New ITT and Fury changes
Posted: Mon Oct 10, 2016 11:52 pm
This post is in regards to the latest changes for ITT and Fury Green where ITT now heals 2 near targets and Fury Green is a group heal. The other thread got off course so I want to just focus on these two aspects. The new area mechanic and group heal is an excellent idea. It puts these new changes almost within reach, but there is still a slight problem. The damage of ITT and Fury Green is simply not enough to warrant using them, even though the heals are substantial for how little damage they do. Please see a typical result below from an SC today:
The above Fury attack was typical (except there were no blocks, bubbles or disrupts). There were four targets of varying mitigation, but the average damage per target was only 200 hp. The group heal was comparatively large yielding about 1200. Also the ITT hit the sofest target available, with a crit, and only got a 398 hit. It too typically only gets 200 damage (It appears there may be a current bug with ITT as its trying to heal odd things that are not players) that bug aside… For this SC my healing was half the top healer and my damage was about 1/3 the top DPSer which was about average for several SCs. While the healing is sort of OK, I have to ask myself is it worth it to get within 80 feet of the enemy as a squishy, just to do a tiny damage with a somewhat adequate heal while specing all the way up to get Fury? As a DPSer, no its not quite worth it. OR would I rather be a full blown healer and dish out a big crit group heal of over 2500 hp on each team member at a safe distance? I would still rather go with a full blown healer. BUT…
If the base damage of Fury and ITT was restored to normal and the heal effect percentage was lowered to offset the damage increase then it becomes a viable setup. Under such adjustment I would see about 300 damage per Fury target and a little over 500 for an ITT crit on a soft target. That starts to matter some. Otherwise, I don't think Fury is worth it yet, but maybe ITT could be incorporated in some build since the tactic is only 4 points up. I am still hesitant on ITT because the damage is too low.
This is definitely heading in the right direction and close to being a viable third choice for specs.
Spoiler:
The above Fury attack was typical (except there were no blocks, bubbles or disrupts). There were four targets of varying mitigation, but the average damage per target was only 200 hp. The group heal was comparatively large yielding about 1200. Also the ITT hit the sofest target available, with a crit, and only got a 398 hit. It too typically only gets 200 damage (It appears there may be a current bug with ITT as its trying to heal odd things that are not players) that bug aside… For this SC my healing was half the top healer and my damage was about 1/3 the top DPSer which was about average for several SCs. While the healing is sort of OK, I have to ask myself is it worth it to get within 80 feet of the enemy as a squishy, just to do a tiny damage with a somewhat adequate heal while specing all the way up to get Fury? As a DPSer, no its not quite worth it. OR would I rather be a full blown healer and dish out a big crit group heal of over 2500 hp on each team member at a safe distance? I would still rather go with a full blown healer. BUT…
If the base damage of Fury and ITT was restored to normal and the heal effect percentage was lowered to offset the damage increase then it becomes a viable setup. Under such adjustment I would see about 300 damage per Fury target and a little over 500 for an ITT crit on a soft target. That starts to matter some. Otherwise, I don't think Fury is worth it yet, but maybe ITT could be incorporated in some build since the tactic is only 4 points up. I am still hesitant on ITT because the damage is too low.
This is definitely heading in the right direction and close to being a viable third choice for specs.