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New Shammy Changes

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Qwack
Posts: 165

Re: New Shammy Changes

Post#141 » Mon Oct 24, 2016 9:37 pm

Penril wrote:Accusing people of not playing a certain class (without proof) is nothing but baiting for flame. Stop that too.
I have put an enormous amount of time into trying to make these changes work, providing positive feedback, suggesting changes that can work. I did not judge anyone's comments until I was called out and insulted. So now I am the bad guy and I have been warned about being perma banned. OMG.
Destro: [Agony] Qwack Shammy 80+, Krakkenn Chosen 79 and Mincer Choppa 70+
Order: [Kill Team] Krakken Knight 80+

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Azarael
Posts: 5332

Re: New Shammy Changes

Post#142 » Mon Oct 24, 2016 9:39 pm

No one's talking about any kind of permanent ban or even any kind of ban at all. Where are you getting that from?

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Qwack
Posts: 165

Re: New Shammy Changes

Post#143 » Mon Oct 24, 2016 9:44 pm

Azarael wrote:No one's talking about any kind of permanent ban or even any kind of ban at all. Where are you getting that from?
Penril sent me a private message and he is eager. Lets just call it "he is still butt-hurt" from live.

To make things simple, I am done.
Destro: [Agony] Qwack Shammy 80+, Krakkenn Chosen 79 and Mincer Choppa 70+
Order: [Kill Team] Krakken Knight 80+

Penril
Posts: 4441

Re: New Shammy Changes

Post#144 » Mon Oct 24, 2016 9:52 pm

How the hell do you get "i want to perma ban you" from this? Don't derail this thread.
Spoiler:
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Illiyara
Posts: 31

Re: New Shammy Changes

Post#145 » Mon Oct 24, 2016 11:14 pm

Qwack, I was going to laugh at you for running a lifetap build with discipline over centuries of training...then realized...gobbo... :lol:
Don't you think a lifetap AM can heal much more overall with the new mechanic, though? It's not even close.



roadkillrobin,
No more instant ranged knockback is a loss, yes. A lot of times you'd be spamming the button while peeking or jumping for the LoS to get it off, so this change would make a pretty *meh* ability even worse. But it's quite a situational use, no? And odds are it's getting disrupted anyway because we have no int. In most other situations, it's better to let the tanks trigger the immunity.

Have you tried playing healer normally, except that you use the (unspecced) lifetap when you have to move? That lifetap will still be better hp/s than BoH/BBG on a healdebuffed target, and you can run while casting it. It's harder, sure, but if I'm in a desperate situation, I can spam tab while casting and running away, which is significantly more mobile healing than was possible before. What about getting to the point of alternating lifetap and big heal/group heal?

Lifetap healing is a lot harder in some ways because you have to keep track of your dps target. But that's not a good reason in itself to say it's useless imo; think of what's possible with optimal play. I'm used to keeping track of a vulnerable target anyway for ap drains.

AMs/Shamans will never match wps/doks for pure healing numbers, but that's not our role imo. I agree we're still pretty weak right now, but the mechanic rework need not fix that by itself. The mechanic change has gone a long way in increasing mobility imo. What changes do you want to see in general?

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roadkillrobin
Posts: 2773

Re: New Shammy Changes

Post#146 » Tue Oct 25, 2016 12:18 am

Illiyara wrote:


roadkillrobin,
No more instant ranged knockback is a loss, yes. A lot of times you'd be spamming the button while peeking or jumping for the LoS to get it off, so this change would make a pretty *meh* ability even worse. But it's quite a situational use, no? And odds are it's getting disrupted anyway because we have no int. In most other situations, it's better to let the tanks trigger the immunity.

Have you tried playing healer normally, except that you use the (unspecced) lifetap when you have to move? That lifetap will still be better hp/s than BoH/BBG on a healdebuffed target, and you can run while casting it. It's harder, sure, but if I'm in a desperate situation, I can spam tab while casting and running away, which is significantly more mobile healing than was possible before. What about getting to the point of alternating lifetap and big heal/group heal?

Lifetap healing is a lot harder in some ways because you have to keep track of your dps target. But that's not a good reason in itself to say it's useless imo; think of what's possible with optimal play. I'm used to keeping track of a vulnerable target anyway for ap drains.

AMs/Shamans will never match wps/doks for pure healing numbers, but that's not our role imo. I agree we're still pretty weak right now, but the mechanic rework need not fix that by itself. The mechanic change has gone a long way in increasing mobility imo. What changes do you want to see in general?
Tanks can't punt people of the keep walls and balcony when you're attacking a keep. It's what you use Gedoff! for basicly. It and AM mirror is the only ranged target AoE punt in the game. It's very situational outside of keeps, But extremly good when attacking one. It's can releve so much dps preassure of your warband. And it also have a terror effect were's people get punted of multiple times They stop trying to go back. It's pretty much the only utillity a healing Shaman brings to a keep seige and if changes go trough it was nerfed. Morale pump becomes pretty redundant at keeps coz fights are so long people get their morales up anyway. And both the other healers are better suited for close quater fights.

Yes I tried healing normally and using my lifetaps as mobillity heals, but i found that using Gork Fix It and the HoT spells being much more effectibv in these situation as I don't need to dabble with the offensive target. Aswell as having higher healoutput. And still have acess to DSU and M4.
I also tried a build wich as basicly spamming Gather Round, FODG and ITK, And again had much better peformance, ressult reiabillity from my pure Mork spec.

