[WP] 15pt Grace Ability
Posted: Mon May 21, 2018 11:35 am
Disclaimer: This is a reworking of a previous proposal of mine, after I noticed an interest in 15 pt abilities in the balance forum moderation, in the hope that it will be more attractive.
THE ISSUE:
I think most people would agree that the current state of melee healing in RoR is underperforming, and most people would also agree that the reasons for that state are several. To name a few:
1. lack of anti cc tools and gap closers. Melee healer has to hit stuff and can be easily perma neutralized by enemy cc.
2. survivability issues. The melee healer needs to be on the frontline and is the primary target of the enemies. Guard will often be cast on mdps instead of melee healers.
3. balance issues. Providing the melee healer with the necessary tools for their job can result in overbuffing them. The line is very fine here.
WHY IT IS AN ISSUE:
In my opinion, the main problem resides in the fact that, in order to allow melee healers to perform in a sufficiently effective way, a lot of things have to be altered, buffed or transformed.
-a To begin with, they need anti cc tools to help them stay on their target and avoid being taken out of the equation eaasily.
-b Then they need a significant amount of strikethrough to grind their way through the avoidance-heavy frontline of enemy melee.
-c Then their healing attacks need to be allowed to bypass bubbles and mitigation.
c has been adressed by the flat amount of healing in abilities like sigmars radiance, but it needs a valuable tactic slot to be of any use and even then it's quite underwhelming, because of a and to some extent b.
To sum up, we need a way to address all these problems in as simple and effective a way as possible.
GENERAL SOLUTION:
Instead of making a lot of difficult and dangerous changes to allow melee healers to be able to consistently and efficiently hit the enemy, survive in the frontline and not be too OP, I propose the opposite. What I propose is to implement a way to make the melee healer heal their group NOT ONLY BY HITTING BUT ALSO BY BEING HIT. This is not to substitute, obviously, but to compliment the standard melee healing activity and to make up for the frequent downtime of melee healers cc'd and rendered useless.
SPECIFIC CHANGE:
A new 15pt ability in the Grace tree, SIGMAR'S PROTECTION. For 10 seconds, everytime you are hit you have a 25% chance to absorb 550 damage and receive 5 RF. All groupmates within 30 ft wil benefit from the absorb effect. 30 seconds cd. Instant cast. 20 AP per sec. Doesn't break detaunt. (would be a buff, not a channel, obviously)
This change means:
-A panic button (issue: survivability)
-A way to heal when cc'd (issue: healing downtime or even neutralization of melee healing when cc'd)
-Utility (this would make melee healers more attractive in a group setting)
-DPS WPs wouldn't avail themselves of thiss because it would mean forsaking almost all their goodies, and
obviously 2hand requirement to avoid casted heals WP using this ability.
THE ISSUE:
I think most people would agree that the current state of melee healing in RoR is underperforming, and most people would also agree that the reasons for that state are several. To name a few:
1. lack of anti cc tools and gap closers. Melee healer has to hit stuff and can be easily perma neutralized by enemy cc.
2. survivability issues. The melee healer needs to be on the frontline and is the primary target of the enemies. Guard will often be cast on mdps instead of melee healers.
3. balance issues. Providing the melee healer with the necessary tools for their job can result in overbuffing them. The line is very fine here.
WHY IT IS AN ISSUE:
In my opinion, the main problem resides in the fact that, in order to allow melee healers to perform in a sufficiently effective way, a lot of things have to be altered, buffed or transformed.
-a To begin with, they need anti cc tools to help them stay on their target and avoid being taken out of the equation eaasily.
-b Then they need a significant amount of strikethrough to grind their way through the avoidance-heavy frontline of enemy melee.
-c Then their healing attacks need to be allowed to bypass bubbles and mitigation.
c has been adressed by the flat amount of healing in abilities like sigmars radiance, but it needs a valuable tactic slot to be of any use and even then it's quite underwhelming, because of a and to some extent b.
To sum up, we need a way to address all these problems in as simple and effective a way as possible.
GENERAL SOLUTION:
Instead of making a lot of difficult and dangerous changes to allow melee healers to be able to consistently and efficiently hit the enemy, survive in the frontline and not be too OP, I propose the opposite. What I propose is to implement a way to make the melee healer heal their group NOT ONLY BY HITTING BUT ALSO BY BEING HIT. This is not to substitute, obviously, but to compliment the standard melee healing activity and to make up for the frequent downtime of melee healers cc'd and rendered useless.
SPECIFIC CHANGE:
A new 15pt ability in the Grace tree, SIGMAR'S PROTECTION. For 10 seconds, everytime you are hit you have a 25% chance to absorb 550 damage and receive 5 RF. All groupmates within 30 ft wil benefit from the absorb effect. 30 seconds cd. Instant cast. 20 AP per sec. Doesn't break detaunt. (would be a buff, not a channel, obviously)
This change means:
-A panic button (issue: survivability)
-A way to heal when cc'd (issue: healing downtime or even neutralization of melee healing when cc'd)
-Utility (this would make melee healers more attractive in a group setting)
-DPS WPs wouldn't avail themselves of thiss because it would mean forsaking almost all their goodies, and
obviously 2hand requirement to avoid casted heals WP using this ability.