From patch notes 6.2.3:
Right(sic) of the Pale Order:
This set now heals for 18% of your damage done, up from 15%.
Decreased the healing cap to 2750, down from 3750.
Developer Comment:
With these adjustments, the set should perform slightly better for sustained pressure builds and PvP in general, while seeing reductions in power from heavy hitting burst attacks in PvE.
Isn’t this pretty much what you are suggesting?
From patch notes 6.2.3:
Right(sic) of the Pale Order:
This set now heals for 18% of your damage done, up from 15%.
Decreased the healing cap to 2750, down from 3750.
Developer Comment:
With these adjustments, the set should perform slightly better for sustained pressure builds and PvP in general, while seeing reductions in power from heavy hitting burst attacks in PvE.
Isn’t this pretty much what you are suggesting?
What OP suggests is that the ring gets an internal 1 second cooldown. Even with the nerfs the ring is a bit too strong. Limiting it to heal the users once/second makes it more balanced without making it useless.
After testing the ring on the PTS, it is definitely a strong heal, but with my setup, which was just a quick and dirty bow/bow stamina necromancer, it was far from keeping me invincible. I didn’t like having to give up a ring slot for a heal, but I didn’t have to put any healing skills on my bars either. My average healing tick was around 500, with peaks as high as a little over 3300. This translated to between 1k to, very rarely, as high as 3k per second total healing during boss fights.
Running through veteran Maelstrom, it took a lot of pressure off of having to actively worry about healing skills, and that could potentially help sustain and survival. It did little to prevent heavy bursts that deliver a lot of damage within a second or less. On death recaps I would see maybe a couple heals in a second, but for 150, 300, etc. it’s not like this thing was giving me 3k every time I damaged something.
Just from my own limited experience and skill level, I could see this being useful for certain solo builds. I wouldn’t want to use this in veteran trials since it messes up most of my setups and with the amount of reliable healing I was getting, I don’t see surviving very well without a proper heal from a dedicated healer, especially in stages where I’m not damaging anything while being hit. I don’t PVP enough to make a judgement about how it works there.
I would be interested in seeing the healing numbers other people could share. At the moment though, I don’t see a reason to adjust this item.
TonyDemonLord wrote: »The Ring of the Pale Order in its current form is way overpowered. You can get an unlimited amount of heals with no cool down so here is my new proposed idea
Ring of the Pale Order
Restore 15% of the damage you deal as health for a maximum of 3000 health per second. You cannot be healed by anyone but yourself
This limits the amount of healing to 3000 per second so that there is no absurd healing amounts. That max should be easy to reach for both PVE and PVP. It will also make healers still viable if they can heal over 3000 a second.
Anyone have any ideas that might be better than mine? Should the limit be increased from 3k?
I'm with YandereGirlfriend on this. There are already so many offensive heals in this game as well as abilities like Critical Surge the only people who would be running this set are solo players! So many healers are terrified of this set but they don't realize that by slotting it a DPS is throwing away a 5 piece bonus, and if I was a Trial or Group leader I'd kick them out of the group instantly. Gimping yourself to get heals when your group already has a healer is stupid and would not fly at all, especially when it stops you from getting buffs from sets like Spell Power Cure so its doubly stupid to run this.
And if you're worried about PVP this set will only shine in 1v1 duels since in AvA zones you're shooting yourself in the foot by taking away the advantage of cross healing. Also when in a battering ram or after getting hit with a coldfire siege you alone have to heal through that damage.... good luck!
Coldfire? Yeesh. Butter my biscuit and call me toasted breakfast.
Coldfire? Yeesh. Butter my biscuit and call me toasted breakfast.
Yeah, and I actually do have experience with getting hit with a coldfire weapon with only offensive heals. Was trying to find a use for Vampiric Drain and in one of my tests I replaced Coagulating Blood with it. I usually pair Coagulating Blood and Radiating Regeneration and it helps me survive basically everything, but Vampiric Drain required a target... and I didn't have one. Radiating Regeneration only did so much and by the 2nd tick of the Coldfire DoT I was dead.
Coldfire? Yeesh. Butter my biscuit and call me toasted breakfast.
Yeah, and I actually do have experience with getting hit with a coldfire weapon with only offensive heals. Was trying to find a use for Vampiric Drain and in one of my tests I replaced Coagulating Blood with it. I usually pair Coagulating Blood and Radiating Regeneration and it helps me survive basically everything, but Vampiric Drain required a target... and I didn't have one. Radiating Regeneration only did so much and by the 2nd tick of the Coldfire DoT I was dead.
I didn't do much better without some oomphy heals either when I got caught on the edge of one. Dare I say though, the ring really has me wanting to do some Imperial Sewer hunting. Maybe some boss smashing there and get Malacath's Band of Brutality Core for the umpteenth time.
After testing the ring on the PTS, it is definitely a strong heal, but with my setup, which was just a quick and dirty bow/bow stamina necromancer, it was far from keeping me invincible. I didn’t like having to give up a ring slot for a heal, but I didn’t have to put any healing skills on my bars either. My average healing tick was around 500, with peaks as high as a little over 3300. This translated to between 1k to, very rarely, as high as 3k per second total healing during boss fights.
Running through veteran Maelstrom, it took a lot of pressure off of having to actively worry about healing skills, and that could potentially help sustain and survival. It did little to prevent heavy bursts that deliver a lot of damage within a second or less. On death recaps I would see maybe a couple heals in a second, but for 150, 300, etc. it’s not like this thing was giving me 3k every time I damaged something.
