festering IB's

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bloodi
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Re: festering IB's

Post#151 » Tue Dec 22, 2015 7:53 pm

Genisaurus wrote: What if...

1. AM/SH lifetaps build neither force nor tranquility. They spend whatever is available when used.
2. AM/SH lifetaps start at healing 200% of the damage done at 0/0, but are 15% less effective (additive) for each point of Force OR Tranquility.
3. Optional: Make Energy of Vaul a group heal, perhaps with a 2.5s cast time.

.
1. They are still not viable because they do not do enough damage or heals, this is why they are not used already.
2. IF they dont build or use mechanic, why would i ever heal or do damage? That would just make them worse and go against the idea of the class. I am supposed to weave between things, aint i?
3. I dont think this is doable as it requires a defensive target?

And frankly, hybrids are just not viable until you do something with guard, hybrids cant replace healers or dps, their only role would be replacing tanks.

And how you make up for guard and the cc tanks give with just heals? You dont, we wouldnt be running tanks if you did.

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Genisaurus
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Re: festering IB's

Post#152 » Tue Dec 22, 2015 8:08 pm

bloodi wrote:
Genisaurus wrote: What if...

1. AM/SH lifetaps build neither force nor tranquility. They spend whatever is available when used.
2. AM/SH lifetaps start at healing 200% of the damage done at 0/0, but are 15% less effective (additive) for each point of Force OR Tranquility.
3. Optional: Make Energy of Vaul a group heal, perhaps with a 2.5s cast time.

.
1. They are still not viable because they do not do enough damage or heals, this is why they are not used already.
2. IF they dont build or use mechanic, why would i ever heal or do damage? That would just make them worse and go against the idea of the class. I am supposed to weave between things, aint i?
3. I dont think this is doable as it requires a defensive target?

And frankly, hybrids are just not viable until you do something with guard, hybrids cant replace healers or dps, their only role would be replacing tanks.

And how you make up for guard and the cc tanks give with just heals? You dont, we wouldnt be running tanks if you did.
1. Then either increase the tooltip values, or change it so they heal 250% and lose 25% effectiveness per point. In the latter case, that makes the total health moved by Balance Essence slightly higher than Boon of Hysh. Of course you have to deal with resists, and it's not all healing, but it's also 2/3 the AP cost. It becomes better over time with the Expanded Control slotted, and is still less AP. Lifetaps also benefit from Arcing Power.

2. They don't build the mechanic, but they do spend both Force and Tranquility. For Heal/DPS specs, this is actually a slight buff, as it encourages them to actually spend their built up resources to get some extra healing or DPS in without having to use a pure DPS or heal ability. People already don't weave, unless they're DPS specced, and they never did. If I'm stacking willpower, I don't care about an instant-cast Radiant Lance. If I'm DPS specced, an instant-cast heal is nice, but a lifetap might be better if it meant I could do that extra damage this GCD.

3. Nothing about changing a lot of these abilities is doable right now, but a lifetap group heal would be nice.

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Omegus
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Re: festering IB's

Post#153 » Tue Dec 22, 2015 9:47 pm

Nameless wrote:After all zealots/rps are buff oriented healers
Are *supposed* to be buff oriented healers :). As it stands their buffs are virtually all useless, especially in RoR :). Their debuffs on the other hand are pretty damned good. Seeing as the mechanic of the class is supposed to be the runes/marks both the Zealot and RP have a mechanic that's about as useful as the AM/Sha at the moment.

The difference is that the Harbinger of Change / Rune of Breaking (is that the RP mirror?) could very well be turned into the new mechanic (i.e. tie more tactics and effects into that ability) if the class ever gets some attention.

