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Overtuned Mara's Balm Cleanse Heal

godchucknzilla
godchucknzilla
✭✭✭
Overtuned Mara's Balm Cleanse Heal

This set is now BIS all classes and has eliminated the dot style of play. Sorcerer and Night blade who use this set no longer have counter play from dot classes. Even after being nerfed 3 times this set is cancer. Please limit the 15 second purge on this set to 5 conditions at least that puts it in line with ritual.
  • Sergykid
    Sergykid
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    heal set and damage spell, or heal spell and damage set, just pick ur best
    -PC EU- / battlegrounds on my youtube
  • React
    React
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    This set absolutely needs further adjustments.

    Cooldown should be increased to 30s for the purge, OR the burst heal effect should be removed from the purge proc.

    @ReactSlower - PC/NA - 2000+ CP
    React Faster - XB/NA - 1500+ CP
    Content
    Twitch.tv/reactfaster
    Youtube.com/@ReactFaster
  • Billium813
    Billium813
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    Mara's Balm:
    • (5 items) When a negative effect is removed from you, restore 1675 Health. This effect can occur once every 1 second. When you take damage and have 6 or more negative effects, restore 1675 Health per negative effect and then cleanse all. This effect can occur once every 15 seconds.

    Where can I find a definition of "negative effects" so that I can know what all counts? Do elemental statuses like Burning or Chilled or Concussed count? Is it only Debuffs? Do named status effects count? Do snares and movement speed penalties count? Does Feared and Silenced count?
  • Necrotech_Master
    Necrotech_Master
    ✭✭✭✭✭
    ✭✭✭✭✭
    Billium813 wrote: »
    Mara's Balm:
    • (5 items) When a negative effect is removed from you, restore 1675 Health. This effect can occur once every 1 second. When you take damage and have 6 or more negative effects, restore 1675 Health per negative effect and then cleanse all. This effect can occur once every 15 seconds.

    Where can I find a definition of "negative effects" so that I can know what all counts? Do elemental statuses like Burning or Chilled or Concussed count? Is it only Debuffs? Do named status effects count? Do snares and movement speed penalties count? Does Feared and Silenced count?

    all of the above

    all cc is negative effects, all dots are negative effects, all status effects are negative effects, all debuffs are negative effects (major/minor or unique from certain sets)

    basically any effect that hits you and sticks that has some kind of duration is a negative effect

    and the way the set works is refreshing a negative effect like a dot or debuff, is also considered removing the old effect

    so templar jabs (that apply a slow), 2 of the 3 hits will proc the mara heal, razer caltrops reapplies major breach with every tick so they would proc mara heal every tick after the 2nd

    this part of mara effect has no cooldown at all, its whenever any negative effect either times out, or gets removed due to being refreshed
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Billium813
    Billium813
    ✭✭✭✭✭
    Billium813 wrote: »
    Mara's Balm:
    • (5 items) When a negative effect is removed from you, restore 1675 Health. This effect can occur once every 1 second. When you take damage and have 6 or more negative effects, restore 1675 Health per negative effect and then cleanse all. This effect can occur once every 15 seconds.

    Where can I find a definition of "negative effects" so that I can know what all counts? Do elemental statuses like Burning or Chilled or Concussed count? Is it only Debuffs? Do named status effects count? Do snares and movement speed penalties count? Does Feared and Silenced count?

    all of the above

    all cc is negative effects, all dots are negative effects, all status effects are negative effects, all debuffs are negative effects (major/minor or unique from certain sets)

    Forgive me if I don't quite know how some of this works, and I can't test this atm:

    If I take Physical/Magic Damage, I may receive the Sundered/Overcharged status effect for 4 seconds. Am I also applied with Minor Breach/Minor Magickasteal debuffs for 4 seconds? Same with other effects, like if I take Bleed/Shock Damage, I may be applied with the Hemorrhaging/Concussed status effect for 4 seconds. Am I also applied with Minor Mangle/Minor Vulnerability for 4 seconds?

