Make Shaman & Archmage Great Again!
Posted: Sat Apr 01, 2017 1:39 pm
The experimental mode feels very underwhelming with where it is at right now. We were promised many things and i had such high hopes this would bring me glory but no.. the fact that i need a second healer at all to help me keep a party alive is an affront. I firmly believe with my epic skills i should be able to keep 2 party alive with 1 healer.
+ I'll Take That! and Balance Essence will additionally heal for 250% of their base damage and scale with Willpower.
4K heals is not good enough. We must double this output!.
+ Fury of Da Green and Energy of Vaul will additionally heal for their base damage multiplied by the number of foes hit.
The 5 target limit on these skills make it almost unusable. The cap must be removed. 80ft range is also too small this doesn't allow me to heal from the warcamp, them pesky staggers from RP/Zealot. The fact AM can get this to be spammable with whispering winds is unfair so the shaman one must be made 1sec also.
+ The tactics Expanded Control and Waaagh! Frenzy! will now cause Balance Essence and I'll Take That! to heal two additional allies within 30ft of the target for 75% of the single target heal value.
This needs to be made 200% and heal everyone around defensive target.
+ These abilities gain 20% block and disrupt strikethrough.
- The damage has no stat contribution and cannot critically hit.
A tank using hold the line had the nerve to defend my attack today. These abilities must be made indefensible and the fact they can't crit is just wrong on so many levels.
I had problems kiting 1 warband today on my shaman while trying to heal my party at same time, the run away tactic feels very sub-par not even sure it's worth using. Upping the speed increase to 50% from 30% and extending time to 10 sec from 5 seems as if it would be more balanced.
Make it happen before it's too late and everyone rolls melee WP!
Signed Sacrx - Best new fresh rerolled carrying through supreme skills AM/Shaman
.
+ I'll Take That! and Balance Essence will additionally heal for 250% of their base damage and scale with Willpower.
4K heals is not good enough. We must double this output!.
+ Fury of Da Green and Energy of Vaul will additionally heal for their base damage multiplied by the number of foes hit.
The 5 target limit on these skills make it almost unusable. The cap must be removed. 80ft range is also too small this doesn't allow me to heal from the warcamp, them pesky staggers from RP/Zealot. The fact AM can get this to be spammable with whispering winds is unfair so the shaman one must be made 1sec also.
+ The tactics Expanded Control and Waaagh! Frenzy! will now cause Balance Essence and I'll Take That! to heal two additional allies within 30ft of the target for 75% of the single target heal value.
This needs to be made 200% and heal everyone around defensive target.
+ These abilities gain 20% block and disrupt strikethrough.
- The damage has no stat contribution and cannot critically hit.
A tank using hold the line had the nerve to defend my attack today. These abilities must be made indefensible and the fact they can't crit is just wrong on so many levels.
I had problems kiting 1 warband today on my shaman while trying to heal my party at same time, the run away tactic feels very sub-par not even sure it's worth using. Upping the speed increase to 50% from 30% and extending time to 10 sec from 5 seems as if it would be more balanced.
Make it happen before it's too late and everyone rolls melee WP!
Signed Sacrx - Best new fresh rerolled carrying through supreme skills AM/Shaman
