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  1. #1
    Player
    glamazon's Avatar
    Join Date
    Jul 2019
    Posts
    227
    Character
    Glamazon Amazonia
    World
    Mateus
    Main Class
    Astrologian Lv 98
    If we’re thinking of new healer type abilities what about physicals upgrades to life line which ties the healers own health to the target draining the healer to heal? Or what about a spell called equilibrium which would balance the groups health so everyone had an equal amount?
    (2)

  2. #2
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by glamazon View Post
    If we’re thinking of new healer type abilities what about physicals upgrades to life line which ties the healers own health to the target draining the healer to heal? Or what about a spell called equilibrium which would balance the groups health so everyone had an equal amount?
    Draining HP from the healer sounds like a very bad idea...
    (1)

  3. #3
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,560
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    There was always this debacle on what a WHM actually brings to the table and the answer was always "more healing". But in many occasions it's really just overhealing.

    It would really be nice if the "boon" was actually WHM being able to do more personal dps without sacrificing a lot of healing, so yeah... I don't know if what the OP suggests is the best route, but something connecting Stone/Glare to a proc that would benefit healing would be nice.
    (1)

  4. #4
    Player
    glamazon's Avatar
    Join Date
    Jul 2019
    Posts
    227
    Character
    Glamazon Amazonia
    World
    Mateus
    Main Class
    Astrologian Lv 98
    How about whm brings cc or if not that then extra dps

    AST brings buffs not just dmg buffs

    SCH brings debufffs

    New healer can be jack of all trades w melee strikes that heals and buffs and debuffs
    (0)

  5. #5
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by glamazon View Post
    If we’re thinking of new healer type abilities what about physicals upgrades to life line which ties the healers own health to the target draining the healer to heal? Or what about a spell called equilibrium which would balance the groups health so everyone had an equal amount?
    Incoming Raidwide damage pretty much make that skill effectively useless and equilibrium already exists in the WAR kit, but it's just a flat potency self-heal instead of a balance HP spell. Honestly though, I can see the Balance HP spell being used even less since tanks have much higher amounts of HP at lv 80. if the total HP of the whole party was pooled together and then redistributed, the tanks would be losing a ridiculous amount of HP which makes them more even more vulnerable to tankbusters since the HP values in ShB skews the tank's HP by a ridiculous margin. That can easily cause wipes.
    (0)

  6. #6
    Player
    glamazon's Avatar
    Join Date
    Jul 2019
    Posts
    227
    Character
    Glamazon Amazonia
    World
    Mateus
    Main Class
    Astrologian Lv 98
    The more I learn about this game the more it seems they have designed themselves into a corner.
    (1)

  7. #7
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I think that the main issues with healing are that there isn't enough outgoing single target damage to adequately threaten your tanks (and the squishies in your party when the tanks die), that fights don't adequately force resource attrition/management, and there isn't enough reactive/variable elements to healing to keep you on your toes. When you can write out the entire damage script for a fight in advance, healing becomes an exercise in spreadsheet creation.

    DPS is a separate issue. Tanks and healer damage output are progressively dropping off relative to damage dealers. Exciting dps rotations are almost an academic point if your skilled gameplay only provides a marginal contribution/benefit to your team. There has to be other new ways that healers can provide value, or else that gap between damage dealers and tanks/healers has to be much more narrow.

    Quote Originally Posted by glamazon View Post
    If we’re thinking of new healer type abilities what about physicals upgrades to life line which ties the healers own health to the target draining the healer to heal? Or what about a spell called equilibrium which would balance the groups health so everyone had an equal amount?
    The original Guild Wars had a really fun ability called "Transfuse Health". It took away half your present health, and healed the target for double the amount lost. With a 1/4s cast time, it was also about 8 times faster than your standard heals. Made for some really interesting PvP situations. You couldn't die from it because it just halves your health, but it still had an interesting risk/reward dynamic to it.
    (1)