Once Sigmar's Shield is properly buffed, we'll have a means to heal at least one person somewhat effectively when retreating. Until then, we're limited to casting Healing Hand, one by one, on teammates and hoping it's enough.
While we could stop and cast Divine Mend, here and there, it leaves us excessively vulnerable to being snared and killed, and ultimately won't heal much because of Divine Fury and our lack of Willpower or Salvation points.
Neutralizing kiting.
This won't ever fully go away, nor should it, but as it stands it's a hard counter that we have absolutely no play for.
A means to break snares and roots would be useful, but should probably be Mastery-centric to avoid Salvation having yet another defense atop their pile. As it stands, we get rooted and snared a lot, and it absolutely shuts us down. Other healers continue doing their jobs, while we're disabled completely unless the enemy is incompetent enough to stay in melee while we're locked down.
Our snare is fairly lackluster. Target must be Cursed, requires two global cooldowns to apply it on your own, and either attack can be parried or blocked. It doesn't seem like much of an issue until you try and use it in practice. Combined with our lack of gap closers and inability to break snares and roots, I find a lot of enemies can snare me and run out of range or knock me back before I can manage to land both attacks. Not saying our snare needs changed, but it compounds our inability to get close and keep from being evaded.
A movement speed increase, possibly tied to an attack, could be a solution. I had the idea of having Smite grant a 20% or so movement speed increase, possibly stack two or three times. Though, again, we'd need a way to prevent Salvation from having access to it.
Crowd control of our own.
I've heard a few complaints that we have no form of crowd control of our own to help support our teams. We do, actually. We just have no access to them yet, and won't until Tier 4 is unlocked. At about level 36 or so we get Vow of Silence, a 4 second Silence at melee range. A good way for us to put pressure on enemy healers or cut back on Sorcerer damage. Assuming we can reach either, anyway. We also have an AoE stagger, Morale 3, which again we don't have just yet.
1 - I'd rather find a way to make it inaccessible to Salvation. Possibly have it tied to having a two-handed hammer in hand.Bozzax wrote: Moving AOE detaunt to melee heal tree (first tactic)
Add/Convert some of the direct melee heals to HoTs (to bridge not in range, more KD)
Bump melee AOE/HoTs heals to good enough (compared to back line)
Adding at least some (weak) ranged healing capabilities
Possibly make AOE cleanse 45 feet and make it 3 or 7 points instead (nerf back line AOE cleansers)
Consider a run speed increase on a high CD (poor mans charge)
2 - If even possible, I'm not so sure that's a good idea, either. I'd rather see Healing Hand buffed, possibly allow it to also draw from Strength as a source instead of just Willpower.
3 - Directly, our heals are fine. They have the potential to match Salvation healing, the problem lies in mitigation crippling us.
4 - We already have that. Healing Hand and Divine Mend. Both are weak.
5 - I'll differ to someone else on that, I lack experience with it.
6 - See above suggestions.