When asked, "What are we going to do tonight?" the only acceptable answer is, "The same thing we do every night...Try to take over the world!"
Sarlona - Auralana, Orcalana, JuicyLucy, Aquani, Wistia, Aurabella, Guildy, etc. If you see the last name Hather, it's either me or the hubby.
Thank you for the detailed explanation.
Before the update my lvl 16 melee FvS used Superior Ardor clickies to enhance both his Heal and mass cures. That left both hands free to use paralyzers/vorpals/dps weapons. Heal would hit me for about 430hp per cast and I was able to reliably cast it without resorting to quicken due to having 48 concentration. I do not have the Empower healing feat, only Maximize (to qualify for the PrE and boost DP and BB), but I did take the positive enhancements to lvl4.
Post update, Heal only hits for 240hp, while monsters now consistently hit me for 50+ dmg. Thus I have to cast more often and apply an additional Meta (quicken) depleting my meagre sp pool significantly faster. In fact in the last few pugs I've run I had to hang back playing a dedicated healbot, a role that the toon is not suited for (all those build points in str and melee feats go to waste) and I do not enjoy.
I have yet to find a non-weapon devotion item, perhaps you can help direct me as to what choices I have?
Is Empower Healing now an absolutely required feat for all divines?
So heal got nerfed because healing amp exists in the game even though most people don't use it?
Or maybe (as another player was describing) it got nerfed because the empower healing feat exists even though the feat has been balanced with an added SP cost. Even though many players were healing without that feat.
The reason the question of reconstruct comes up is not to ask for a nerf of the spell but because the Dev explaination was that spells that were not affected by maximize and empower before the update got an increase that was higher than spells that were affected by maximize and empower. So those spells were selected to get the lower spellpower from items and enhancements to help keep them in check.
It really isn't a question of how recon compares to heal other than the fact that they allowed recon to get a significant buff but they refused to do so with heal (and many people such as myself feel that heal should have gotten the same buff). If they want to make arbitrary spell balancing decisions there are other methods of doing so such as cooldown timer, casting animation times, spellpoint cost, and base damage. Doing it via spellpower from items only serves to complicate a system which was implemented to make things more simple.
Cannith - Noehealz, Protectorjon, Noebuffs, Mortion
No, because heal didnt get nerfed in the first place. If you gear properly under the new system, you will see similar numbers as before. The folks who are complaining they arent getting that are the ones who are not updating their gear, but instead trying to force the same results out of their old gear -- which no longer works as it did. And folks choosing to NOT work on their heal amp are essentially the same as the divine who refuses to accept that they have to rethink their gear optimization. As I have said, its time for folks to start taking a little more responsibility for for their own HP. If someone was lazy about their H.Amp pre-u14, well then they need to get UNlazy about it now if thy want to keep their 1200+ HP toons above 50%. This is like a Savant complaining about their damage numbers on a boss when they dont use their elemental weakness debuff -- ever.
Once again, Recon and Heal are apples and oranges. Heal gets alot of benefits that Recon does not. Balancing sPOW on Heal is NOT a nerf -- it puts it roughly in line with how it performed pre-u14, assuming that players gear and build similarly for the NEW system as they did for the OLD system. Recon is a different animal altogether. It IS getting more benefit under the new system than the old system, but it was already a much inferior spell to the divine equivalent (Heal). It didnt matter much before, because WF were innately immune to alot of the negative stat effects. With u-14 came a significant nerf to WF immunities. Recon getting additional healing (esp given that there is not Repair Amp in the game) is just fine as a token recompense for it. Whats more, why would anyone in their right mind complain that a WF (arcane) is better able to heal himself, thereby reducing the demands on the so-called gimped divine? Seems to me everyone should be glad there is one less person to worry about.
Now if devs decide to give Recon some of the same stat removal benefits (which they SHOULD, given that they stripped WF of their immunities), then yes I would say they should look at Recon and sPOW after that.
In the meantime, folks need to stop lashing out at arcanes over a perceived nerf by the devs and trying to get devs to punish arcanes for something they had nothing to do with. Your Heal and M.Heal spells werent nerfed -- your optimization was changed, and until you get that sorted, you are going to continue to see crappy performance -- just as arcanes did they reoptimized THEIR gear.
You were correct. I needed to switch to Thaumaturgy quarterstaves to regain much of my previous healing ability. Not all, but enough that I am no longer feeling like I have been completely gimped.
Here is the new issue, however, to do that I lose my Alchemical Heavy Shield. And to take advantage of the new cleric gear, I had to switch my Epic Cavalry Plate for Breastplate of the Shining Sun. With a loss of AC from 54 to 36. With mobs(not just bosses) in the new content hitting for more, I have one word...OUCH. Any suggestions on this one?
Orien: Zizie, Zeelee, Zeeny, Zeety, Zeleste, Zeeby
Before, we had: Base*(1+meta)*(clicky/item+enhancement+1).
That is, for a heal with empower healing, amrath clickies and Life IV: 150*1.5*(.75+.4+1) = 483.75
Now, we have: Base*(1 + meta + ½(item + clicky + enhancement + implement)).
