Abhorrent Heals for Healers/Druids/Clerics

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Re: Abhorrent Heals for Healers/Druids/Clerics

Postby Gerk » Sun Dec 16, 2012 11:48 pm

Dun dun dun.....
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Re: Abhorrent Heals for Healers/Druids/Clerics

Postby Lurikhaun » Fri Dec 21, 2012 5:52 pm

So upon further experimentation with my Druid, Cleric, and Healer, (all 80+); it has occurred to me another reason why this power (instant abhorrent-like heals) would not be super powerful; and that reason is mana. I was grouping with people and specifically focusing on my healing capabilities; and I noticed one common occurrence; healing makes you go out of power very fast (even more so if it were instant cast)...

Often times when I needed to use my heals, it happened fast so having to stop and cast was a bit of an inconvenience, Line of Sight issues made single target heals impossible, making me rely on spread heal; which in the heat of combat, can be difficult to pull off before a friend dies. Basically I either spammed my heals expecting damage (making me go OOP) or I was unable to always heal in time to prevent my group from dying.

Just because I think this warrants stressing, healing does not trigger the +Power abilities that are in your gear, and you can't attack at the same time, meaning that when you heal you only have the power regeneration, which isn't enough regen to allow for spamming an instant heal; you would go OOP and likely die if you spammed the proposed heal (mana shield down, and aggro drawn).

I think in light of this, it is even more clear that (primary healers) need heals that are instant group cast, the delve can be discussed, but considering it would be impossible to spam an instant heal, I think your concerns about making people immortal and using sophisticated bots is an inaccurate portrayal of what would happen if this ability was implemented.
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Re: Abhorrent Heals for Healers/Druids/Clerics

Postby Gerk » Fri Dec 21, 2012 8:56 pm

From the examples of the complications your pointing out it all points towards reaction time, and walls. Im thinking any amount of heals from a group member healer will ever be sufficient for the amount of instant damage that happens to your chars here. There are 3 ways i can think of at the moment that could fix this: 1 add another damage reducer stat, 2 add regen spells that do 1500-3000 hp a tick that goes off every second, or 3 double the amount of hit points every class gets. The hit point increase can be percentage based increases upon levels, i would suggest it start at 50 and finishing off at 80.
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Re: Abhorrent Heals for Healers/Druids/Clerics

Postby Lurikhaun » Fri Dec 21, 2012 9:43 pm

A couple instant heals should work in these scenarios, currently the problem is stopping to cast the spell, and having to spam it because one isn't enough... with instants, even if you needed 2-3 applications, the heal could be cast right when needed. That increase in reaction time should be enough to allow the healer to keep their friend alive.
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Re: Abhorrent Heals for Healers/Druids/Clerics

Postby corrado » Sat Dec 22, 2012 10:39 pm

- Tank in Caer sidi nightmare mode at level 55 is hard but not impossible. In a duo is challenging but not that hard.
- Tank in Caer sidi hell mode at level 55 is almost impossible even with rabbit + abhorrent HOT. In a duo we managed to get to venom lords (arms 53 + savage 54 with abhorrent sets, 2 rabbits, capped gear).

- Tank in Caer sidi nightmare mode at level 65 is funny and challenging. in a duo is relaxing.
- Tank in Caer sidi hell mode at level 65 is manageable thru rabbit and abhorrent HOT. once to venom lords, the hardest part is done.

- Diablo2 at 55 nightmare is challenging. at 65 nightmare is relaxing.
- Diablo2 at 55 hell is somewhat hard, good timing on heals still makes it manageable. at 65 hell is not that hard.

to sum up, taking the first skeletons as fairly balanced for level 55, the doomknights and doom mages could be surely tweaked down a bit. venom lords are somehow fine but the dot in hell mode at 55-60 still hurts a lot (800-1000 damage per tick). diablo2 is fairly balanced even if could be tweaked a bit for a bit more difficulty.
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Re: Abhorrent Heals for Healers/Druids/Clerics

Postby Graveen » Tue Dec 25, 2012 8:40 pm

Ah yay i remember Venom Lords in Caer Sidi. They kicked me more than one time :)
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