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The Guiding Principles and New Rules
document is now in effect.
[WAR] Oh yeah. Slob those Knobs.
Posts
I'ma splain this to you carefully so you understand.
1). Stack toughness/wounds.
2). Laugh.
Willpower is useless if you are dead.
Then you die, regardless of class.
As you should? That kills me too if others aren't healing me. I can't heal myself out of it.
I lack sympathy.
As far as I can tell, its still 1.5 seconds and is just a display issue with it saying 1s first instead of 1.5. It doesn't seem noticeably faster on the test server, theres nothing in the patch notes about lowering the GCD. I'm convinced its a display bug until Mythic actually confirms it.
It bought an AM an extra few seconds, though. The class is already the squishiest in the game - we don't get the escape abilities / proc abilities every other healer gets.
I like this change better n better...I like killing archmages. :P
But seriously man, everybody dies to the melee train. Group coordination should not, ever, ever, ever take a backseat to the individual.
If ya get schooled by a buncha people coordinating and nobody on your team is healing you that's just your bad luck.
I mean this rule affects me too yknow.
Its amusing how many people seem to think the Shaman / Archmage is the hybrid, because they have a healing tree, damage tree, and buffing tree. While they think the Zealot / Runepriest is the pure healer, when thats the class that has its heals spread among 3 different speclines, and can never be as versatile at healing as the AM/Shammy.
MWO: Adamski
And as a healer, you can spec it to do pretty good heals but without any of the tools that a real healer class has.
Personally, I'm waiting to see the difference it makes. My WL tends to run out of APs pretty darn fast so reducing the global cooldown will just give my starting abilities more of a burst.
knockback, ap drain, hots, decent heals, shield...
Seriously though, the lack of an AP regen tool really hampers the Archmage's effectiveness compared to the Shaman.
AP drain: Drain Magic
shield: shield of saphery
knockback: cleansing flare, wind blast
silence: law of gold
So, what tools are you missing? Given that your Ap drain doesn't give you the AP like the shaman's does.
And keeping in mind that I play a Zealot, which is a healer, not a hybrid, and I don't have any sort of AP drain, and the ritual that can increase AP regain only triggers on attacks.
And we all get restorative burst which gives us AP for a crit heal.
But you get a tactic to gain a bonus to crit on heals.
The AP drain not giving AP is pretty huge since AP managment is the archmages main problem.
Shield of Saphery is nice, but group only.
Wind blast is nice but it's on a 60 second cooldown. Cleansing flare requires *14* points in the damage tree which means your trying to play a DPS AM...
And Shamans silence is exactly the same thing?
I feel that the main thing I want is better AP management and the other thing I'd like is something to keep non group members alive for the first few seconds when they start to get hit (I don't have funnel essence yet).
You need the HoT's to keep up with the damage but once those are applied your big heal will take to long. Group members can be shielded for a while to get the big heal in but that's about it.
Sometimes I find myself just spamming healing energy because I can't wait for the big heal or the target will die. But HE just eats up AP so it's not really a solution.
A nuke would be nice too but you can't have anything.
Edit: I expect this to change when I get funnel essence but it's pretty annoying that you really seem to need that spell if you want to be able to single target heal.
I think only the melee healers get regenerative shielding, and of all the healers only shamans get eek.
Really, there is not much difference in your toolbox from other healer's toolboxes. Goblins get some great racial tactics, certainly, but AMs aren't hurting any more than any of the rest of us.
AP management is everyone's problem. You can solve yours by picking up the tactic that gives you 190 AP/90s on a crit heal then slotting the tactic that gives you +10% crit heal.
All the healer knockdowns are on 60s timers (I think), and we all have tactics to bring that down to 20s.
Yeah, the silence for shaman and AM are identical.
All healers are much more effective at keeping group members alive than non-members.
All of these things can be applied equally to any of the ranged healers, with the acknowledgment that goblin racial tactics are the best racial tactics.
And I think I recall them saying that they are knocking a second of our big heal.
I thought they claimed it was like, 99% our fault anyways or the client?
Enormous melee buff, enormous bright wizard buff, and fuck everyone else who might consider clicking an ability that isn't instant.
Eh, they're poncy elves, does it make a difference what you call them?
come on Sindahl, don't get the guy's hopes up. Basically, go in expecting both rolls to be random. I've done the same exact routine in an extremely small group and had high and low contribution. I've jumped into fights late and gotten 3rd in contribution, I've also gone in and gotten low again. This is one of those things that if you want to see a pattern somewhere, then one will exist. We had a BW profess up and down that everyone's contributions were carried over and duplicated onto the next keep that was attempted. Well, he got a horribly low contribution on the next one by "supposedly" going all out and then disconnected before we assaulted the second keep. He came back in, hoping he'd get a higher contribution by just jumping in at the last second, and got a low rank again.
My belief, and I could be as completely wrong as everyone else, is it's a weighted system based on rank (possibly both renown and character level) and how active you were throughout the entire keep taking based on a percentage. Hell, the contribution system could be bugged for all we know, but it really doesn't make a difference. The most important roll is actually the random roll at the end. You can get a 500 contribution and then roll a 20. You can get a 10 contribution and roll 1000 (it happened, and the guy had already ridden off since he hadn't expected to win, he got his bag though).
I've gotten 5/5 annihilator, but mostly because we've taken part of so many keep takings, quite a few where it was only 6 or so candymancers starting the fight. Every keep assault I figured was just another random roll for the drops. I would like an option to opt-out right now though to help others get their gear for a while. Maybe that'll come in later.
They also get Ancestral Inheritance, which gives them twice as much armor as archmages, shaman, or zealots. Fucking Runepriests. Where's that fist-shaking emoticon when I need it?
whats the real skinny