On February 12 2013 20:21 Martijn wrote: How is it healing in this game anyway? The UI doesn't seem very suited for it. Playing a slayer and considering alts.
I can only speak for the Priest side here.
You have a lock-on heal that can heal up to 3 targets. You activate the skill and target the players you want to heal with the crosshair to mark them and then activate the skill again to cast the heal on those players. I think to remember this skill generates a lot of threat though.
That's what the lock-on heal looks like (people highlighted in green are locked on): + Show Spoiler +
Then there's a good Heal over Time (HoT) that is cast as a medium sized circle a few meters in front of you. Everybody standing within the circle will get the HoT. The circle also lasts for a few seconds, so you can run in there to get the heal too.
This is the aforementioned skill (the white circle): + Show Spoiler +
There's a big group heal that is cast as a medium sized circle directly in front of you, so you have to get very close to use it, but it is by far your strongest heal. This circle directly vanishes after being cast.
There's a small HoT that has a giant circle. The same giant circle is used for the dispell. So you just activate the skill and the circle appears in front of you (actually you're standing in the circle as well, but at the very end) and everyone in the circle will get the effect.
For buffs everybody has to stand in the circles as well. Some other skills like Kaja's Shield (blocks a set amount of incoming damage) don't need to be targeted and the whole group will get it by activating it.
Then there's also Energy Stars, which boosts the parties damage. You actually need to cast this on an enemy and then there's a shockwave spreading from them. Every party member within the shockwave will get the damage boost.
Basically you spend a lot of timing running around into range of the person needing your support and aiming the circles so that they pop up directly under them. They're large enough for some margin of error and if you aimed good enough you'll be able to hit everyone that's standing around the boss.
It's pretty fun, but can get very hectic since people tend to run around like chickens if they're low on health instead of just running towards you. I've missed countless circle heals because people just run out of them all the time.
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For Mystic I think they also have the lock-on heal, but only with 2 targets. Rest is done by dropping the Health/Mana Orbs that players actively need to pick up by themself.
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Basically (back when I played), a priest can offset a bad party by having more accessible heals. But a good party will probably benefit a little more by having a Mystic, since they have strong buffs
On February 12 2013 20:21 Martijn wrote: How is it healing in this game anyway? The UI doesn't seem very suited for it. Playing a slayer and considering alts.
I can only speak for the Priest side here.
You have a lock-on heal that can heal up to 3 targets. You activate the skill and target the players you want to heal with the crosshair to mark them and then activate the skill again to cast the heal on those players. I think to remember this skill generates a lot of threat though.
That's what the lock-on heal looks like (people highlighted in green are locked on): + Show Spoiler +
Then there's a good Heal over Time (HoT) that is cast as a medium sized circle a few meters in front of you. Everybody standing within the circle will get the HoT. The circle also lasts for a few seconds, so you can run in there to get the heal too.
This is the aforementioned skill (the white circle): + Show Spoiler +
There's a big group heal that is cast as a medium sized circle directly in front of you, so you have to get very close to use it, but it is by far your strongest heal. This circle directly vanishes after being cast.
There's a small HoT that has a giant circle. The same giant circle is used for the dispell. So you just activate the skill and the circle appears in front of you (actually you're standing in the circle as well, but at the very end) and everyone in the circle will get the effect.
For buffs everybody has to stand in the circles as well. Some other skills like Kaja's Shield (blocks a set amount of incoming damage) don't need to be targeted and the whole group will get it by activating it.
Then there's also Energy Stars, which boosts the parties damage. You actually need to cast this on an enemy and then there's a shockwave spreading from them. Every party member within the shockwave will get the damage boost.
Basically you spend a lot of timing running around into range of the person needing your support and aiming the circles so that they pop up directly under them. They're large enough for some margin of error and if you aimed good enough you'll be able to hit everyone that's standing around the boss.
It's pretty fun, but can get very hectic since people tend to run around like chickens if they're low on health instead of just running towards you. I've missed countless circle heals because people just run out of them all the time.
--
For Mystic I think they also have the lock-on heal, but only with 2 targets. Rest is done by dropping the Health/Mana Orbs that players actively need to pick up by themself.
--
Basically (back when I played), a priest can offset a bad party by having more accessible heals. But a good party will probably benefit a little more by having a Mystic, since they have strong buffs
That actually sounds like a really cool way to heal compared to your general "point and click names on the hud and press heal".. How viable is soloing/questing on one though?
On February 12 2013 21:54 Martijn wrote:That actually sounds like a really cool way to heal compared to your general "point and click names on the hud and press heal".. How viable is soloing/questing on one though?
I usually play heal/support characters in most MMOs and this is actually the one I had most fun with, since you're active all the time and not just standing in the back cycling through 2-3 skills.
Priest can also solo pretty well since they have a few strong burst skills (namely Shocking Implosion), which even up to level 50 can sometimes one-hit smaller groups of enemies. Because of that it has a pretty high cooldown (15 seconds) though.
