410 420 , now if want to pwoer up the heal of the lifetap u need to spend healing mechanic points and u can get up to 560.Ugle wrote:Havent had time to test it since patch, what is the avg heal from Ill take that/balanced essence now?
Patch Notes 4/8/2017
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- Posts: 413
Re: Patch Notes 4/8/2017
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Re: Patch Notes 4/8/2017
Wait, wasn't AM/Sh mechanic working on Live like 20% cast time per point, instant cast at 5 points??
And what does this mean:
And what does this mean:
They only consume 1 point per cast instead of all 5?Only consume one resource instead of all when using an ability
Orkni 85+ (in-game Grock is not me...)
Re: Patch Notes 4/8/2017
Arteker616 wrote:wich u are neither , we both know u cant get outta a wc without 5 others dude to back uf off , and how u rage and how u switch mods about classes when it benefeit urself . or you insulting other players when u actualy pug and are forced to deal with real world outside a 6 man micro universepeterthepan3 wrote:Most honest, competent players will agree that it was overperforming in its current iteration. Perhaps you don't fall under one/either of those descriptions.Arteker616 wrote: sorry but did you played am or shaman? i dont think so because u were still crying about fury of da green vaul even after the nerf
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- shaggyboomboom
- Posts: 1230
Re: Patch Notes 4/8/2017
While I do believe ITT and BE were kinda INBA, EoV and FodG werent due the 50ft range of heal. Basically lifetap healing seems to be bad again (from what i see here)
Re: Patch Notes 4/8/2017
So lifetaps don't scale with willpower anymore, when spending tranq charges?
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Re: Patch Notes 4/8/2017
...and depend on damage dealt (means int) and can crit (the damage part) and can cast on the move. So I understand it. Already some test results?Sulorie wrote:So lifetaps don't scale with willpower anymore, when spending tranq charges?
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- wargrimnir
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Re: Patch Notes 4/8/2017
ITT damage crits translate to bigger heals. Was getting upwards of 750 on good targets in rvr. Was running in my heal spec though, 750 WIL 300 INT, only spec'd in Da Green to You Got Nuthin'! (9pt). Hitting tanks yielded ~300 healing, pick your targets I guess. Any stacks in healing allows your lifetaps to cast on the move, so you need to hot people up and then lifetap/hot as you run around to maintain it. I'd bet well placed FodG's would probably heal for more than the group heal, but again, not specced for it.Arbich wrote:...and depend on damage dealt (means int) and can crit (the damage part) and can cast on the move. So I understand it. Already some test results?Sulorie wrote:So lifetaps don't scale with willpower anymore, when spending tranq charges?
I'd need more gear/renown to test further.
Re: Patch Notes 4/8/2017
Re: Patch Notes 29/7/2017
Fixed, thank you.Razielhell wrote:GS T2 EQ will be addressed with next push.
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Re: Patch Notes 4/8/2017
Quick test with my sham, note all tests are on Mobs, so it is Raw damage, ie DPS w/o any mitigation(I use debuff to ensure this). Also, obviously crit damage is randomized, I did 5-6 tests and took the highest number I saw. As I said, a quick test. Edit: 40/40 sham just swapping anni/merc gear for int, running without any tactics.
I'll Take That!:
730 int 0 pts into the tree, Hits/Crits for 560/850 with a heal/crit-heal of 675/1200 Adding 13pts to path of Da Green increases hit/crit to 600/890 and heal/crit for 840/1230.
Dropping int to 310 drops hit/crit to 410/600 and heals/crits for 580/825 with 0 points in the tree. Adding 13pts to path of Da Green increases hit/crit to 410/610 and heal/crit to 580/850.
Fury of da green only heals for 100% of the amount of damage caused now, instead of 150%. Tested on 1, 2, 3, and 4 mobs. Each time it was 100% of damage done. I don't know if Bug or intended. If bug I'll post up my screen shots to bugtracker and apologize, but at this point I honestly don't know what is intended or not..
But at 730 int I am seeing 600/900 damage and at 310 int I saw 415/615 per target with Fury of Da Green. Again, Raw damage.
I'll Take That!:
730 int 0 pts into the tree, Hits/Crits for 560/850 with a heal/crit-heal of 675/1200 Adding 13pts to path of Da Green increases hit/crit to 600/890 and heal/crit for 840/1230.
Dropping int to 310 drops hit/crit to 410/600 and heals/crits for 580/825 with 0 points in the tree. Adding 13pts to path of Da Green increases hit/crit to 410/610 and heal/crit to 580/850.
Fury of da green only heals for 100% of the amount of damage caused now, instead of 150%. Tested on 1, 2, 3, and 4 mobs. Each time it was 100% of damage done. I don't know if Bug or intended. If bug I'll post up my screen shots to bugtracker and apologize, but at this point I honestly don't know what is intended or not..
But at 730 int I am seeing 600/900 damage and at 310 int I saw 415/615 per target with Fury of Da Green. Again, Raw damage.
Re: Patch Notes 4/8/2017
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