    Or are the Sundered/Overcharged/Hemorrhaging/Concussed status effects just functional renames of the debuffs? Can I get both Sundered and Minor Breach at the same time, and do they stack? I'm curious if Mara's Balm is double dipping on status effects and to be frank, I don't know how status effects really work.
    Billium813 wrote: »
    Mara's Balm:
    • (5 items) When a negative effect is removed from you, restore 1675 Health. This effect can occur once every 1 second. When you take damage and have 6 or more negative effects, restore 1675 Health per negative effect and then cleanse all. This effect can occur once every 15 seconds.

    Where can I find a definition of "negative effects" so that I can know what all counts? Do elemental statuses like Burning or Chilled or Concussed count? Is it only Debuffs? Do named status effects count? Do snares and movement speed penalties count? Does Feared and Silenced count?

    so templar jabs (that apply a slow), 2 of the 3 hits will proc the mara heal, razer caltrops reapplies major breach with every tick so they would proc mara heal every tick after the 2nd

    this part of mara effect has no cooldown at all, its whenever any negative effect either times out, or gets removed due to being refreshed

    Interesting that movement speed effects, like Jabs 0.5 seconds, counts as a "negative effect".

    Also, there seems to be a bug (IMO) about standing in AOEs and status effects being reapplied ...

    Razor Caltrops:
    • Duration: 10 seconds
    • Hurl a ball of caltrops that scatter over the target area, dealing 281 Physical Damage every 1 second to enemies inside, and reducing their Movement Speed by 50%. Enemies who take damage from the caltrops have Major Breach applied to them, reducing their Physical and Spell Resistance by 5948 for 4.1 seconds.

    So, if I stand in this AOE, with Mara's Balm, for the full 10 seconds, every second I stand in it...
    • I get my movement speed reduced by 50% for 1 second, which then gets removed at the end of the 1 second, procing Mara's Balm to heal me
    • I get Major Breach for 1 second, which then gets removed at the end of the 1 second, procing Mara's Balm to heal me
    • each tick of the Physical Damage may apply a Sundered status effect to me for 4 seconds (1% base chance), which may heal me at the end of the 4 seconds.
    IMO, it doesn't make intuitive sense that if I am standing in an AOE, each second the debuff falls off and gets reapplied. I should JUST HAVE THE DEBUFF CONSTANTLY while in the AOE...

    And what if I am inflicted with Minor Defile for 10 seconds? Then, after 5 seconds I get Minor Defile re-applied to me? Does the first instance of Minor Defile get removed, procing Mara's Balm, before the debuff timer is reset?
  • mmtaniac
    mmtaniac
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    This thing should remove less effects or be reworked completely to something else.
  • Necrotech_Master
    Necrotech_Master
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    Billium813 wrote: »
    Billium813 wrote: »
    Mara's Balm:
    • (5 items) When a negative effect is removed from you, restore 1675 Health. This effect can occur once every 1 second. When you take damage and have 6 or more negative effects, restore 1675 Health per negative effect and then cleanse all. This effect can occur once every 15 seconds.

    Where can I find a definition of "negative effects" so that I can know what all counts? Do elemental statuses like Burning or Chilled or Concussed count? Is it only Debuffs? Do named status effects count? Do snares and movement speed penalties count? Does Feared and Silenced count?

    all of the above

    all cc is negative effects, all dots are negative effects, all status effects are negative effects, all debuffs are negative effects (major/minor or unique from certain sets)

    Forgive me if I don't quite know how some of this works, and I can't test this atm:

    If I take Physical/Magic Damage, I may receive the Sundered/Overcharged status effect for 4 seconds. Am I also applied with Minor Breach/Minor Magickasteal debuffs for 4 seconds? Same with other effects, like if I take Bleed/Shock Damage, I may be applied with the Hemorrhaging/Concussed status effect for 4 seconds. Am I also applied with Minor Mangle/Minor Vulnerability for 4 seconds?

    Or are the Sundered/Overcharged/Hemorrhaging/Concussed status effects just functional renames of the debuffs? Can I get both Sundered and Minor Breach at the same time, and do they stack? I'm curious if Mara's Balm is double dipping on status effects and to be frank, I don't know how status effects really work.
    Billium813 wrote: »
    Mara's Balm:
    • (5 items) When a negative effect is removed from you, restore 1675 Health. This effect can occur once every 1 second. When you take damage and have 6 or more negative effects, restore 1675 Health per negative effect and then cleanse all. This effect can occur once every 15 seconds.