The Main changes I wanted to see with AM/Shamans was their abillity to heal while under pressure. A Shaman who gets pushed basicly can't heal at all. It's basicly spam your instant cast on yourself and try and run away. And while you're doing this your entire group is dying. So my sugestion was to make Gather Round and Blessing of Isha a channeled group heal. With 1 tick a seconds for the first 2 seconds, that would be about 50% of the current version of that spell and 1 more tick at the end of the cast for another 50% I'll post the pre and post examples here bellow

Curren Version:
Gather round/Blessing of Isha 2.5 sec to cast 65Ap
Heals groupmember within 100 feet for 1100 health

My sugestion:
Gather Round/Blessing of Isha 2.5 sec to cast 22ap/Sec
Heals groupmembers within 100 feet for 275 health/sec for 2 seconds and an aditional 550 health at the end aslong as channel won't get interupted

It's excatly the same HPS for same AP spent but much less fragile.

But ive heard rumours about getting an abillity to swap mechanic stack with a "reasonble cooldown" And i think this would solve many of the problems aswell. The main problems is the long cast times with are prone to interupts aswell as not having acess to any group HoT wich helps out when you get interuped/setbacked alot.
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Morf
Posts: 1247

Re: New Shammy Changes

Post#147 » Tue Oct 25, 2016 12:24 am

Have been running this build for past week or 2 http://waronlinebuilder.org/#career=sha ... 8:;0:0:0:0: as you can see its main use is to build morale of dps and tanks, you can reach m2 after like 5 seconds if timed right. I do lose a fair amount of healing power (no aint done yet, no 4 hots ticking at once with green cleaner, no +10 heal crit) but its the only thing i can bring to a group that zealot/dok cant.
The experimental changes do absolutely nothing for me in this spec, i am using gcd's on ere we go and aoe snare, no time to weave in i'll take that, even more so as my healing is not great as morale boost claims 2 tactic slots and if anything it penalises me due to no insta geddof (not a biggie but it is a downside).

I would like to see fury of the green moved down to 9 points and silence moved down to 5 points so shaman have the option to spec either morale boost with aoe punt or silence and fury of the green(with rr70). If you compare to other healers zealot/runie have 4 sec silence (1 second shorter them sham/am silence) which is a core skill requiring no mastery points and wp/dok have a core silence again 4 secs but does require melee range.

If shaman/am are to be considered for competitive play as healers these 2 changes would help in doing so and definitely in the case of moving silence to 5 points as making an enemy healer useless for 5 seconds can be a game changer.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder

User avatar
Illiyara
Posts: 31

Re: New Shammy Changes

Post#148 » Tue Oct 25, 2016 1:43 am

roadkillrobin wrote: Yes I tried healing normally and using my lifetaps as mobillity heals, but i found that using Gork Fix It and the HoT spells being much more effectibv in these situation as I don't need to dabble with the offensive target. Aswell as having higher healoutput. And still have acess to DSU and M4.
I really can't agree here. Even in full willpower heal build, mechanic empowered lifetaps will still give me more hp/s than spamming my heal+hot spell, for less ap. And it will ignore heal debuffs. Each lifetap is at least 1000 hp, while my heal+ 1 tick of hot (if spamming on myself) is just 550 hp.
roadkillrobin wrote: The Main changes I wanted to see with AM/Shamans was their abillity to heal while under pressure. A Shaman who gets pushed basicly can't heal at all. It's basicly spam your instant cast on yourself and try and run away. And while you're doing this your entire group is dying.
Again, I think the option provided by new mechanic directly helps with this problem. Let's say you need to run; a WH just jumped you. You detaunt or punt, shield, etc, but he's still chasing you and your tanks are busy. You have 5 Gork. Target nearest enemy and spam your lifetap while running. You will have healed yourself up faster than spamming heal+hot, and can turn to healing allies. You can alternate between quick heal and lifetap to keep decent hps flowing on someone while you keep running. If you can afford to stop for 1.5s here and there, you can push out empowered group heals.

Isn't that much better than it is without the mechanic? It just requires a lot of targeting and awareness, as well as very fast decision making. It can go wrong many ways, by spamming lifetap without mechanic, or not changing your dps target if it out of los, or just being too focused on the mechanic and losing sight of the battle. But that's exactly why I love it so much. It requires skill, far more than pressing aoe hot button or spamming instant heal. I know I'm not there yet, but can learn. It totally beats spamming group heal/hot and instant heals when it come to fun, imo.

I would love a mechanic swap ability. It might be op, but could be balanced with its cooldown.

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Illiyara
Posts: 31

Re: New Shammy Changes

Post#149 » Tue Oct 25, 2016 1:57 am

Azarael, is there any way to make traits like Desperation, Wild Healing, and Restorative Burst work for lifetaps without typing them as willpower based heals? That would make empowered lifetaps clearly worth it for willpower healers while opening new possibilities for lifetap specs.

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kweedko
Posts: 519

Re: New Shammy Changes

Post#150 » Tue Oct 25, 2016 3:01 am

Qwack wrote:
Penril wrote:Accusing people of not playing a certain class (without proof) is nothing but baiting for flame. Stop that too.
I have put an enormous amount of time into trying to make these changes work, providing positive feedback, suggesting changes that can work. I did not judge anyone's comments until I was called out and insulted. So now I am the bad guy and I have been warned about being perma banned. OMG.
Enjoy that you are not blocked to post in "Gameplay and Balance Discussion" :(

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