And frankly, waiting for a rez as a means of bypassing healing amp is a dumb idea. You die, your ship buffs go buh-bye, which sucks in the middle of a protracted fight. Plus you lose your self-buffs...it's just a bad plan.
Lets say you're a fighter. By the time you find equip your STR enhancer(s), CON enhancer(s), feather-falling, false life, fortification, elemental resistances, double-strike, displacement / blur item, deathbliock, striding enhancer, heavy fort, AC and PRR enhancements (usually just armor and/or shield), you have very little room left for a decent Healing Amp item. This is not saying that a healing amp item wouldn't be beneficial, but you've got a lot of other factors at play there.
Then add something like a seeker item, melee aclarity, or anything else to bolster your offensive output and you are strained for room. Then add in the fact that your more common healing amp items really don't show up until you start to reach epic levels (at least I don't remember seeing any below epic levels...at all), you just don't plan for it.
Melees should always be slotting in as much healing amp as physically possible.
Not only does it allow you to keep yourself alive easier with low-powered stuff like scrolls/pots/CSW but a healer in a raid is more likely to heal you over the other melees.
Why? People like to see BIG NUMBERS. It subconscious, if I can heal mook 1 for 800 or mook 2 for 300, who do you think I'm gonna hit first with my heal?
Why do people slot less? People aren't using TOD rings as much as before so that's a gimme on 20%. Other reason is people in general are stupid.
First I would like to point out the Caught in the Web as well as the Demonweb all have an Environmental Effect that reduces the ability to Heal/Repair, so gaging healing amplification as being reduced would be true even if someone went full bore in Healing Amplification.
I see healing amplification as a characters way of helping a divine be more effective.
However, the problem comes when a Divine sticks to only one Spell as the Goto for healing, such as a Meta'd Heal.
As a cleric I gaged what spell will be needed to heal a person through use of the Aura. High non-critical numbers indicate that I can use different cure spells to maximize SP to HP. Lower numbers indicate that it would be best to "heal" them and at what point that should be to avoid Massive over heal (or waste in SP to HP).
I actually predict that the Bladeforged PC will see a trend away from Healing Amplification and a move more towards Repair/Recon boosting.
LOL this thread cracks me up.
So many Cleric players have been moving away from playing the healer role ("I'm a battlecleric!")...yet they wonder why no one wants to spend AP or use up gear slots for Healing Amp. Why spend the AP/take up the gear slots, if there's no point in doing so, cause the cleric won't heal?
All that is wrong with DDO, life, taxes, poltics, religion, music, fast food, education, the criminal justice system, the weather, society, the universe, and previously-discontinued-but-now-on-their-way-back snack cakes, is all the fault of Wizards of the Coast. I know this because Fred told me so, and Mind Flayers are smart.
Last edited by FuzzyDuck81; 07-30-2013 at 03:54 AM.
I don't mean to come across as unsympathetic - but I am, so I do.
Get rid of heal amp items and save those APs, that will surely show them. Tell your hjealer in raid they are doing it wrong for bonus points. There are hordes of eager healers that can't wait to join your raids, gotta cut the numbers somehow !
Shahang Nezhat Bellezza Wipekin Farida of Ghallanda
Two possible explanations present themselves to me.
1) Spell changes nerfing your healing output. I seem to recall complaints about spell crits, but haven't been playing enough lately to know if its still affecting things or would account for this.
2) Newer players are beginning to run the content that was previously the domain of experienced players who themselves have closed ranks so that you're aren't seeing them in your groups or have just stopped playing regularly. The new ones likely have less resources and understanding to work out the various mechanics through trial and error. This gets compounded when lacking heal amp doesn't make you stand out in a group the way it would in a more close knit circle. I'd honestly like this to be the explanation since it means new people still join the game and given some reasonable direction and time playing with experienced groups most players adjust their playstyle to match or exceed the norm.
I don't see much of a problem. If the player's aren't dying and you, as healer, aren't making special exceptions for the "low heal amp" toons, then who cares? It's up to you, as the healer, to decide if you're going to bend over backward to keep some goon alive. Personally I just play as I play and if someone isn't getting healed enough then they need to take note and deal with their problems. If I'm not healing enough, in general, as the healer, then that's my problem.
Most players without hamp investment at higher levels (in my experience) know what they're doing and generally are taking care of their own heals in-between fights and only need the dedicated healer to keep em on their feet in the middle of a fight. For example you mention Juggs, if you have Juggs in yer party not capping themselves off between fights (and even in the middle of), then they're sh!tty players. They'll learn, don't break your neck trying to keep them alive.