    Where can I find a definition of "negative effects" so that I can know what all counts? Do elemental statuses like Burning or Chilled or Concussed count? Is it only Debuffs? Do named status effects count? Do snares and movement speed penalties count? Does Feared and Silenced count?

    so templar jabs (that apply a slow), 2 of the 3 hits will proc the mara heal, razer caltrops reapplies major breach with every tick so they would proc mara heal every tick after the 2nd

    this part of mara effect has no cooldown at all, its whenever any negative effect either times out, or gets removed due to being refreshed

    Interesting that movement speed effects, like Jabs 0.5 seconds, counts as a "negative effect".

    Also, there seems to be a bug (IMO) about standing in AOEs and status effects being reapplied ...

    Razor Caltrops:
    • Duration: 10 seconds
    • Hurl a ball of caltrops that scatter over the target area, dealing 281 Physical Damage every 1 second to enemies inside, and reducing their Movement Speed by 50%. Enemies who take damage from the caltrops have Major Breach applied to them, reducing their Physical and Spell Resistance by 5948 for 4.1 seconds.

    So, if I stand in this AOE, with Mara's Balm, for the full 10 seconds, every second I stand in it...
    • I get my movement speed reduced by 50% for 1 second, which then gets removed at the end of the 1 second, procing Mara's Balm to heal me
    • I get Major Breach for 1 second, which then gets removed at the end of the 1 second, procing Mara's Balm to heal me
    • each tick of the Physical Damage may apply a Sundered status effect to me for 4 seconds (1% base chance), which may heal me at the end of the 4 seconds.
    IMO, it doesn't make intuitive sense that if I am standing in an AOE, each second the debuff falls off and gets reapplied. I should JUST HAVE THE DEBUFF CONSTANTLY while in the AOE...

    And what if I am inflicted with Minor Defile for 10 seconds? Then, after 5 seconds I get Minor Defile re-applied to me? Does the first instance of Minor Defile get removed, procing Mara's Balm, before the debuff timer is reset?

    my understanding with something like sundered is that sundered itself is just an instant burst of dmg and applies minor breach for 6 sec, so it wont stack with minor breach because its basically doing the same thing

    but every time you deal any kind of dmg, you have a chance to proc a status effect, IE a negative effect

    for your example of caltrops

    the dot and the slow is not refreshed every tick, unless you enter/leave the area of effect
    the major breach technically lasts for 4 seconds, but is refreshed every time you take a dot tick

    in your example with minor defile, yes that is correct, if its reapplied early, that "removes" the old effect and applies a new effect, hence it is removing a negative effect (a place that i noted a similar occurrence was something like the templar jabs, the slow is like 2-4 sec, but is refreshed on each "jab", so the 2nd and 3rd hits of jab would proc mara because they are removing the previous snare and reapplying)

    that can be said for any dots (so you hit someone with poison injection which is a negative dot that lasts for 20 sec, if you hit them with poison injection again, say 5 seconds later, you proc mara because it refreshed, removing the old effect and applying the new 20 sec dot)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • TechMaybeHic
    TechMaybeHic
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    ✭✭
    Remember when Rally had a HOT and a burst heal with the super common major brutality and got nerfed? Well Mara's pretty much does that minus the major brutality but with a purge the removes a virtually unlimited number of negative effects. Next closest is 5 max negative effects by Extended Ritual while Maras has a minimum of 6.

    It's also great if you chose to struggle with Templar or sorc and watch your burst just get passively removed as well as have it greatly reduce templar pressure.

    I held off running this and ran it the other day and its pretty incredible.
  • Billium813
    Billium813
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    Billium813 wrote: »
    Billium813 wrote: »
    Mara's Balm:
    • (5 items) When a negative effect is removed from you, restore 1675 Health. This effect can occur once every 1 second. When you take damage and have 6 or more negative effects, restore 1675 Health per negative effect and then cleanse all. This effect can occur once every 15 seconds.