I'm not saying that Zealots/RP are unplayable, just that they can do exactly one thing (heal) and pretty much every other button they could press is sub-par.
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Nameless
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Re: festering IB's

Post#154 » Tue Dec 22, 2015 11:00 pm

there is not suppose to be any class that stay at the back and heal, heal and heal... famous words from creators of WAR.
But at the end we got different game. So yea zealot/wp bring buffs
1. heal increase buff
2. stats buffs
3. wounds buff
4. rituals
5. self ress
6. armor buff
some of these buffs comes from multiply different souces aka morals, tactics, skills

On other hand shamans/Ams bring pretty decent debuffs
1. elemental/initiative debuff
2. ap debuff
3. toughness debuff
4. main stats debuff
5. silence/heal debuff
6. crit rate reduction \AM only\
some of these debuffs comes from multiply sources aka morals, tactics, skills

however you want interpretated that information...

Although i agree about uselessness of zealot/rp mechanic. Atm it is only usefull to convert stats from wierd gear itemization and that it is. It should be connected with armor set. Still wont be best thing ever but much better. But that doesnt mean that at their main role they are pretty good.
They are where other healers should be.
Mostly harmless

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Omegus
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Re: festering IB's

Post#155 » Tue Dec 22, 2015 11:49 pm

Nameless wrote:So yea zealot/wp bring buffs
1. heal increase buff
2. stats buffs
3. wounds buff
4. rituals
5. self ress
6. armor buff
some of these buffs comes from multiply different souces aka morals, tactics, skills
I'm not saying they don't have buffs, just that most of them are useless :)

1. Heal Increase: fantastic and mandatory tactic. Without this you would have trouble justifying taking a Zealot/RP.

2a. Stats (resistances): identical to shammy group buff, worse than chosen/black orc buff. Can be severed (blessing)
2b. Stats (bs/int/str): it's baseline buff is 50. I think every other bs/int/str buff (ability or potion) beats it. Can be severed (blessing)
2c. Stats (wil/init): often the best option due to the other buffs being covered. sadly due to how initiative works the crit chance reduction tails off pretty quick. Can be severed (blessing).
2. Also let's remember that the Zealot can only hand one of these buffs out per target.

3. Wounds: single target but lasts for 60 seconds. Has a 3 minute cooldown (lol). And yes, it can be severed.

4. Rituals: you generally have access to one, if any. One is a basically a group HoT with poor scaling that can never crit, one is a damage absorb up the tree that nobody goes up and the third is an AP gain (could be good). I'm not sure how the devs implemented it here but on the career builder the Zealot one can only proc AP when an attack is used while the RP one is any ability. Good news is that they can't be severed!

5. Res and Toughness: this is the same ability. 80 toughness, amazing ;). Has a 10m cooldown and yep, can be severed. It also competes with the other three stat buffs.

6. Armour: when it procs it's great, but it's a tactic that has a 25% chance to proc from a HoT tick. It will however compete with the armour potion (I think at max it beats the potion by 150 armour). The -10% bypass is nice though. On a selfish note the RP gets a bit more use out of it than the Zealot as the RP can stack armour easier due to the racial tactic.

Zealot/RP is the only non-pet class that can have it's supposed mechanic (the marks/runes) removed by other players. You can't reason with an IB, you can't extinguish the BW, you can't stop the SM from dancing, etc, but you can happily remove the Zealot/RP's "mechanic", assuming the Zealot/RP bothers to use it at all. Sometimes I put the marks up just as a buffer for sever blessing so it doesn't instantly remove something more useful :). And in RoR, the second part of the mechanic (granted abilities) don't exist, although it's not like they were used in AoR to begin with...


As for the debuffs: ranged silence, ranged stagger, -50% incoming heals on crit (IIRC this is unremovable too - have to wait for it to expire), PBAoE corp debuff (better than Chosen), PBAoE armour debuff, constant PBAoE punts (granted some of those are only on the Zealot). That's spread out over tactics and abilities, some mastery some core.
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Nameless
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Re: festering IB's

Post#156 » Wed Dec 23, 2015 5:06 am

just be happy that zealot's buffs and effects are blessing instead of enchantments because you know nothing about being made completely worthless and obsolete as healer
Mostly harmless

K8P & Norn - guild Orz

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