That is, for heal with empower healing (75), 20 SP clickies, Life IV (80), 18 implement and 102 item:
150 + 150*.75 + ½(1.02+0.2+0.8+0.18)*150 = 427.5
So, a 11.6% less heal. With much, much better gear than before, and using more gear slots. That is a nerf in my book.
<seemingly offensive Army of Darkness quote>
I think the solution here (for Heal) is to just set its cap to 25 like M.Heal. M.Heal already got a boost for most people just by making it easier to item-boost it, so it is fine. Raising the cap would set Heal to the same amount as M.Heal, and the only difference would be single vs multiple targets and SP-efficiency depending on situation (casting time aside).
The other alternative is to tweak sPOW up 20% for Heal only -- but that would create more odd math issues. Plus bumping the spell itself would benefit EVERYONE, not just the top-geared toons. In addition, raising Heal's cap would give healers some of the juice they want to deal with higher HP toons. Those toons STILL need to bump their H.Amp rather than leaving all of the work on the healer, though.
The math, as per the figures presented, says heal is nerfed. Until they say that they formula as presented isn't WAI, I'm assuming that anyone getting better healing than MF's first post in this thread indicates is simply bugged, and subject to "fixing" at a later point.
<seemingly offensive Army of Darkness quote>
Even though mass heal got a slight increase in power I still refer to this change as a nerf because they specifically singled out this spell for decreased power from what it otherwise could have been.
Cannith - Noehealz, Protectorjon, Noebuffs, Mortion
Also, leaving the cure spells alone means that healers get a bump in effectiveness on them, giving them more options than JUST tossing Heal or M.Heal and nothing else. It means the efficiency of those spells all got a boost, which in turn saves SP when using them. Now you have the option of rotating a M.Cure spell in, instead of a scroll, or using M.Cure and scrolls instead of M.Heal. Among other things, this gives you better resource management and more spell-slot choices except in the very high-end damage range.
Finally, Heal and M.Heal were not singled out -- there were several spells and SLAs that received the same treatment -- for similar reasons: the current system would have thrown them way out of balance with the other spells. All we need at this point is some fine-tuning to nudge them back into place.
Various hedge-wizards and halfwits, please see MyDDO for all your squelching needs
Lyrandar 2006 - Devourer 2007 - Thelanis 2009 - Ghallanda 2010
Continue to insist on leaving meta's in the equations and we see much larger nerfs to cure spells and offensive spells for many more classes. This is because the meta's were nerfed, not so much the spells, so we should not confuse the two. Ultimately most spells benefited in some way with only a small hit to the heal spell itself. In the grand scheme heal is still the most efficient and high number single target spell available for healing spells and could afford to take a 2% hit.
I would actually suggest adjusting the SP cost on the meta's to empower healing = 5, empower spell = 10, and maximize = 20 because of the SP cost adjustments for base spells in U9 followed by the meta nerf in U14.
Last edited by Aashrym; 07-14-2012 at 12:22 AM.
Let's start by looking at a few relevant quotes:
Please consider looking at healing and spell power again in the near future, particularly with regard to the Radiant Servant bonus to Empower Healing. Clerics took a pretty big hit with the U14 changes.
For example, let's look at a level 20 Cleric with Radiant Servant II, Life Magic I-IV, and an Epic Ornamented Dagger.
Before MotU, Heal (with Empowered Healing active) would land for 150 * 1.9 * 1.75 = 498
After MotU, Heals land for 150 * (1 + (0.80 + 0.67) * 50% + 1) = 410
That's quite a difference (18%). It's a difference you'll definitely notice when healing high HP tanks in challenging content.
But potency is not the same as devotion, so let's drop the dagger and use a +4 devotion scepter we find in random MotU loot: 96 spell power + 12 implement. That's actually an ML 21 item, but we'll skip past that part.
That will give us 150 * (1 + (0.80 + 1.08) * 50% + 1) = 441
Closer, but not the same. Certainly not a "small buff" for using level appropriate gear.
(Fun fact: using the level appropriate gear, unempowered cure moderate and cure serious are more efficient than an unempowered Heal.)
So, what kind of item would we need at level 20 to merely break even in the expansion? I'll spare you the algebra. We'd need something with 184 spell power(!). I haven't seen anything like that in the loot tables, and it certainly wouldn't be ML20.
Even a level 25 cleric with a maxed out Healing Power from the Exalted Angel ED would need a +5 Devotion weapon with 120 spell power AND a Greater Ardor buff from an Amrath belt just to match what they could do before the expansion without any buff.
Does that seem right to you?
Last edited by DDORylak; 07-14-2012 at 12:04 PM. Reason: Corrected fun fact, so that it is, in fact, factual.
Still waiting on an explanation on why they felt the need to keep heal constant.
When everything else in the game is going upward-player melee damage, mob melee damage, arcane spell damage, and most importantly, player HP...really EVERYTHING but divine spell damage-it seems borderline asinine to have keeping heal the same as before as a goal.
Let alone 11% less with MORE gear and 5 levels higher.
Last edited by MRMechMan; 07-13-2012 at 08:06 PM.
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