There does not seem any kind of standardization for PVE Healer toolkit at all. And the costs of abilities are all over the place and currently unsustainable due to increase on cost of our primary spammable heal that took place 2 patches ago and was not addressed since then.
Observastion #1: Sticky HOTs
Of all "sticky" heals only Echoing Vigor got the duration increase to 16s. While Radiating Regeneration is still at 10s duration, Rapid is still at 5s, but with a hefty 40% healing reduction comparing to live. Sorcs Powe Surge still ticks every 3s. DK Cauterize still ticks every 5s.
In comparison Sticky DOTs are all at 20s+ duration with 24s being prevalent.
Observation #2: Ground HOTs
Ground HOT standardization is not finished either. Templar Ritual is 30s up from 24s on live, but it still ticks every 2s, instead of 1s.
Observation #3: Durations
Any given class healer toolkit will have HOTs varying wildly. In the End Game PVE Healing we do not "pick and choose" we must run 1 class HOT along with 4 additional weapon and guild line HOTs to keep people alive. And that is because latest trials that were released are designed with heavy healing checks.
So we will have to have Orb, Echoing, Illustrious, Radiating + Class HOT on our bars.
The out of class utility hots are wildly varying: 2x10s, 15s, 16s. In addition class HOTs are wildly varying too: 5s, 6s, 12s, 18s, 30s, 33s.
This is not helping and this is worse than what we have on live.
Observation #4: Costs
Does not seem to be any skill cost pass through from what I see. Costs of maintenance of HOTs per second is very much different depending on the class. And Healing is not sustainable. Especially considering that Healers in End Game trials are expected to run Spaulder and expected to make up for loss of HPS by using spammable heals. And somehow DD spammables cost less than DOTs per cast, but healer Spammables cost more than HOTs per cast? Clearly this cost balance decision was made with PVP in mind, but PVE implication on healer role was not considered here.
Here are the examples of what combat preview claims, vs what we actually got. I am using PTS Illustrious tooltip as HPS comparison point. HPS shows healing per target. Effective HPS shows how much this skill outputs when all targets it heals are considered, i.e. 6 target HOT would have better effective group healing than 1 target HOT.
“Sticky” over Time effects will retain their initial PTS iteration of 20+ second durations, 2 second frequencies, with .105 coefficient potency per second (their scaling modifier divided by time), and a baseline cost of 135 per second (2700+)
Radiating Regeneration
- Cost/s to maintain on 3 people is 270 mag/s, on 6 people 540 mag/s
- Duration 10s
- HPS 80% of Illustrious
- Effective HPS 40% of Illustrious (only 3 targets per cast)
- Loss of HPS compared to live 40%
Rapid Regeneration
- Cost/s to maintain on 1 person is 540 mag/s, on 6 people 3240 mag/s
- Duration 5s
- HPS 165% of Illustrious
- Effective HPS 27.5% of Illustrious (only 1 target per cast)
- Loss of HPS compared to live 40%
Echoing Vigor
- Cost/s (6 people) 186.5 stam/s
- Duration 16s
- HPS 72% of Illustrious
- Loss of HPS compared to live 22%
Cauterize - Tick frequency 5s
- Cost/s (1 person) 144 mag/s Impossible to maintain on 6 people.
- Duration 15s
- HPS Same as Illustrious
- Effective HPS 16% of Illustrious (only 1 target per cast)
- No loss of HPS compared to live 22%
Power Surge - Ticks every 3s. Has 33s duration
- Cost/s (6 people) 115 mag/s
- Duration 33s
- HPS HOT 105% of Illustrious
- No loss of HPS compared to live
Static over Time effects will return to their original duration of 10-15 second durations, 1 second frequencies, with .14 coefficient potency per second (U35 PTS Combat Feedback & Upcoming Changes down from .1575 on Live, but up from .105 on PTS), and a baseline cost of 270 per second (2700+)
Illustrious Healing
- Cost/s (6 people) 234 mag/s
- Duration 15s
- HPS -
- Loss of HPS compared to live 22%
Energy Orb
- Cost/s (6 people) 378 mag/s
- Duration 10s
- HPS same as Illustrious
- No loss of HPS compared to live
Budding Seeds
- Cost/s (6 people) 405 mag/s
- Duration 6s
- HPS HOT 90% of Illustrious; w/burst 150% of Illustrious
- No loss of HPS compared to live
Refreshing Path
- Cost/s (6 people) 292 mag/s
- Duration 12s
- HPS same as Illustrious
- Loss of HPS compared to live 31%
Extended Ritual - Ticks every 2s. Has 30s duration up from 24 in live
- Cost/s (6 people) 154 mag/s
- Duration 30s
- HPS 94% of Illustrious
- Loss of HPS compared to live 4%
Braided Tether - Requires Corpse to activate
- Cost/s (6 people) 247 mag/s to create a corpse
- Duration 12s
- HPS HOT 90% of Illustrious
- No loss of HPS compared to live
Renewing Undeath - Requires Corpse to activate
- Cost/s (6 people) 702 mag/s + 247 mag/s to create a corpse
- Duration 5s
- HPS HOT 105% of Illustrious; w/burst 203% of Illustrious
- No loss of HPS compared to live
Cinder Storm
- Cost/s (6 people) 351 mag/s
- Duration 18s
- HPS 146% of Illustrious
- No loss of HPS compared to live
Spammable Healing costs:
Hasty Prayer 5002 mag
Combat Prayer 4361 mag
Breath of Life 4361 mag
Obsidian Shard 4050 mag
Render Flesh 4320 mag
Fungal/Enchanted growth 4590 mag
Soothing Spores 3902 stam
Healthy Offering 3590 mag + 1080 health
Nature Grasp 4050 mag
Twilight Matriarch 3510
Edited by SeaUnicorn on July 28, 2022 9:12PM