I can see the rationale behind some of the changes, but the failure to address all healing evenly means that players will just move to classes with HP% heals and proc sets and continue to do what they've done before. Coupled with free damage increases with less investment, the changes to certain skills, and the removal of one of the only tools against heavy, I don't see heavy armor heal ball groups suffering next patch.
In other words, the changes will solve little to nothing in PvP, but have targeted PvE. I do not know what was the goal.
Healing springs was a server resource hog and needed to be changed .. I'm not sure about the other stuff but I'm glad springs was changed. I'm not saying I like what they did, I just like the fact that they are finally adressing this ability.
For most vet content it will be more effective to replace dedicated healers with dps. Have 1 mag dps add mutagen to their rotation, have one add orbs, and a stam dps with vigor. The same applies to trials but with one additional mutagen dps amd one or two more vigor dps.
For most vet content it will be more effective to replace dedicated healers with dps. Have 1 mag dps add mutagen to their rotation, have one add orbs, and a stam dps with vigor. The same applies to trials but with one additional mutagen dps amd one or two more vigor dps.
Already before Scalebreaker Healers weren't necessarily needed in (HM) Veteran Dungeons or Arenas. Not even in most No-Death Runs including DLC Dungeons.
Trial Wise Healers will still be greatly needed, although many say differently. A "DD" would have to use supportive Sets like Aether and Olorime.. Would you still call that said person a Dps then?😅
For most vet content it will be more effective to replace dedicated healers with dps. Have 1 mag dps add mutagen to their rotation, have one add orbs, and a stam dps with vigor. The same applies to trials but with one additional mutagen dps amd one or two more vigor dps.
For most vet content it will be more effective to replace dedicated healers with dps. Have 1 mag dps add mutagen to their rotation, have one add orbs, and a stam dps with vigor. The same applies to trials but with one additional mutagen dps amd one or two more vigor dps.
Already before Scalebreaker Healers weren't necessarily needed in (HM) Veteran Dungeons or Arenas. Not even in most No-Death Runs including DLC Dungeons.
Trial Wise Healers will still be greatly needed, although many say differently. A "DD" would have to use supportive Sets like Aether and Olorime.. Would you still call that said person a Dps then?😅
I feel like healers are only needed or helpful when you hunt for achievements, like no death runs in harder dungeons. I felt very needed and rewarded when I was asked to heal no death attempts.
The Grand healing and orb changes I like alot. I might actually use healing orb now instead of mystic orb.
Albeit I do not understand, why they reduced the healing of grand healing ? You can only have 1 at the time, so increasing the healing would be logical, no ? I am confused.
The Surge changes are horrible and an insult. But I do not use it anyway in solo situations, so I loose nothing.
The Grand healing and orb changes I like alot. I might actually use healing orb now instead of mystic orb.
Albeit I do not understand, why they reduced the healing of grand healing ? You can only have 1 at the time, so increasing the healing would be logical, no ? I am confused.
The Surge changes are horrible and an insult. But I do not use it anyway in solo situations, so I loose nothing.
You must be confused because you contradicted yourself about grand healing.
I'm not sure why they changed magicka for health in the Blood Altar's, no explanation. No cast time doesn't convince me.
A healer must sacrifice his health for one ability just to return the health by his other abilities, not much sense in this.
Even if so, why the healing is still so low. On my noob pve/pvp healer I get below 1k without netch. And it seems the 28m range isn't affected by the passives like with the offensive abilities, right?
"Blood Altar: This ability and its morphs no longer have a cast time, and now cost Health rather than Magicka"