This is big misconception. All healers are stationary at wb level of play when your group is taking dmg.PROsiak wrote: Mon Feb 26, 2024 9:53 amWhile this is managable in small scale and scenarios situation, this is a real killer in organized wb setup. You can't heal while repositioning - you make even less use of WW buff which got with nerf to it's uptime as well. Add to this all the problems with rvr fights and problems of FodG/EoV in general, like worse game performance during heavy fights -meaning you cant react that fast to getting interrupted, or your target dying and heal not going off and it kinda starts screaming NO for AM viability in such situations.Ysaran wrote: Mon Feb 26, 2024 9:30 am The biggest nerf to AM/shaman survivability is being stationary during FodG/EoV. CAsting on the move made you a slippery target, while now the short range makes you a sack of RP ripe for some charge+kd.
On paper wp/doks should be more mobile cos their grp heal is faster but to manage their resourses they need to be at mid range where all slows and cc are focused, and they just dont have tools to disengage. Even their knockback is frontal cone and parry based.
Zealots/rps had to spam grp heal so still more or less rooted on one place. Heal ritual is all great but it is addition to grp heal spam. For small scale and scens are pretty mobile but for wb action are mobile as other healers.
And now AM and shamans which for wb could just spam gheal like other healers or move 20 ft forward and cast within gheals eov while could controll better the enemy movement thanks to puddle slow.
For a wb scale all healers are stationary, you need to feel the flow of the combat to decide when and to where to move but for that most important is players awareness and knowledge not specific character abilitiy.
Zealots/rps are more telegraphic to play while am/shamans needs abit more mircro manage but they got good tools to do great. Ror developers done quite a few pretty good changes to make them miles ahead of war versions.