Maura_Neysa wrote: »Been good since long before Summerset, because Major Mending. Really glad they have given us the full duration back again.
They still need a class synergy. Give Cinder a strong synergy or buff the radius.
TheUndeadAmulet wrote: »Day 53: I am yet to see a single DK healer. I am losing hope.
Maura_Neysa wrote: »They have a sad HoT to a Utility skill I sometimes run.
They buffed the reach of a skill I ran to watch my back and for the buff
They gave me back my Major Mending length that they took away last year
Summerset didnt change anything. I've been running DK Healing since Homestead. I love my DK Healer, but they didnt change anything that actually effected their "goodness"
Maura_Neysa wrote: »They have a sad HoT to a Utility skill I sometimes run.
They buffed the reach of a skill I ran to watch my back and for the buff
They gave me back my Major Mending length that they took away last year
Summerset didnt change anything. I've been running DK Healing since Homestead. I love my DK Healer, but they didnt change anything that actually effected their "goodness"
Does it feel more effective with all change or what concerns do you have?
Maura_Neysa wrote: »Been good since long before Summerset, because Major Mending. Really glad they have given us the full duration back again.
They still need a class synergy. Give Cinder a strong synergy or buff the radius.
Do you think unique buffs they provide make up for that?
I have a healer of every class except for Sorc (I absolutely hate sorcs to begin with and I find healing on one dreadful) and I like the recent changes to DKs regarding healing abilities, but they don't offer anything new that a DK tank already has. Also Igneous Shield cast from a healer (therefor weaker) overrides the tank's shield, at least if I remember correctly.
With Cinder Storm's change, they have a pretty good AoE heal that lasts much longer than Grand Healing, but is weaker, though not by much. Obsidian Shard is a strong heal, but it's not really reliable because of the travel time of the shard.
I played a DK healer and while they can be good situationally, i went back to playing a templar for a couple reasons-
1.) The radius of cinder storm isn't great; extended ritual is a decent heal much larger range more utility cheaper cost. I realize they aren't meant to be equivalent skills, but ritual is simply more useful. I always have to tell people to stand on it, not avoid it. And then they are like "Wait, you're a DK healer?" and then you can probably guess where that convo goes half the time.
2.) Obsidian shard requires a target; It already has a delay, adding time to find a target just exacerbates this delay to the point where you just want BoL
3.) Because of this delay and acquisition issue, you're forced to slot healing ward and give up something else on your bar because you need something to cast in an emergency.
Basically to compensate for what you lack as a templar healer (or even a warden) you have to give up bar slots. IMHO a DK healer should be adding more damage and/or utility to the mix. It just isn't there yet.
That being said I'm not saying DK healers are bad. I just feel a little more secure and reliable as a templar.
DK healer would be in a great spot with these changes:
1.) Allow obsidian shard "blind cast" to the heal morph that allows it to seek the nearest enemy rather than needing to be targetted.
2.) Increase the radius of cinder storm to in the very least be large enough to usually hit the melee DPS. 5m to 8-10m perhaps
3.) give a passive something that adds to cauterize as mentioined above; the "warmth" passive currently snares enemies; maybe add "Grants friendly players healed by your Arden Flame abilities minor expedition for 4 seconds" to it, adding some utility in that the person hit by this emergency heal the ability to briefly escape enemy effects.
Just my opinion but these changes would put DK healers in the "very good but not quite wardens/templars" spot that i was hoping they would be in after seeing the Summerset changes.