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All posts created by Seraph

Seraph
Both pre 10.1 and post 10.1 I have used healing expendables frequently in all types of content. They are extremely valuable.

Pre 10.1 I would use Slay Living when soloing PvE and in PvP when I needed to bring someone down quickly. Post 10.1 that function was replaced by Holy Light, since Slay Living traded in most of its damage to put a state on the target that I don't use…. Post 10.2 according to the spreadsheet neither will be of much use in that respect, though Oblivious 100 is nothing to sneeze at, so I think Holy Light will still see PvP use.

Both pre 10.1 and post 10.1 there were a few buffs I would use as well when soloing. When doing longer group content and trying to keep people alive, however, I save all of my power for healing – I have too little as it is.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Cheatle for TEO
What I suggest is this:

Change Minor Cure to two different Feats that you buy separately. Have one called Cure and the other Minor Cure, Cure heals 20% of your hp, gives 1 round of Energy/Physical Resistance to help the next incoming attack, this would have a 5m range on it, like Melee weapons. Then Minor Cure be a ranged version, 20m, that heals 10% of your hp, 1 round of regenerating.

You put a 12 second timer on Cure and a 6 second timer on Minor Cure. Minor cure also provokes opportunity and roots you stationary, so it helps mitigate an individual spam healing themselves in small battles, and the secondary effects of the cures only work if you are willing to invest the experience and time in getting them higher, because of Epro/Epow.

+1, this seems just right to me for the current way heals are done in PFO.

What we really need is just… careful balancing between roles. I don't think healing is too strong right now, it's just… strong enough compared to whatever else you can do with your offhand that people are choosing it over them.

I'd like to see a few things.
1) With 10.1 we made sure attacks chain into each other to form sort of rotations. Why can't heals do the same thing? Having a variety of heals that buff each other encourages clerics who want to be healers to not only dedicate their focus slots to the pursuit, but spend more time healing and buffing – enough that they can contribute to battles without doing damage. There's no reason dedicated healing should be any less deep/complex than dedicated DPS.
2) The ability for one dedicated healer to heal a T2+2 equipped group through a fight against Duergar or Ustalavians without kiting.
3) Other useful things to do that might drive people away from splashing a few levels of cleric just so they can use a focus on their offhand.
4) More meaningful choices that require investment to increase your healing. Make domain choice factor into healing given as well by providing Sun and other select domains with buffs to healing output beyond their keywords. Make clerics slot Reactives, Defensives, and (eventually) Magic Item feats that help them to heal as well. Some of these things would have domain / role level / ability score / deity faction / achievement / other feat gates that require further investment. Each time they slot one of these things they have to slot it instead of something else. If the alternatives do good things as well, what you will get are people who spec into good healing builds at the cost of damage or control. Then clerics will still be strong because of healing, but not all-powerful because they can't just switch weapons to their greatsword and then be the best at that as well without reslotting feats.
5) Eventually, other (new) classes that heal with varying aptitude. Druids, bards, rangers and paladins for starters. This game's approach to classes is actually great for this. Maybe with the right meaningful choices, combination of feats and dedication to their deity you can actually come up with a pretty interesting ranged dps/healer hybrid character whose highest leveled class is Ranger.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
I successfully get people up from bleeding out on an almost daily basis, at least with minor cure.

I have seen situations where it looks like they're still alive and bleeding out but when I use an expendable it doesn't save them. It's not clear whether this was just because the expendable's cast time took too long, if there's a little bit of lag making me perceive them as still alive when the server considers them dead, or some other factor. In any case, this is probably more of a bug report than a crowdforging opportunity.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Does fast healing combine with regenerating, or is Virtue a casualty of this change?
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Agree with Cheatle 100%. Heals are so bad on the current spreadsheet there's almost no purpose to being a healer at all. Essentially all of the healing is in potions, with a little bit of surviving burst from the expendables (although less than most potions).

Most of the other changes I like, except poor Fire Whirl. The burst is terrible now… I can agree that Whirlwind and Fire Whirl should have the same damage factor, but 2.86? That's almost unusably bad. Bring Whirlwind up to Fire Whirl damage, not Fire Whirl down to the underwhelming Whirlwind damage, please. People weren't so much complaining that Fire Whirl is overpowered, they were complaining that Whirlwind was bad.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Alternatively/additionally, a list of states, effects, and those little buff/debuff icons that you currently have on your character could appear above your attack bar, and when you mouse over them, it could tell you what they are and provide a summary of what they mean – like provide the summary text from the spreadsheets. Even better would be if we could mouse over ones that represent stacks and see exactly how many stacks we have, or even if the number was displayed on the icon or in its corner or whatever.

You could do the same for your target, but I can't think of a great place for the list to appear. Might have to be at the top of the screen just below your target data, though it's a bit out of the way. Still, how nice would it be to start putting stacks of a DoT on your target and have some way to track how many they have on them?

That way, instead of being one more thing you have to read about and remember, the game would provide this information as it was relevant in a clear way.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Smitty
As to fire whirl vs whirl wind thing..

Fire whirl is scimitar ? Shouldn't that right there relagate it to less damage than a long sword? I know TT long sword d8.. thought scimitar was d6.. so shouldn't all scimitar attacks do less than long sword..

Weapon damage differences in PFO are managed by DF rather than base damage. That's why two handed weapons have slower attacks with higher DFs and light weapons like knives have very fast, low-stamina attacks with lower DFs. Under no circumstances should GW start messing with base damage, the current system works fine.

As far as whirlwind vs fire whirl… both actually had lowered DPS with the changes due to the 6s cooldown on each, both suffering equally due to the changes. The reason Fire Whirl has a higher DF is probably because of the high value of the knockdown effect on whirlwind (plus Fire Whirl's higher stamina cost). If people want it balanced up the knockdown could be taken off and the budget could be spent on DF instead.

This slight retuning in 10.2 should help both moves, in any case.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Stephen Cheney
  • Changed Minor Cure and Channel Positive Energy to have a smaller up-front heal and add rounds of Regeneration (they heal a little more total, but it takes time and makes it harder to stack them).

  • I think this is a good change for PvP but damaging for PvE, where it's getting pretty difficult to heal through mobs because the heals keep getting smaller.
    Seraph
    Cleric of Sarenrae
    Brighthaven
    Seraph
    Elsworth Sugarfoot
    Or you could join us and be part of the Empire and feel the thrill of victory! I'm willing to bet if you were on the other side and winning every night you'd be enjoying the whole experience much more.

    I don't want to start anything here, but do you guys really feel like you're winning every night? That might change my perspective somewhat.
    Seraph
    Cleric of Sarenrae
    Brighthaven
    Seraph
    Elsworth Sugarfoot
    Also, I'd like to see the EBA lose a battle and not go running to forums and ask the Devs to alter the game.

    I think we can all agree that there are still a lot of broken PvP mechanics, a lot of which are currently functioning in a way clearly different from what the devs intended.

    One such broken mechanic is feud cooldowns, which were included for a clear purpose which is currently easy to subvert.

    Memory
    That being said, nobody "has to" show up. Beinion, I don't always call people out by name in a thread but I want you to know that you can do what you want to do in this game. The obligation is getting in your head and I get that fully, but nobody should be afraid to manage their login time as they see fit.

    Also this. I definitely have not been showing up for every PvP window, even for some where I could easily have made it. I tend to prefer PvE at this point, not to mention all the other games I'm playing. In short, I'm not going to let EoX's nightly attacks decide how I spend my free time, and you don't have to do so either.
    Seraph
    Cleric of Sarenrae
    Brighthaven