    Where can I find a definition of "negative effects" so that I can know what all counts? Do elemental statuses like Burning or Chilled or Concussed count? Is it only Debuffs? Do named status effects count? Do snares and movement speed penalties count? Does Feared and Silenced count?

    all of the above

    all cc is negative effects, all dots are negative effects, all status effects are negative effects, all debuffs are negative effects (major/minor or unique from certain sets)

    Forgive me if I don't quite know how some of this works, and I can't test this atm:

    If I take Physical/Magic Damage, I may receive the Sundered/Overcharged status effect for 4 seconds. Am I also applied with Minor Breach/Minor Magickasteal debuffs for 4 seconds? Same with other effects, like if I take Bleed/Shock Damage, I may be applied with the Hemorrhaging/Concussed status effect for 4 seconds. Am I also applied with Minor Mangle/Minor Vulnerability for 4 seconds?

    Or are the Sundered/Overcharged/Hemorrhaging/Concussed status effects just functional renames of the debuffs? Can I get both Sundered and Minor Breach at the same time, and do they stack? I'm curious if Mara's Balm is double dipping on status effects and to be frank, I don't know how status effects really work.
    Billium813 wrote: »
    Mara's Balm:
    • (5 items) When a negative effect is removed from you, restore 1675 Health. This effect can occur once every 1 second. When you take damage and have 6 or more negative effects, restore 1675 Health per negative effect and then cleanse all. This effect can occur once every 15 seconds.

    Where can I find a definition of "negative effects" so that I can know what all counts? Do elemental statuses like Burning or Chilled or Concussed count? Is it only Debuffs? Do named status effects count? Do snares and movement speed penalties count? Does Feared and Silenced count?

    so templar jabs (that apply a slow), 2 of the 3 hits will proc the mara heal, razer caltrops reapplies major breach with every tick so they would proc mara heal every tick after the 2nd

    this part of mara effect has no cooldown at all, its whenever any negative effect either times out, or gets removed due to being refreshed

    Interesting that movement speed effects, like Jabs 0.5 seconds, counts as a "negative effect".

    Also, there seems to be a bug (IMO) about standing in AOEs and status effects being reapplied ...

    Razor Caltrops:
    • Duration: 10 seconds
    • Hurl a ball of caltrops that scatter over the target area, dealing 281 Physical Damage every 1 second to enemies inside, and reducing their Movement Speed by 50%. Enemies who take damage from the caltrops have Major Breach applied to them, reducing their Physical and Spell Resistance by 5948 for 4.1 seconds.

    So, if I stand in this AOE, with Mara's Balm, for the full 10 seconds, every second I stand in it...
    • I get my movement speed reduced by 50% for 1 second, which then gets removed at the end of the 1 second, procing Mara's Balm to heal me
    • I get Major Breach for 1 second, which then gets removed at the end of the 1 second, procing Mara's Balm to heal me
    • each tick of the Physical Damage may apply a Sundered status effect to me for 4 seconds (1% base chance), which may heal me at the end of the 4 seconds.
    IMO, it doesn't make intuitive sense that if I am standing in an AOE, each second the debuff falls off and gets reapplied. I should JUST HAVE THE DEBUFF CONSTANTLY while in the AOE...

    And what if I am inflicted with Minor Defile for 10 seconds? Then, after 5 seconds I get Minor Defile re-applied to me? Does the first instance of Minor Defile get removed, procing Mara's Balm, before the debuff timer is reset?

    in your example with minor defile, yes that is correct, if its reapplied early, that "removes" the old effect and applies a new effect, hence it is removing a negative effect (a place that i noted a similar occurrence was something like the templar jabs, the slow is like 2-4 sec, but is refreshed on each "jab", so the 2nd and 3rd hits of jab would proc mara because they are removing the previous snare and reapplying)

    that can be said for any dots (so you hit someone with poison injection which is a negative dot that lasts for 20 sec, if you hit them with poison injection again, say 5 seconds later, you proc mara because it refreshed, removing the old effect and applying the new 20 sec dot)

    I feel like that doesn't make intuitive sense? Is it just me?

    If I apply a debuff, re-applying it again should just renew the timer for the debuff if the original debuff is still active. I don't see how applying a debuff that the target is already affected by, removes the original debuff (essentially curing them), then re-applies a new instance.

