Issue:
The abilities/tactics that grant +crit also grant +heal crits making them way better then other abilities/tactics.
These over performing tactics typically provide the same "average" effect as your group slotting 5-6 self effecting +10% heal/damage increasers.
Stacking at least was possible on live and RPs could reach pathetic levels on GG and +20% proc
Solution:
Like the text says change it to critically hit only , so remove "critically hit heals" (on all abilities/tactics).
The memory of your ancestors bolsters your resolve, increasing Strength by 75 and chance to critically hit by 10% for 10 seconds. Your Oath Friend is affected as well if they're within 50 feet of you.
When you block, all members of your group within 100 feet except you will gain a 10% chance to critically hit for 10 seconds
Lets compare but with what?Any time you critically hit with a ranged attack, the chance to critically hit will be increased by 15% for 10 seconds for group members within 100 feet, but this will not affect you.
I’ll compare Infernal gift vs Leading shots which I think were intended as “loosely coupled mirrors”. The effect of IG is also very simple to understand and I think it was extremely easy for original devs to balance it right where they wanted it.
This combined makes IG a good reference point for group buffing tactics.
Infernal Gift
+10% damage, not self
Spoiler:
In my eyes +5% seems reasonable for a group buffing tactic and harmonize quite well with the +10% damage for a self buffing tactic.
Leading Shots
+15% critical hits + 15% critical heals, not self
Spoiler:
Conclusion:
LS is x2 IG and gives about the same group effect as all 6 group members slotting a +10%. Without increased critical heals the effect on team drops to 5% (+ crit procs).
So how does DT compare to LS and IG?
Dirty Tricks
Spoiler:
Conclusion:
The combined average group effect is about the same as 5/6 slotting a "standard" 10% increaser. Without increased critical heals the effect on team drops to 5% (+ crit procs).
EDIT:
DT not being mirrored is another topic and personally I would like it to remain order only as long as it is tuned down.
EDIT2:
Please note that the real value from having high heal crits and a +20% heal blessing on crit dwarf the 2-3% I've used since it has a 10s duration. As heal crit hits 50% the probability to have +20% blessing on after 2-3 heals reaches 75-88% on top of the 25% average heal output.
EDIT3:
LS, DT and AF all are un mirrored and the latter is spammable and stacks with the other 2.
