Last edited by svinja; 04-08-2012 at 05:24 AM.
This thread is wayyyyyy off base. Any discussion around paladin and ranger healing, or "investment" in level 20 gear isn't what this thread is about. What it is about: Make it easier for melee to self-heal while leveling. SF potions (which realistically aren't obtainable until level 20) are already a sufficient way for melee to heal themselves.
I find hirelings, small self healing, and/or healer party members circumvent the need for huge self healing on melee.
I think my full healing cleric needs more ability to do more dual wield khopesh damage than a tempest!!!
The last time I leveled a melee up (pure fighter), I had silver flame potions at level 16. It is fairly easy to get the favor by that level and they are extremely useful for getting up to cap in zerg/byoh groups.
That being said, I would love better self healing options for melees for levels 12-16, chugging cure serious through gianthold is not fun.
Yes, it is off base.
No, the SF pots are NOT an "effective" way to heal yourself. Paralysis for 30 seconds while a crapload of things are bashing your face in is not an effective solution to needing 300 HP in a flash. Supporting the cruelly sadistic penalty to using them is simply idiotic when the well being of the playerbase is in question.
Personally, all I really would like to see is some fast healing for all characters when Out of Combat.
Slugging down all those pots is just slow. I wish there was a mechanism that when a character is Out of Combat that he could drink down 10 pots at once, just to speed things up.
Don't know if it's possible but that would help out alot, IMO.
We dont need such ideas in OUR game.
/sarcasm off ;-)
Seriously i agre, outside combat there should be some more convienient way to regain health convienient, all this clicking is boring. But maybe i should just search for the other game. Some people here seems to like grind and repeatous actions.
Last edited by licho; 04-08-2012 at 12:19 PM.
(could be said about any class, but..) You see people saying paladins and rangers are gimp, bad dps spots, and the obvious trade off, spell casting, isnt worth it. Then you read threads about how 'melees' need more self healing to balance with 'powerful casters'.
My paladin has ~600 sp and 37sp maximized cure serious hits for ~200-280 hp with ardor going (superior clickies for precast, greater potions for tight incombat situations to beef up emergency heals). I like this for survival and making the character more diverse/self sufficient/able to contribute. Lay on hands, pot/wand and umd make for very long lasting healing capability (sometimes for more than just myself).
I had trouble soloing with my rogue for a while, then I got improved deception and named debuffing weapons and things either get debuffed/paralyzed or just die so quickly, even when I have agro, that I only need to scroll up my HP every once in a while.
Last edited by CanuckWisdom; 04-08-2012 at 01:08 PM.
So make Silver Flame Potions easier to get, but INCREASE their penalties so they can't be used in-combat... I think that's a great idea.
There is a proportion of it all... too little DPS and more tactics and healing are required, Too little healing and the DPS becomes unsustainable... You do not break speed records without DPS, you do not survive to break speed records without healing... is a fact you want eLoB dead quick you make it so only by means of one way - remove his HP faster... likewise sustaining such to see it so requires a balance to do so... Mana and resources in turn become costly at the point when "not enough umph" is on mark II likewise when not enough mana in group to sustain and keep damages dished forth.
Not many people know this or have I told this... I actually tapper back and give up DPS in "weaker" groups ... swaping out, I pull out more tactical weaponry, for the point of agro control, replace damage gear for the point of survivability gear because I know the encounters and fights are going to last much longer. Yet in "stronger" groups I am capable of going straight out Blitz an be tossing more aside as the mob will just melt and the boss his time numbered in seconds instead of minutes.
... and as we stand at the gate to MA, ToD, LoB, Shroud... on a partly puged group. Then the guild chat fires up, the members... they're looking ... hmmm epic/elite/hard/norm ... what's the power here, if the killers can steamroll and not waste the mana/scrolls... then yes we'll walk in epic/elite, if not they'll decide upon a lesser difficulty.
(a while back in Axer's DPS challenge II the best melee DPS was within the two minute mark - with a healer strapped to it's back, for arcane a Sorc with an under 42 sec mark ... the melee required twenty-six heals, the sorc one scroll heal...
The sorc's blue bar was nearly deplete at the end likewise the bard with the melee was left with 100sp ... I pondered over such for a while, you see was a fact the melee was only at 40% the efficientcy of the sorc even though the sorc was left with little in end the melee/bard combo took far more resources being SP/Scroll and time, Are no if's and's or but's about it all one was effort of two people... the sorc was alone - beat two classes - not one.)
Last edited by Emili; 04-08-2012 at 02:25 PM.
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