Playing the healer requires that you strike a balance on what you'll do as an acceptable amount of damage mitigation versus the requirements of the party. If the party is requiring you to do nothing but healbot them, you need to drop group (or you are all in too difficult of a quest for the party). If you're blowing all your SP on damage and the party isn't getting enough love, they need to drop you.
Just finished some testing on mine and a friend's clerics. If you have 100% healing amp with no other enhancements or gear, our clerics will aura heal for around 30-35 per tick. The PDK gloves make it so you can aura heal for around 50-60 per tick with the occasional crit in the 120 range. The burst hit for around 180 and 270 respectively. Even in epic elite, this is quite a bit of damage mitigation. For most classes, it takes 5 commendations to make a big difference in the amount of free healing a cleric can give you. Ship buffs increase these numbers by 10%
If you have only 50% healing amp, the aura will only hit for 14-15 per tick, and the bursts will only heal for around 70-100. This greatly reduces a cleric's ability to heal you. My only conclusion is that if you're warforged or bladeforged and reliant on divine healing, you need to make a considerable investment in healing amp to not be considered a mana sponge. I've noticed a lot of non-self-sufficient warforged and bladeforged running around recently. In theory, I could ask that they don't join my parties unless they have at least 100% healing amp, but I'll probably just wind up sucking it up and healing and casting remove curse through the Lolth fights till I get tired to chugging pots and quit playing her for a while.
--Pealea, Peawee, worldpeas, givepeas achance, and whoopea on Khyber
My main BYOH DPS toon has three pally lives for this reason, didn't bother on my raid tank who's gonna have a healer.
Last edited by Bridge_Dweller; 07-30-2013 at 03:03 PM. Reason: stupid auto-correct . . .
Member of The Riders of Apocalypse. Toons: Killsteal, Killsteel, Kilstealhealz.
Don't be mean to me or my guild leader will kick your ^*&13th Circle, been saving your raids since '06
Cant say Ive noticed a drop in amp personally - but rarely PuG my Cleric unless there are people I know in the group.
On the rare occasions I run with people I dont know I start the quest with the intention of keeping everyone alive. After that its down to each individuals playstyle, contribution that determines whether I keep them up or not.
Having spent a long time burdened with "healer guilt" I finally realised that 80% of deaths arent my fault and that some people are beyond help
The Spellswords - Ghallanda
A reminder at the start of a raid to swap in heal amp gear might help a little. My old gear set on my Jugg included the PDK set bonus, so the 30% was a given. I also was wearing some Convalescent bracers of Sup Parrying. My new gearset will be Nether Grasps and Str bracers, so I'll have to remember to keep the old set as swap ins for raids.
So, this thread is rather eye-opening to me... even though it took about a week for my eyes to finally open!
I've been playing the game for several years, half my actives are healer clerics (though I'd done little raid healing so far), and yet the whole subject of healing amp barely existed for me, except wrt WF being harder to heal.
- I've spent little time on the forums until recently, so I never saw any discussion here.
- My guildmates were either not experienced enough themselves to know much about it, or were so experienced they were easy to heal, so it never came up.
- All I'd really noticed on my own was that, as a healer, some non-warforged were unexpectedly hard for me to heal, and some WF were surprisingly easy.
- My few WF toons are low level and never see group play, so no feedback there.
- Nobody ever complained about my toons requiring excessive healing... although I sometimes noted not being very high on the resurrection priority list. But not being the type to complain about that, I never got told why, and don't even know whether it had to do with mana-sponge issues.
So, before I saw this thread, I was:
- Not really aware there were any healing amp items in the game! I might have seen a 10% Convalescent item once, maybe twice, at best.
- Confused about whether the guild ship buff stacked or not, since the descriptions aren't always clear on bonus type.
- Knew nothing about Shintao, never having played a monk.
In short, I had no idea it was possible to get healing amp up to the level where it was worth paying attention to. The guild that taught me most of what I know did not bother buying the Jorasco 10% ship buff, since we had so many other things to slot. I took that as confirmation that it wasn't a big deal. Basically I thought of heal amp as something where if you jumped through all kinds of hoops you might get it up to 30%.
It's only as I'm writing this that it occurs to me to go check the wiki for "Healing Amp".
And now that I've done this, most of the point of writing this message has been lost, since it gave me the answers I sought...
Oh well, if I post it anyway maybe someone will learn something from it.
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