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[Engineer,Magus]Keg,Aegis change v.2

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TenTonHammer
Posts: 3806

Re: [Engineer,Magus]Keg,Aegis change v.2

Post#71 » Fri Dec 16, 2016 8:57 pm

GodlessCrom wrote:So no proof that this happens and it makes keeps significantly harder to take, then?

And again, how is keg broken and actual aoe heals not broken, since actual aoe healers heal for way more and also are immune to all the counterplay you say kegs are immune to.

I guess I'm just never on when these unkillable keg gods are out and about, ruining Tesqs day.

due to the stacking nature of keg heals one can argue that by making AoE heals stronger alone makes keeps harder to take



Yes AoE healing along was really strong, more so now that WP/DoK is back to the way they were Kegs add to that problem
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Penril
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Re: [Engineer,Magus]Keg,Aegis change v.2

Post#72 » Fri Dec 16, 2016 9:03 pm

TenTonHammer wrote: Yes AoE healing along was really strong, more so now that WP/DoK is back to the way they were Kegs add to that problem
What's the difference with Dok/WP .ab ex backline healing? They could still spam their group heals (which were stronger since they converted Str to Wil). The only drawback was that they had 50% less armor, but in a keep defense they could just stay out of LoS and spam KE.

I would leave Dok/WP group heals out of this discussion.

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porkstar
Posts: 721

Re: [Engineer,Magus]Keg,Aegis change v.2

Post#73 » Fri Dec 16, 2016 9:38 pm

I'm not sure why the burden of proof is on the engineer to prove keg is NOT op. Regardless, here's my proof. Count on your left hand how many times you've seen someone (besides Bitterstones) asking specially for engies to join their gank group or WB because of the fact that dem heals are just oh so absolutely necessary. You won't lift one finger.
Last edited by porkstar on Fri Dec 16, 2016 9:40 pm, edited 1 time in total.
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eks
Posts: 69

Re: [Engineer,Magus]Keg,Aegis change v.2

Post#74 » Fri Dec 16, 2016 10:12 pm

I believe Runepriest'so AoE Hot (rune of serenity) and the Zealot equivalent heal out of party. You cast on a target and it applies to them and up to 5 others nearby to target. Or is this not what was meant by AoE heal?
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faiden
Posts: 96

Re: [Engineer,Magus]Keg,Aegis change v.2

Post#75 » Fri Dec 16, 2016 11:50 pm

eks wrote:I believe Runepriest'so AoE Hot (rune of serenity) and the Zealot equivalent heal out of party. You cast on a target and it applies to them and up to 5 others nearby to target. Or is this not what was meant by AoE heal?
It heals party only and does not stack with other rituals. Strongest ritual wins
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eks
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Re: [Engineer,Magus]Keg,Aegis change v.2

Post#76 » Sat Dec 17, 2016 12:54 am

faiden wrote:
eks wrote:I believe Runepriest'so AoE Hot (rune of serenity) and the Zealot equivalent heal out of party. You cast on a target and it applies to them and up to 5 others nearby to target. Or is this not what was meant by AoE heal?
It heals party only and does not stack with other rituals. Strongest ritual wins
That's Master Rune of Adamant/Ritual of Lunacy, I'm talking about Rune of Serenity/Leaping Alteration. The tooltip description for RoS/LA is misleading, but I know in practice it's a HoT that you cast on one target but also hits up to 5 other allies within 30 feet of the target, and they don't have to be party members.

EDIT: Oh, it's Faiden. You know how Leaping Alteration works, sorry for the explain.
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Dabbart
Posts: 2251

Re: [Engineer,Magus]Keg,Aegis change v.2

Post#77 » Sat Dec 17, 2016 1:02 am

I could be incredibly incorrect here... But is the Keg the only ability that doesn't have a cap on how many allies it can heal at once? There a reason "we" don't cap it similar to Martyr's Blessing, to affect up to 6(or however many) allies each tick?

Edit: that was such an amazing idea that it already does! Yay me!
Last edited by Dabbart on Sat Dec 17, 2016 3:35 am, edited 1 time in total.
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Akalukz
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Re: [Engineer,Magus]Keg,Aegis change v.2

Post#78 » Sat Dec 17, 2016 3:15 am

it has a cap, 9
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Grunbag
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Re: [Engineer,Magus]Keg,Aegis change v.2

Post#79 » Sat Dec 17, 2016 5:09 pm

I agree it could Be an advantage when 2 engineer are fighting against 2 mdps for exemple (2vs2 or against pugs)
You won't tell me that 300heal (on 9 random allies) every 3sec would make huge imbalanced? One heal keg doesn't cover the damage of a single aoe dot .
In sc you put a keg , destro just need to move out of keg and all order mdps will follow destro and they would be out of keg heal .
Keg is a static hot , fight moves could make it useless .
Keg heal would get an advantage in lordroom / funnel etc
But this is the best place for all aoe am I wrong ? All aoe are better in lordroom / funnel I don't think keg took more advantage in a funnel than a choppa aoe / sorc aoe / or any other aoe heal .
Aoe is made to be the best in small place.
Keg is interuptable , it takes 2 sec to cast , and this is static hot to many way to deal with it (you can also kill the engineer will be faster to don't have many keg)
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megadeath
Posts: 153

Re: [Engineer,Magus]Keg,Aegis change v.2

Post#80 » Sat Dec 17, 2016 9:42 pm

Spoiler:
This whine is delicious!
Aegis is very situational spell that acts more of a panic button then anything else. Keg is aoe heal with 100% uptime. Imo no ranged dps archetype should be able to heal his allies.
Want to heal? Roll a healer.
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