    I mean, from a programming stance and tracking who applied what debuff... I suppose there is a reason it has to be that way. Maybe this is just a fundamental way the game HAS to work... but it makes Mara's Balm trigger ALOT more than I think it makes sense to.
    Edited by Billium813 on February 10, 2023 7:13PM
  • kyatos_binarini
    kyatos_binarini
    ✭✭✭
    Until sorcerers get reliable burst heal - no thanks.
    Edited by kyatos_binarini on February 10, 2023 7:21PM
  • Necrotech_Master
    Necrotech_Master
    ✭✭✭✭✭
    ✭✭✭✭✭
    Billium813 wrote: »
    Billium813 wrote: »
    Billium813 wrote: »
    Mara's Balm:
    • (5 items) When a negative effect is removed from you, restore 1675 Health. This effect can occur once every 1 second. When you take damage and have 6 or more negative effects, restore 1675 Health per negative effect and then cleanse all. This effect can occur once every 15 seconds.

    Where can I find a definition of "negative effects" so that I can know what all counts? Do elemental statuses like Burning or Chilled or Concussed count? Is it only Debuffs? Do named status effects count? Do snares and movement speed penalties count? Does Feared and Silenced count?

    all of the above

    all cc is negative effects, all dots are negative effects, all status effects are negative effects, all debuffs are negative effects (major/minor or unique from certain sets)

    Forgive me if I don't quite know how some of this works, and I can't test this atm:

    If I take Physical/Magic Damage, I may receive the Sundered/Overcharged status effect for 4 seconds. Am I also applied with Minor Breach/Minor Magickasteal debuffs for 4 seconds? Same with other effects, like if I take Bleed/Shock Damage, I may be applied with the Hemorrhaging/Concussed status effect for 4 seconds. Am I also applied with Minor Mangle/Minor Vulnerability for 4 seconds?

    Or are the Sundered/Overcharged/Hemorrhaging/Concussed status effects just functional renames of the debuffs? Can I get both Sundered and Minor Breach at the same time, and do they stack? I'm curious if Mara's Balm is double dipping on status effects and to be frank, I don't know how status effects really work.
    Billium813 wrote: »
    Mara's Balm:
    • (5 items) When a negative effect is removed from you, restore 1675 Health. This effect can occur once every 1 second. When you take damage and have 6 or more negative effects, restore 1675 Health per negative effect and then cleanse all. This effect can occur once every 15 seconds.

    Where can I find a definition of "negative effects" so that I can know what all counts? Do elemental statuses like Burning or Chilled or Concussed count? Is it only Debuffs? Do named status effects count? Do snares and movement speed penalties count? Does Feared and Silenced count?

    so templar jabs (that apply a slow), 2 of the 3 hits will proc the mara heal, razer caltrops reapplies major breach with every tick so they would proc mara heal every tick after the 2nd

    this part of mara effect has no cooldown at all, its whenever any negative effect either times out, or gets removed due to being refreshed

    Interesting that movement speed effects, like Jabs 0.5 seconds, counts as a "negative effect".

    Also, there seems to be a bug (IMO) about standing in AOEs and status effects being reapplied ...

    Razor Caltrops:
    • Duration: 10 seconds
    • Hurl a ball of caltrops that scatter over the target area, dealing 281 Physical Damage every 1 second to enemies inside, and reducing their Movement Speed by 50%. Enemies who take damage from the caltrops have Major Breach applied to them, reducing their Physical and Spell Resistance by 5948 for 4.1 seconds.

    So, if I stand in this AOE, with Mara's Balm, for the full 10 seconds, every second I stand in it...
    • I get my movement speed reduced by 50% for 1 second, which then gets removed at the end of the 1 second, procing Mara's Balm to heal me
    • I get Major Breach for 1 second, which then gets removed at the end of the 1 second, procing Mara's Balm to heal me
    • each tick of the Physical Damage may apply a Sundered status effect to me for 4 seconds (1% base chance), which may heal me at the end of the 4 seconds.
    IMO, it doesn't make intuitive sense that if I am standing in an AOE, each second the debuff falls off and gets reapplied. I should JUST HAVE THE DEBUFF CONSTANTLY while in the AOE...

