Topic
Druid healing spells rework examples
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We dont need any buff to our healings. Just make a few spells more appealing than it is now.
Mushrooms planting mana cost increased by 200%. 1 button plant all 3 mushrooms. when detonated, Swiftmend's CD will be reduced by 1 second (max 5) for each player healed. Purpose: since mushrooms dont heal for much, this could be like a support spell to throw a small heal and another OFFCD swiftmend since our only aoe heal = WG (not including tranqulity) have a cooldown. Nourish i like how the cast time is reduced when you have 3 rejuvs up. if we use that as our nourish healing advantage, nourishing a player with rejuvenation will heal 50% of its amount to nearby 2 lowest health players with rejuvenation on them. Purpose: helps aoe healing when WG and swiftmend is on CD Healing touch mana cost increase by 100% for each HoT on target. new effect: healing players with healing touch will also instantly heal them equals to the full duration depending on the amount of HoTs present on them. eg. if there is Rejuv and lifebloom on the player, HT will heal for (X amount + rejuv amount + life bloom amount). mana cost = (base mana + 200% because there is 2 HoTs). purpose: our controlled burst spell rather than relying on free random Regrowth procs or spamming it |
Healing touchmana cost increase by 100% for each HoT on target. new effect: healing players with healing touch will also instantly heal them equals to the full duration depending on the amount of HoTs present on them. With all due respect, just no. This would make us far too strong in arena. I totally agree with the need of adding more tools to the aoe healing of Rdruids. Mushrooms are definitely a good place to look at. Means of reducing both swiftmend and/or WG could be viable although WG clipping would create additionnal issues code wise. Personally I'd look for stuff that affects only merely pvp (although we still do need a buff to our single target throughoutput for pvp). In order to not derail too far from the class uniqueness, I'd suggest bounding a non-stacking efflorescence-like mechanic to mushroom (in addition to an upfront small burst) such that it's wiser to spread them to cover the ground under more people but still "alright" an option to triple bloom the raid when full stacked. The skill cap added to spreading it properly would justify a buff to the hps/hpm/hpc of the mushrooms as well |
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Mushrooms This is much too busy way to address the problem, which is that Mushrooms heal for too little. The spell coefficient needs to be improved. The fact that it takes 3 GCD to put down mushrooms is annoying, but the real issue is that the heal produced isn't worth the time. I think they should keep the mushrooms as individually cast and consuming a GCD each, but such a good heal that it's worth learning when and where they should be placed. All of the above OP ideas are much too cluttered, creating awkward dependencies or in the case of the Healing Touch idea, drastically overpowered. All that needs to be done are adjustments to spell coefficient, mana cost and cast time. Maybe some our HoTs need to be reworked to heal for more at the start and ticks progressively less powerful over the duration. That's about it. |
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Nice wasted haste there pal - I was sure looking at your toon would explain such a ridiculous list of suggested changes - and I was right.
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You really want to be that guy? |
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I am that guy. You don't even know your own stat weights yet feel justified to post a thread (The OP) with suggestions that are just silly? Nourish i like how the cast time is reduced when you have 3 rejuvs up. if we use that as our nourish healing advantage, nourishing a player with rejuvenation will heal 50% of its amount to nearby 2 lowest health players with rejuvenation on them. Purpose: helps aoe healing when WG and swiftmend is on CD Read the purpose and understand the supposed logic of such a change. You already HAVE 1: RJ rolling on a min 3 party members 2: Hit at least one of them with a hasted Nourish 3: And WG is supposedly on CD which means it must hit some of them to 4: This also requires Glyph of RJ 5: All the while spamming your most mediocre single target spell even with RJ on targets for extra aoe healing. Healing touch mana cost increase by 100% for each HoT on target. new effect: healing players with healing touch will also instantly heal them equals to the full duration depending on the amount of HoTs present on them. eg. if there is Rejuv and lifebloom on the player, HT will heal for (X amount + rejuv amount + life bloom amount). mana cost = (base mana + 200% because there is 2 HoTs). purpose: our controlled burst spell rather than relying on free random Regrowth procs or spamming it Another example of not knowing what you're talking about. The only thing wrong with HT is It's cast time but let's increase it's cost and add OH healing? We would ever only use it on tanks 99.9% of the time (excluding a possible NS+). You keep casting that 2.4 sec single target pal. WM don't need a 'buff'? Come on with such nonsense... |
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http://us.battle.net/wow/en/forum/topic/7415494308
Please look at my suggestion and let me know what you think. |
He is in a Balance spec, but if that is Balance gear, I am an Enhancement shaman. |
