Are you serious? My healing ward heals around 22K+ (crit of course, but its very reliable) away from a keep in Cyrodil... 3 sec means I just have to roll and its a guaranteed burst heal...
Not sure that's a good idea...for my enemies at least!
Are you serious? My healing ward heals around 22K+ (crit of course, but its very reliable) away from a keep in Cyrodil... 3 sec means I just have to roll and its a guaranteed burst heal...
Not sure that's a good idea...for my enemies at least!
TheGreatBlackBear wrote: »Blame the Blackrose resto for this change. It would have been too OP for healing ward to keep its HoT on a target with major vitality
TheGreatBlackBear wrote: »Blame the Blackrose resto for this change. It would have been too OP for healing ward to keep its HoT on a target with major vitality
Completely agree, the healing ward change was so stupid, it's a pointless skill now, in the time it takes for the heal to go off you don't have a shield left
brandonv516 wrote: »Completely agree, the healing ward change was so stupid, it's a pointless skill now, in the time it takes for the heal to go off you don't have a shield left
Exactly. As I said before, NB is one of the only classes that can actually benefit from the heal in normal combat scenarios.
brandonv516 wrote: »Murkmire changes to Healing Ward will likely not be reverted.
That being said, consider reducing the duration of Healing Ward shield to 4 seconds.
It does not behave like Dampen/Harness - 6 seconds is way too long for most classes to benefit from the heal.
Such a change also synergizes well with sets that require a burst heal (i.e. Curse Eater).
*Realized I posted by mistake in PTS, move if necessary to General Discussion
Seraphayel wrote: »No skill should make you temporarily "immortal" when you're outnumbered. You're outnumbered (ar least 3 people)? Die or run. Maybe you can try to stand your ground a bit but the outcome against comparable players should never be that you survive or win when you fight against them. That's why I think Healing Ward is still okay. And the tiny initial heal wasn't even worth mentioning. I could see a reduction from 6 to 5 or even 4 seconds as reasonable though.
brandonv516 wrote: »Murkmire changes to Healing Ward will likely not be reverted.
That being said, consider reducing the duration of Healing Ward shield to 4 seconds.
It does not behave like Dampen/Harness - 6 seconds is way too long for most classes to benefit from the heal.
Such a change also synergizes well with sets that require a burst heal (i.e. Curse Eater).
*Realized I posted by mistake in PTS, move if necessary to General Discussion
Umm, no...the main utility of this skill is the SHIELD, the heal only happens if the shield itself isnt utilized...I am NEVER a supporter of reduced shield times. 6 seconds gives your toon time to regen health or receive other heals with mitigating incoming damage.
TheGreatBlackBear wrote: »Blame the Blackrose resto for this change. It would have been too OP for healing ward to keep its HoT on a target with major vitality
brandonv516 wrote: »Seraphayel wrote: »No skill should make you temporarily "immortal" when you're outnumbered. You're outnumbered (ar least 3 people)? Die or run. Maybe you can try to stand your ground a bit but the outcome against comparable players should never be that you survive or win when you fight against them. That's why I think Healing Ward is still okay. And the tiny initial heal wasn't even worth mentioning. I could see a reduction from 6 to 5 or even 4 seconds as reasonable though.
It's definitely not okay in it's current state.
Pre-Murkmire Healing Ward helped just enough to survive bleeds, poisons, spin-to-win, etc. So yes the heal was worth mentioning - ask any real Magblade who used it.
BRP Resto ruined it for sure. That's why 4 seconds is what I am hoping for as it will not conflict with that weapon.
brandonv516 wrote: »brandonv516 wrote: »Murkmire changes to Healing Ward will likely not be reverted.
That being said, consider reducing the duration of Healing Ward shield to 4 seconds.
It does not behave like Dampen/Harness - 6 seconds is way too long for most classes to benefit from the heal.
Such a change also synergizes well with sets that require a burst heal (i.e. Curse Eater).
*Realized I posted by mistake in PTS, move if necessary to General Discussion
Umm, no...the main utility of this skill is the SHIELD, the heal only happens if the shield itself isnt utilized...I am NEVER a supporter of reduced shield times. 6 seconds gives your toon time to regen health or receive other heals with mitigating incoming damage.
You clearly don't know much about Healing Ward and how it works so thank you for your contribution of nothing.
Seraphayel wrote: »brandonv516 wrote: »brandonv516 wrote: »Murkmire changes to Healing Ward will likely not be reverted.
That being said, consider reducing the duration of Healing Ward shield to 4 seconds.
It does not behave like Dampen/Harness - 6 seconds is way too long for most classes to benefit from the heal.
Such a change also synergizes well with sets that require a burst heal (i.e. Curse Eater).
*Realized I posted by mistake in PTS, move if necessary to General Discussion
Umm, no...the main utility of this skill is the SHIELD, the heal only happens if the shield itself isnt utilized...I am NEVER a supporter of reduced shield times. 6 seconds gives your toon time to regen health or receive other heals with mitigating incoming damage.
You clearly don't know much about Healing Ward and how it works so thank you for your contribution of nothing.
But you do and constantly bringing up the tiny initial heal that was at best a drop in the ocean?
Healing Ward is as powerful as ever, the removal of the initial heal doesn't change that.