Brandeospeedwagon wrote: »his bloodlust must be satisfied with the piled corpses of his fallen adversaries
FWIW - I am also seeing a LOT less ultimate generation from Healing Springs. I will see it go off for 367 X 12 players and get 3% ultimate whereas before if I was properly positioning and critical healing I would see 10-12% ultimate.
I wonder if they also cut down the ultimate generation on this ability - making the ultimate only generate on three players as well.
Stealth nerfs = bad. I am guessing they don't even realize the ultimate nerf got done if my calculations are correct. I am guessing it only gives ultimate on the mana return ~ 3 players now.
I am at times my groups only healer. With a group of 12-14 people that's a lot of pressure and while I don't mind gulping potions to keep pushing through enemy lines I wonder if they realize how large of a change something like that is. I know people were abusing spell symmetry and springs to gain ultimate - but that does not justify in my mind completely nerfing how the ultimate generation works for healing in general. Resto staff being a viable PvP healing spec was a large reason I went sorc - for utility and healing and CC.
It is not fun to find out 34 AvA ranks later that the way you built your character and team around you for success - is not as viable as it once was. Time to recruit more templars I guess.
one of BRAIDAS's favorite skills, for all must repent in his nameBrandeospeedwagon wrote: »his bloodlust must be satisfied with the piled corpses of his fallen adversaries
may I suggest repentance then?
Devils advocate on this one, as much as I love healing springs...
Did it ever make any sense to anyone, seriously, that using healing springs on six people along with the right cost reduction setup (seducer, etc) actually gave you a net GAIN of magicka every time you cast the spell?
I could stand on the back flag of a keep with a dozen players standing there and cast healing springs literally infinitely on my templar. Infinitely.
Did that not ever seem off to you guys?
Devils advocate on this one, as much as I love healing springs...
Did it ever make any sense to anyone, seriously, that using healing springs on six people along with the right cost reduction setup (seducer, etc) actually gave you a net GAIN of magicka every time you cast the spell?
I could stand on the back flag of a keep with a dozen players standing there and cast healing springs literally infinitely on my templar. Infinitely.
Did that not ever seem off to you guys?
by the way, @Rylana, i'd be really interested in hearing how you set this up. i attempted this but it was simply impractical for how far out of my way i'd have to build just for one ability. the lowest i ever got the cost of healing springs reduced to was 32.
Devils advocate on this one, as much as I love healing springs...
Did it ever make any sense to anyone, seriously, that using healing springs on six people along with the right cost reduction setup (seducer, etc) actually gave you a net GAIN of magicka every time you cast the spell?
I could stand on the back flag of a keep with a dozen players standing there and cast healing springs literally infinitely on my templar. Infinitely.
Did that not ever seem off to you guys?
by the way, @Rylana, i'd be really interested in hearing how you set this up. i attempted this but it was simply impractical for how far out of my way i'd have to build just for one ability. the lowest i ever got the cost of healing springs reduced to was 32.
Seducer/Warlock + one spell cost reduction kuta enchant on the one free jewelry slot.
made healing springs cost so little that the magicka you got back from 4+ people was enough to cover the cost of casting it (whatever wasnt directly covered was made up for purely in magicka regen rate around 170ish)
For anything less than four people, just when you got low enough, warlock would proc, and by the time you got that low again, warlock was usually ready to fly again
Devils advocate on this one, as much as I love healing springs...
Did it ever make any sense to anyone, seriously, that using healing springs on six people along with the right cost reduction setup (seducer, etc) actually gave you a net GAIN of magicka every time you cast the spell?
I could stand on the back flag of a keep with a dozen players standing there and cast healing springs literally infinitely on my templar. Infinitely.
Did that not ever seem off to you guys?
by the way, @Rylana, i'd be really interested in hearing how you set this up. i attempted this but it was simply impractical for how far out of my way i'd have to build just for one ability. the lowest i ever got the cost of healing springs reduced to was 32.
Seducer/Warlock + one spell cost reduction kuta enchant on the one free jewelry slot.
made healing springs cost so little that the magicka you got back from 4+ people was enough to cover the cost of casting it (whatever wasnt directly covered was made up for purely in magicka regen rate around 170ish)
For anything less than four people, just when you got low enough, warlock would proc, and by the time you got that low again, warlock was usually ready to fly again
ahh, i see. what i thought you meant was you were doing some freaky set magic that was literally negating the cost so far that it would actually return your mana.
with my straight healing setup (doesn't see much action outside pve...) i run three gold cost reduction glyphs, and they really are incredible, but i've really found combining seducer with a warlock 5pc to be a bit excessive on the sustainability front compared to using your other set pieces to improve survivability or pumping spell power (for class heals) while healing temp. to each their own, though.
seriously, though, bitaken, you're brave for trying to run main heals as a sorc. even braver for slotting combat prayer, ever. spell sym/cleanse might be a good plan for when there are other healers around.