WrathOfInnos wrote: »
I don’t heal often enough to know all the effects, but it sounds pretty frustrating to watch your group’s health dropping, cast heals on them and watch them have no effect. You just wasted Magicka because someone toggled off their external healing received.
It also seems like a strange design choice to reward DPS with a large damage increase if they slot their own heals and make the healer role unnecessary. Isn’t this already a pain point for healers without the additional lure of 930 Weapon and Spell Damage? I suspect it’s about to get a lot worse.
Interested to hear what healer mains have to say about this.
WrathOfInnos wrote: »
I don’t heal often enough to know all the effects, but it sounds pretty frustrating to watch your group’s health dropping, cast heals on them and watch them have no effect. You just wasted Magicka because someone toggled off their external healing received.
It also seems like a strange design choice to reward DPS with a large damage increase if they slot their own heals and make the healer role unnecessary. Isn’t this already a pain point for healers without the additional lure of 930 Weapon and Spell Damage? I suspect it’s about to get a lot worse.
Interested to hear what healer mains have to say about this.
WrathOfInnos wrote: »I don’t heal often enough to know all the effects
Healing isn't really a thing in this game. The healer role in groups is kind of a lie.
A healer will mostly dps, buff and spam aoe heals. Occasionally when a boss throws out one of their inevitable big hits, heal that, if players don't just pop a potion to heal it themselves.
So this?
No big deal.
Imagine a healer using that ability though. They are already keeping themselves alive and now they get 900 spell damage?! That's a large spike in your magicka healing ability's potential, and I imagine its even better if you give yourself the major and/or minor Sorcery buff.
Septimus_Magna wrote: »Imagine a healer using that ability though. They are already keeping themselves alive and now they get 900 spell damage?! That's a large spike in your magicka healing ability's potential, and I imagine its even better if you give yourself the major and/or minor Sorcery buff.
The downside is that the cost of non-vamp skills will be increased through the vamp stages so its probably hard to sustain.
The heath/second cost is fairly low so if you have enough self-healing its probably easy to manage on a DD if you can avoid heavy hits. The damage boost is massive so it might be worth running a skill to improve self-healing. For magplars there's passive healing from puncturing sweeps, magsorcs can use crit surge for self-healing etc.
Septimus_Magna wrote: »Imagine a healer using that ability though. They are already keeping themselves alive and now they get 900 spell damage?! That's a large spike in your magicka healing ability's potential, and I imagine its even better if you give yourself the major and/or minor Sorcery buff.
The downside is that the cost of non-vamp skills will be increased through the vamp stages so its probably hard to sustain.
The heath/second cost is fairly low so if you have enough self-healing its probably easy to manage on a DD if you can avoid heavy hits. The damage boost is massive so it might be worth running a skill to improve self-healing. For magplars there's passive healing from puncturing sweeps, magsorcs can use crit surge for self-healing etc.
Since you have to actively feed to progress through stages you can permanently stay in stage 1 where cost increase will not be that bad, 5% at worse if those uncensored numbers floating around are correct. Outside of undeath none of the passives are even worth it in group PvE and active skills are always available regardless of stage. You can work around 5% cost increase, especially on a healer.
BXR_Lonestar wrote: »Honestly, I think you approach this like you would a DPS who constantly stands outside of your AOE heals, who doesn't move out of red circles, etc. If they die, its not your fault and not your problem.
Septimus_Magna wrote: »
The downside is that the cost of non-vamp skills will be increased through the vamp stages so its probably hard to sustain.
The heath/second cost is fairly low so if you have enough self-healing its probably easy to manage on a DD if you can avoid heavy hits. The damage boost is massive so it might be worth running a skill to improve self-healing. For magplars there's passive healing from puncturing sweeps, magsorcs can use crit surge for self-healing etc.
WrathOfInnos wrote: »
I don’t heal often enough to know all the effects, but it sounds pretty frustrating to watch your group’s health dropping, cast heals on them and watch them have no effect. You just wasted Magicka because someone toggled off their external healing received.
It also seems like a strange design choice to reward DPS with a large damage increase if they slot their own heals and make the healer role unnecessary. Isn’t this already a pain point for healers without the additional lure of 930 Weapon and Spell Damage? I suspect it’s about to get a lot worse.
Interested to hear what healer mains have to say about this.
As an experienced player I will say (Pass GS/GH/TTT/IR). This is only necessary for OP players who want to show the maximum dps on the dummy or burst any easy trial boss using the same pale order ring (healer not needed xD). Nobody uses this in trials, because these people die faster than inflicting DPS xD
WrathOfInnos wrote: »Well, over 8 months have now passed, and in addition to Frenzy (which is more popular than ever, basically the new "Thrassian Stranglers" for achieving high-risk high-reward DPS), we also now have Blood for Blood and the Ring of Pale Order to disable external healing. The Ring is different than any of the momentary or toggled vampire skills because it cannot be removed in combat, so it is much more of a commitment through various trial mechanics. Anyone have new thoughts about how these are affecting the healer role? Or what healers have done to adapt to having unhealable group members?
WrathOfInnos wrote: »
I don’t heal often enough to know all the effects, but it sounds pretty frustrating to watch your group’s health dropping, cast heals on them and watch them have no effect. You just wasted Magicka because someone toggled off their external healing received.
It also seems like a strange design choice to reward DPS with a large damage increase if they slot their own heals and make the healer role unnecessary. Isn’t this already a pain point for healers without the additional lure of 930 Weapon and Spell Damage? I suspect it’s about to get a lot worse.
Interested to hear what healer mains have to say about this.
If people use this I also assume they use Ring of Pale Order, so I don't have to care about them (though I can heal them still through synergies). I just hope they don't go into tombs in SS.
Grianasteri wrote: »Ignore, I read the OP and it really is not about what I thought it was.
The skill is largely unusable without insane levels of self healing. But it can increase burst for ganks really well... if you dont kill them though, youre in big trouble.
If the skill were changed to a flat damage increase, with no increasing health cost, that would make it far more viable for more players and playstyles, though would likely reduce the burst potential significantly. Still, 900 odd extra flat damage would still be good.