    And what if I am inflicted with Minor Defile for 10 seconds? Then, after 5 seconds I get Minor Defile re-applied to me? Does the first instance of Minor Defile get removed, procing Mara's Balm, before the debuff timer is reset?

    in your example with minor defile, yes that is correct, if its reapplied early, that "removes" the old effect and applies a new effect, hence it is removing a negative effect (a place that i noted a similar occurrence was something like the templar jabs, the slow is like 2-4 sec, but is refreshed on each "jab", so the 2nd and 3rd hits of jab would proc mara because they are removing the previous snare and reapplying)

    that can be said for any dots (so you hit someone with poison injection which is a negative dot that lasts for 20 sec, if you hit them with poison injection again, say 5 seconds later, you proc mara because it refreshed, removing the old effect and applying the new 20 sec dot)

    I feel like that doesn't make intuitive sense? Is it just me?

    If I apply a debuff, re-applying it again should just renew the timer for the debuff if the original debuff is still active. I don't see how applying a debuff that the target is already affected by, removes the original debuff (essentially curing them), then re-applies a new instance.

    I mean, from a programming stance and tracking who applied what debuff... I suppose there is a reason it has to be that way. Maybe this is just a fundamental way the game HAS to work... but it makes Mara's Balm trigger ALOT more than I think it makes sense to.

    yeah, thats why maras was super OP during that PTS and they had several balance passes of it after

    but thats how it works, when you refresh a dot or debuff, its effectively removing the old instance and just applying a new one

    with its current setup, in pvp each time a negative effect is cleansed that means ~800 heal (i think its tooltip is like 1600, but halves from battle spirit)

    now you can see how this is a problem with say templar jabs, they do not hit that hard in pvp, and the fact 2/3 of the hits are also giving the target an 800 hp heal means its negating half (or more) of the dmg that jabs is even doing

    elemental susceptibility could potentially have the same issue, it has 1 long duration effect (major breach), and then reapplies 3 status effects every 7 seconds (burning, concussed, chilled) (concussed itself is just a instant burst of dmg but applies minor vulnerability for 6 sec, chilled is a snare + dot but might be considered the same effect, and burning is just a dot), so every 7 sec it reapplies 3 negative effects that are short duration of 6 seconds, but is also halfway to straight up procing the mara full cleanse too
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Vaqual
    Vaqual
    ✭✭✭✭✭
    This set procs on cooldown in so many scenarios, providing 800 hps (after Battlespirit), which would equal a health recovery tooltip of 3200 ON TOP of a massive cleanse with a comperatively short cd (even shorter than the CP star). The cleanse alone can mitigate ten thousands of damage. And as if that wouldn't be enough you get a free burst heal, which in and of it self is a massive value if you consider resource costs and gcds.

    Ever since it was clear how easily this set can be procced it was obvious to every competent player on this forum how insanely OP this set was going to be, and still they kept it up for over half a year. How can this be justified? Over months people have complained about this set and there has been no other justification than "nerfing it might make it bad and then we have another dead set" (which is preferable to dead pvp in my opinion) and "my class doesn't have cool op heal".

    This set is so insanely overtuned. If there was an offensive set with the same value or this would have any application in PvE this set would have been nuked in seconds.

    Edited for typos.
    Edit 2: changed "reasonably short" to "comparatively short", as the cd of this proc is not reasonable
    Edited by Vaqual on February 14, 2023 9:03AM
  • TechMaybeHic
    TechMaybeHic
    ✭✭✭✭✭
    ✭✭
    There is a set on the golden right now that only purges all effects, no healing, that has a cool down of 30 seconds.
  • Red99
    Red99
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    15 seconds cooldown for burst heal + purge is too short
  • K9002
    K9002
    ✭✭✭✭✭
    but thats how it works, when you refresh a dot or debuff, its effectively removing the old instance and just applying a new one

    with its current setup, in pvp each time a negative effect is cleansed that means ~800 heal (i think its tooltip is like 1600, but halves from battle spirit)

    now you can see how this is a problem with say templar jabs, they do not hit that hard in pvp, and the fact 2/3 of the hits are also giving the target an 800 hp heal means its negating half (or more) of the dmg that jabs is even doing
    jw8xf4fapptx.png
    "Well isn't that just the Oddest thing! A dagger that heals people. Who would make such a thing, and why? I absolutely adore it!"
    — Una Armina, resident of Shivering Isles
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