No problems are created. It makes m healers very viable. It’s only a 4 sec immunity/break.
We don’t have a kd, charge, pull, pounce, etc.
And the implementing of dual or not is stupid. As I have said previously, a heal dok that wants the immunity sacrifices AOE detaunt(which is not a smart move) if you move devour up and the other ability down you just have torture doks another big hit, and an AP drain(dats cool too)
I can tell you all don’t play a m healer..minus a few. For the arguments against my proposal are not valid. There is still plenty of time to get cc kd, pulled, pounced etc. it’s just a tool to assist m healers.
The fix to melee healers
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- roadkillrobin
- Posts: 2773
Re: The fix to melee healers
Ofc they can.Unstoppable1776 wrote:Normal healers can’t exploit it, they would have to decide if they want an AOE heal detaunt or the cc immunity.Panzerkasper wrote:OFC it would help melee healers, but on the other hand a CC immu skill no matter what tree you put it in, no matter at what position in that tree, I would spec it. The normal healers would "exploit" this tool and this is something that should not happen.
Just look at the WP, a lot of them spec for the wounds buff, although they do not need this path. A solid group also makes the aoe detaunt quite redundant.
Don't get me wrong, I would love to see the melee heals be viable, but this approach would solve 1 problem and create another.
A decent group doesn't need the detaunt. A tank will swap guard and healer pop immunity and single target detaunt the biggest threat and WP will basicly be unkilleble.

Re: The fix to melee healers
Well let's remove ST detaunt then as we have guard in game... A competent healer can heal through 1 dps no problem, you're only ever really at risk from 2+. No backline healer with a brain is passing up the AoE detaunt, especially not for a 4s snare immunity... 

- roadkillrobin
- Posts: 2773
Re: The fix to melee healers
Only pugs need the AoE detaunt.
You're better of freeing up that tactic slot as it will not do much in a group with competent supporting players and a healer that actually know what they're doing. The immunity is much more vallueble to that player then the detaunt.
You're better of freeing up that tactic slot as it will not do much in a group with competent supporting players and a healer that actually know what they're doing. The immunity is much more vallueble to that player then the detaunt.

Re: The fix to melee healers
For the purposes of your argument, this does you no justice. I don't play a melee healer, but telling someone that they "just don't understand" how an RD-clone wouldn't then be OP for healing doks/WP is not a valid answer. Saying "nuh uh" isn't either.Unstoppable1776 wrote:I can tell you all don’t play a m healer..minus a few.
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- Unstoppable1776
- Banned
- Posts: 596
Re: The fix to melee healers
You are right, I should have just messaged a dev on the issue instead of opening up. My bad.
And lol to the guy that said a dok would give up the AOE detaunt lol. There is maybe .01 tanks that will actually sit way in the back lines and do nothing except stand next to a healer. Tanks are utilized in the front lines and beyond. Ohhh some of you. I hope I run into your somehow “elite groups” because I haven’t found a decent order premade yet. You all talk about these op setups. But I’ve seen twitch, I’ve seen you play .01 percent of the groups coordinate and plan all your hypothetical situations. But if devs/community want to help m healers out and make them more viable I have proposed a solution.
And lol to the guy that said a dok would give up the AOE detaunt lol. There is maybe .01 tanks that will actually sit way in the back lines and do nothing except stand next to a healer. Tanks are utilized in the front lines and beyond. Ohhh some of you. I hope I run into your somehow “elite groups” because I haven’t found a decent order premade yet. You all talk about these op setups. But I’ve seen twitch, I’ve seen you play .01 percent of the groups coordinate and plan all your hypothetical situations. But if devs/community want to help m healers out and make them more viable I have proposed a solution.

Re: The fix to melee healers
1. Leave the CC break out.
2. Add +8 soul Essence (like chalice) to SC offhand sword (or 2-hander for WP)
3. Change tactic to +25% damage and -20% healing to self (leave "ALL" healing at 100% for others)
4. ??
5. Profit as now WP and Dok can float as needed from backlines to frontlines and act as the "tank" for backline healers or the caboose of a melee train up front.
2. Add +8 soul Essence (like chalice) to SC offhand sword (or 2-hander for WP)
3. Change tactic to +25% damage and -20% healing to self (leave "ALL" healing at 100% for others)
4. ??
5. Profit as now WP and Dok can float as needed from backlines to frontlines and act as the "tank" for backline healers or the caboose of a melee train up front.
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Re: The fix to melee healers
I think most people agree that melee healers need love. I think most people agree melee DOK works (much?) better than melee WP in their current iterations. I think that you ad hominem-ing your way out of each disagreement doesn't help your cause.
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