Re: Dok/wp gear issue
Posted: Thu Mar 07, 2019 10:31 am
Well, my answer you already know AP it is.Grunbag wrote: Thu Mar 07, 2019 10:29 am What would be better to test ? AP regen on block or ressource gain in block ?
Well, my answer you already know AP it is.Grunbag wrote: Thu Mar 07, 2019 10:29 am What would be better to test ? AP regen on block or ressource gain in block ?
Unstoppable1776 wrote: Wed Feb 20, 2019 5:59 am With the recent changes to dok/wp shield changes only makes the gear more undesirable. Before a dok had a 50% chance that the gear would be relavant, now it's a 33% chance. Before it was heal or dps now it's heal, dps or melee heals. The big difference is the melee heals has block making it irrelevant for other specs.
I heard rumors that the dok/WP gear had block on it. Sentinel gear is the new gear set and it's for melee heals. Now that spec gets another set?
Gunbad is heal with some stat mix
Onslaught is heal
Anni is heal
Conq is heal
Vanquisher is heal
Beastlord is a mix
Merc is dps
Dom is dps
Oppreasor is dps
Sentinel is mheal
Invader mheal?
There are plenty of options for healing. Technically 6 if you group all healing types but only 3 dps(2 of them endgame)
I suggest removing block from the mheals so they can be more inclusive for dps in general
Good break-down, thanks Peter. I actually switched to Divine Replenishment M2 on my WP, and it has basically made AP a non-issue for me in extended fights, so I highly recommend trying that M2 for any melee healers that are having AP issues.peterthepan3 wrote: Thu Mar 07, 2019 2:28 pm Class resource on block is iffy because the whole idea of a melee healer is that he must be hitting (AP attacks) in order to heal (RF abilities) : using AP in order to generate RF, which can then be used to Sacrifice, Divine Assault, or Sigmar's Shield a friendly back to full life. If essence is given after blocking, then it will be dangerously close to overperforming: my WP has circa-30% block, which means I would be gaining essence at a very consistent rate via this proc, removing the need to use the fillers as much in order to generate the RF needed for our big boy abilities.
On the other hand, AP gain on block would mean that, whie you will still need to be in the mix using your melee abilities in order to heal, you stay in there for longer/generate more RF in drawn-out fights, and would help alleviate some of the AP issues a melee healer may experience.
My 2 cents.
It's a good M2, for sure, but I can't honestly envision a situation in which I would ever drop Focused Mind, and would instead prefer to alleviate AP issues via group composition/sexy procsRydiak wrote: Thu Mar 07, 2019 3:09 pmGood break-down, thanks Peter. I actually switched to Divine Replenishment M2 on my WP, and it has basically made AP a non-issue for me in extended fights, so I highly recommend trying that M2 for any melee healers that are having AP issues.peterthepan3 wrote: Thu Mar 07, 2019 2:28 pm Class resource on block is iffy because the whole idea of a melee healer is that he must be hitting (AP attacks) in order to heal (RF abilities) : using AP in order to generate RF, which can then be used to Sacrifice, Divine Assault, or Sigmar's Shield a friendly back to full life. If essence is given after blocking, then it will be dangerously close to overperforming: my WP has circa-30% block, which means I would be gaining essence at a very consistent rate via this proc, removing the need to use the fillers as much in order to generate the RF needed for our big boy abilities.
On the other hand, AP gain on block would mean that, whie you will still need to be in the mix using your melee abilities in order to heal, you stay in there for longer/generate more RF in drawn-out fights, and would help alleviate some of the AP issues a melee healer may experience.
My 2 cents.
My problem with the resource management in buckler-meleeheal spec:Rockalypse wrote: Thu Mar 07, 2019 10:21 am My 5 cents on matter - melee healing is not strugling with resources from my perspective. You have essence lash, you have all lifetaps regenerating you ressource, you even have tactic to regain ressource if you are hit.
What melee healing lacks - is AP. As sad as it is you have to mash lifetaps by CD to have decent lifetap heal, yes you can time it, yes you can get AP regen gear, but in the end as melee healing is very AP reliant sooner or later you will find yourself in the middle of the fight with no AP and double AP pot on cooldown and than you are dead weight to group. Either set bonus or tactic with AP regen could have solved it all (looking at you, Invader tank set bonus).
A solution could be to put the role-specific stuff (like block% or meleecrit%) on the late set bonuses,Rockalypse wrote: Thu Mar 07, 2019 10:21 am On subject of sets overall - it was already said - I feel that making universal sets that can fit both DPS and Melee heal spec would have been better idea. Like Sentinel, with exception of block bonus on helmet and on one of set bonuses could be a solid DPS set for surviving longer.
... patch from today did exactly what I suggested two days ago.Snoxx wrote: Thu Mar 07, 2019 3:49 pm A solution could be to put the role-specific stuff (like block% or meleecrit%) on the late set bonuses,
and the useful-for-everyone on the early set bonuses.
This way, the specific melee-heal sets can be useful for a dps-spec as well, if you mix sets (as most do anyway).
Same could be done with the stats on the items itself. Only a few of them (like 2 or 3 items) should have role-specific stuff (e.g. block%) so when you mix sets you simply pick the items that fit your spec and be happy with it.