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festering IB's

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Nameless
Posts: 1419

Re: festering IB's

Post#141 » Tue Dec 22, 2015 7:02 pm

mythic realised that doing 2 roles on same time should be impossible for any class to do. that is why they started to work on mechanic that work at one given time toward buffing a single role. That is all
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Warpes
Posts: 29

Re: festering IB's

Post#142 » Tue Dec 22, 2015 7:03 pm

OH, can i have a 5 sec KD on my Magus too? One that's also a 75% heal debuff always crit execute that goes through resists??? And permanently snares the target... for good.

Why you ask? Cus, ya know... Fester, duh.

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Azarael
Posts: 5332

Re: festering IB's

Post#143 » Tue Dec 22, 2015 7:04 pm

Nameless wrote:mythic realised that doing 2 roles on same time should be impossible for any class to do. that is why they started to work on mechanic that work at one given time toward buffing a single role. That is all
That they couldn't be bothered to make it work and took the easy path does not mean that it cannot work.

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Nameless
Posts: 1419

Re: festering IB's

Post#144 » Tue Dec 22, 2015 7:09 pm

Azarael wrote:
Nameless wrote:mythic realised that doing 2 roles on same time should be impossible for any class to do. that is why they started to work on mechanic that work at one given time toward buffing a single role. That is all
That they couldn't be bothered to make it work and took the easy path does not mean that it cannot work.
well, frankly it is quite impossible to make both doing healing and and dps valuable at same time
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Gobtar
Posts: 799

Re: festering IB's

Post#145 » Tue Dec 22, 2015 7:15 pm

Azarael wrote:
Nameless wrote:mythic realised that doing 2 roles on same time should be impossible for any class to do. that is why they started to work on mechanic that work at one given time toward buffing a single role. That is all
That they couldn't be bothered to make it work and took the easy path does not mean that it cannot work.
To be fair, making a hybrid class viable is fairly difficult, I always liked the idea of a life-leach healer, and you can see it working in tier 1/2 but as soon as stats heavily come into the picture, this idea dies off.
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bloodi
Suspended
Posts: 1725

Re: festering IB's

Post#146 » Tue Dec 22, 2015 7:20 pm

Nameless wrote:well, frankly it is quite impossible to make both doing healing and and dps valuable at same time
its not and as i said, the reason that new mechanic was blocked is because it was nothing more than a flat value buff to heals or dps, which would make heals as dps or dps as heals even more pathethic after they had to adjust numbers for it.

Imagine this, rain lord, law of age or your cc are now worth the gcd but because of that, they have cast times.

Healing reduces their cast time to 0 so you can weave debuffs and cc between your heals, for dps you can weave buffs and heals between your dps to help.

It makes the mechanic useful, it makes the healer fun and doesnt destroy the reason why we just didnt roll a WP and healbotted.
Gobtar wrote:
Law of Gold is the silence that has the redundancy with SW/BW. Then you are using your channeled ability to assist your team, which means either your team sucks or you are trying to steal DBs, I was giving your team the benefit of the doubt. I will also give you the benefit of the doubt and assume you were using ST as a sorc would use HoR (i.e Instacast) Either way this is 3 GCDs you are aren't healing, letting Hots drop off etc.

.
I always forget that i have bw in my pocket at all times when i play my AM or that the SW silence no has travel time, no cast time.

I was giving your the benefit of the doubt thinking that someone could not be stupid enough to think a flat value increase would fix the AM problems but hell, you surpassed my expectations.

Penril
Posts: 4441

Re: festering IB's

Post#147 » Tue Dec 22, 2015 7:31 pm

Nameless wrote:
Azarael wrote:
Nameless wrote:mythic realised that doing 2 roles on same time should be impossible for any class to do. that is why they started to work on mechanic that work at one given time toward buffing a single role. That is all
That they couldn't be bothered to make it work and took the easy path does not mean that it cannot work.
well, frankly it is quite impossible to make both doing healing and and dps valuable at same time
Melee-heal Doks and WPs can do this. At least, in small scale fights. I used to solo melee-heal for a 5 man in live RvR and won several fights. Was it optimal? No. Did we beat FotM premades? Rarely. But against most players we did pretty well and melee heals were enough to keep the group up (of course it needs a buff to make it really competitive).

Maybe we could have something like this: (ill use AM)

- Damage spells build Force, healing spells build Tranquility.
- Balance Essence and Transfer Force will heal an aditional member of your group for each stack of Tranquility you have.
- Healing spells will be +5% more potent for each stack of Force. This to compensate the fact that the AM probably has DPS gear and tactic (for better life-taps).

So you would have an AM that is healing with BE and TF, using the occasional big heal/group heal (buffed the first time you cast it thanks to 5 stacks of Force). Then he throws a few HoTs (building Tranquility) and goes back to heal with BE/TF (which will affect their whole group the first time they are used thanks to 5 stacks of Tranquility).






Or something like that. You know what i meant.
Last edited by Penril on Tue Dec 22, 2015 7:34 pm, edited 1 time in total.

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Tesq
Posts: 5713

Re: festering IB's

Post#148 » Tue Dec 22, 2015 7:32 pm

maybe my suggestion may not sound good but think about it, if every 1 point give a 20% cast time and ap reduction, this make the heal cast with 4 point cos only 20% of the ap and have a cast time of 20% which mean if the ap group heal cost 60 ap and cast time is 2.5 sec=

14 ap cost 0,5 cast time--> best aoe heal in game (which with a so low cast time can be further increase via tactic when targets are under x% life)

so you basically ap drain and 1 another dot and bam almost ista aoe heal--> which when crit--> regen 40 ap due the tactic.(plus the ap drain, so you basically work really well and with sov ap regen you will never run out of ap)
also if you get points in 2-1 ratio this mean all your skills cost for BASE 20% less (also make ap drain 5 sec CD and when a new one cast the previusly one get removed)

If after this some skills need an ap reduction that is fine but boost/change how point are reward is imo the best and less invasive option for those classes.
Last edited by Tesq on Tue Dec 22, 2015 7:42 pm, edited 1 time in total.
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Genisaurus
Former Staff
Posts: 1054

Re: festering IB's

Post#149 » Tue Dec 22, 2015 7:41 pm

Azarael wrote:The mechanic needs to make hybridizing valuable or it needs to empower the lifetap healing to give an additional dimension.
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.

Some scenarios:

1. I play a healbot AM. I cast 5 heals, building up Tranquility. I can now instantcast a Radiant Lance, or I could continue to heal by instacasting Balance Essence. The fact that I have to stack Willpower means that my normal heals are more effective, but lifetaps scale with Int and are less effective. Still, it means I can keep the pressure on.
2. I play a DPS AM. I cast 5 damage spells, building up Force. I can now get off a group heal instantly, but of course I stack Intelligence, so this is less effective than a healspec. Alternatively, I could keep DPSing and use an instantcast lifetap to help my someone a little.
3. I play a lifetap AM. I stack intelligence and my lifetaps are very effective, but my cast times will always be longer because I don't really build Force or Tranquility. If I try to build either resource for shorter cast times, my lifetaps become less effective.

The end result is an AM/SH who has three distinct play styles, depending on their spec and their gear.

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Tesq
Posts: 5713

Re: festering IB's

Post#150 » Tue Dec 22, 2015 7:45 pm

the concept behind is nice but it feel way too much strong for fast push and could mean prolonged fight are a problem? correct me if i'm wrong.
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