Just from my own limited experience and skill level, I could see this being useful for certain solo builds. I wouldn’t want to use this in veteran trials since it messes up most of my setups and with the amount of reliable healing I was getting, I don’t see surviving very well without a proper heal from a dedicated healer, especially in stages where I’m not damaging anything while being hit. I don’t PVP enough to make a judgement about how it works there.
I would be interested in seeing the healing numbers other people could share. At the moment though, I don’t see a reason to adjust this item.
This is interesting feedback that is based on actual testing.
@TonyDemonLord Is your feedback based on actual testing or from the patch notes? If it is from actual testing please enlighten us with some of that information. THx.
YandereGirlfriend wrote: »Another one of these threads?
This item has already been heavily nerfed, but some, it seems, will not rest until it finally goes "Full Thrassians" into uselessness.
Critical Surge is a fine skill (it also gives you Major Brutality/Sorcery and 2% Weapon/Spell Damage) but I would never sacrifice a monster set or a 5-piece set in order to slot it. And to disable outside healing for the privilege of gaining a watered-down version of Critical Surge, absolutely not.
This proposal would dumpster the set.
TonyDemonLord wrote: »After testing the ring on the PTS, it is definitely a strong heal, but with my setup, which was just a quick and dirty bow/bow stamina necromancer, it was far from keeping me invincible. I didn’t like having to give up a ring slot for a heal, but I didn’t have to put any healing skills on my bars either. My average healing tick was around 500, with peaks as high as a little over 3300. This translated to between 1k to, very rarely, as high as 3k per second total healing during boss fights.
Running through veteran Maelstrom, it took a lot of pressure off of having to actively worry about healing skills, and that could potentially help sustain and survival. It did little to prevent heavy bursts that deliver a lot of damage within a second or less. On death recaps I would see maybe a couple heals in a second, but for 150, 300, etc. it’s not like this thing was giving me 3k every time I damaged something.
Just from my own limited experience and skill level, I could see this being useful for certain solo builds. I wouldn’t want to use this in veteran trials since it messes up most of my setups and with the amount of reliable healing I was getting, I don’t see surviving very well without a proper heal from a dedicated healer, especially in stages where I’m not damaging anything while being hit. I don’t PVP enough to make a judgement about how it works there.
I would be interested in seeing the healing numbers other people could share. At the moment though, I don’t see a reason to adjust this item.
This is interesting feedback that is based on actual testing.
@TonyDemonLord Is your feedback based on actual testing or from the patch notes? If it is from actual testing please enlighten us with some of that information. THx.
My feedback is based on other people I have heard from and Alcast.
I can’t test these kind of things because I’m an Xbox player, though I really wish they added PTS to Consoles.
Coldfire? Yeesh. Butter my biscuit and call me toasted breakfast.
Yeah, and I actually do have experience with getting hit with a coldfire weapon with only offensive heals. Was trying to find a use for Vampiric Drain and in one of my tests I replaced Coagulating Blood with it. I usually pair Coagulating Blood and Radiating Regeneration and it helps me survive basically everything, but Vampiric Drain required a target... and I didn't have one. Radiating Regeneration only did so much and by the 2nd tick of the Coldfire DoT I was dead.
I didn't do much better without some oomphy heals either when I got caught on the edge of one. Dare I say though, the ring really has me wanting to do some Imperial Sewer hunting. Maybe some boss smashing there and get Malacath's Band of Brutality Core for the umpteenth time.
Hopefully you're not planning to combine the two. You can only have one mythic equipped at a time.
This is one of the problems of doing "Tooltip Theorycrafting" or basing opinions in one of the top players in the game...
As others, I actually tested the latest version of the ring in vMA, vVH and some world bosses and dungeons. I consider myself an average-to-good player (I main tank, but do some DPS. I have 3 Flawless but most of my vMA runs end with 10-14 vitality). Here is what I saw:
- The ring is good as long as you are and can be offensive
- The ring will NOT make you invincible
- The ring will NOT prevent one shots
- The ring will NOT allow you to skip mechanics you wouldn't skip without it
- The ring is NOT worth it in most group content with a minimally competent group
- The ring DOES take some of the pressure of active healing in places like vMA
- The ring DOES make some content more forgiving for errors like forgetting to up some buffs
The ring shines in solo content when you can be offensive. It really is a lot like Crit Surge, but you are giving up a 5-pice or moster-set for it.
For players that do not have Alcast-level uptime on dots and rotation, the heal will not be as overpowered as he makes it seem.
You can drop a heal after you are used to the content, sacrificing one 5-piece bonus for a set or monster set. For me, it is totally balanced.
The ring will NOT save you from Starfall in vet Hel Ra, for example, or other mechanics that do damage that you need to block or when you can't hit something consistently. I only see some players using this to PUG dungeons, but nothing more. It will be a solo content ring for the most part.
TonyDemonLord wrote: »The Ring of the Pale Order in its current form is way overpowered. You can get an unlimited amount of heals with no cool down so here is my new proposed idea
Ring of the Pale Order
Restore 15% of the damage you deal as health for a maximum of 3000 health per second. You cannot be healed by anyone but yourself
This limits the amount of healing to 3000 per second so that there is no absurd healing amounts. That max should be easy to reach for both PVE and PVP. It will also make healers still viable if they can heal over 3000 a second.
Anyone have any ideas that might be better than mine? Should the limit be increased from 3k?