than on magplar, simply beacuse i can disengage.
On templar you really cant do that.
As far as dark cloak magblade, i see lots of them out there even in cp cyro, pretty much staying at full hp with 67 different hots rolling, so yeah that playstyle also exist, and you dont even have to block on your backbar for your healing to kick in.
Anyway I'd happily trade breath of life burst heal for a proper Hot, that doesn't cost nearly 4k Magicka and only works aganist direct dmg.