The first 14 levels drag a little bit, but then you'll get Shocking Implosion and just blast away anything ^^
Healing endgame is a lot of different for Priests. For one, Focused Heal is weak and usually only used to keep the tank or certain targets high on HP when they're not in danger of dying. Healing Circle and Healing Immersion get used a lot more due to the amount that they heal and the amount of damage bosses can do if people take hits. There are also other things that you need to do in between damage taken on the party such as giving back Mana to your party as there are times when Infused Charms can't cover enough especially for sorcs.
On February 13 2013 04:29 blahz0r wrote: Healing endgame is a lot of different for Priests. For one, Focused Heal is weak and usually only used to keep the tank or certain targets high on HP when they're not in danger of dying. Healing Circle and Healing Immersion get used a lot more due to the amount that they heal and the amount of damage bosses can do if people take hits. There are also other things that you need to do in between damage taken on the party such as giving back Mana to your party as there are times when Infused Charms can't cover enough especially for sorcs.
Any gameplay footage you'd recommend checking out for the full experience by chance?
For Mystic I think they also have the lock-on heal, but only with 2 targets. Rest is done by dropping the Health/Mana Orbs that players actively need to pick up by themself.
Both Priest and Mystic lock-ons are 2 targets initially, but can be increased to 3 targets with a particular glyph.
Also the big and medium heals share cd so theres a bit of cd management in there too. The lock-on heal fortunately has practically 0 cd.
Soloing is super viable because you can't die to anything outside of being one-shot / permalocked in CC. Battles can take forever though if you're trying to kill a BAM or something.
For the people who changed the UI, is anyone else having problem with the UI resetting position ? Everytime I quit the game the UI go back to default position and I have to reposition it everytime.
So I have some T14 items that I rolled pretty decent stats on. Should I bother spellbinding them while attempting to masterwork them or is it more efficient to reroll after it's masterworked?
On February 13 2013 13:39 Kinky wrote: So I have some T14 items that I rolled pretty decent stats on. Should I bother spellbinding them while attempting to masterwork them or is it more efficient to reroll after it's masterworked?
Always masterwork items first. It can take many dozens of attempts to MW items. Saving 3-4 stats will cost you like 1500g+ per reroll.
I've been playing a mystic, currently in early 30s and the instances I ran so far have been just the most boring experience ever. Nobody ever drops past 80% because there seem to be no damage spikes at all, even when the tank pulls an entire room of mobs. You also can't run out of mana because of the arbitrage mote (250 mana for a 650 mana restore? spam on cd kthanks). I ended up going dps mode for the trash and just dotting the bosses up. Maybe parties I ran with were overgeared (didn't seem that way at least).
One thing that does annoy is that the lock-on system, although innovative, falls short when you can't actually see the guy you're trying to heal. Like if he's hidden behind a boss or something, it's a massive hassle to wave the mouse around the screen wildly hoping you lock on. Also pubs never pick up the motes I drop.
I know it gets more challenging later, but at the moment it's basically a breeze.
Are you 5manning? If so obviously it would be easy. Try 2manning 1heal 1dps. Its a lot harder but you get better rewards.
Also the lock-on system is fine. When you activate your lock-on the blue hp bars for your party will show through the monster. Plus a blue sillhouette i believe.
I've done Golden Labyrinth and Akasha's Hideout (both lvl 48) yesterday as Priest and a few times people died. 2 times because I couldn't heal them in time when they were low on health and had a debuff on them. Rest (about 7-8 deaths) were one-hits, blowing up a barrel and standing right besides it (one shots you too) and not having the Potion for Akasha's Hideout.
I still got complimented on my healing, but I really hate it when people die on me.
On February 13 2013 04:29 blahz0r wrote: Healing endgame is a lot of different for Priests. For one, Focused Heal is weak and usually only used to keep the tank or certain targets high on HP when they're not in danger of dying. Healing Circle and Healing Immersion get used a lot more due to the amount that they heal and the amount of damage bosses can do if people take hits. There are also other things that you need to do in between damage taken on the party such as giving back Mana to your party as there are times when Infused Charms can't cover enough especially for sorcs.
I regularly use the Mana skill and have put all the Glyphs in there too, just didn't really list it.
But looking forward to a little more challenging dungeons. So far I hardly use Healing Circle, because most of the times people don't really play along with it and run around like crazy or even run away from me when they're low on HP. I hope that changes when you play with party members that are a little more experienced though.
Looking forward to Healing Immersion, but sadly it's a lvl 60 skill.
Can't even recall how many times I put the circle under someone, just for them to run out of it in the last second.
It's just as fun as charging up a high damage spell and just before it hits a slayer or beserker knocks every enemy out of the way :p
Thanks. Admittedly without fully understanding the fight, that actually looks a lot more interesting than healing in just about any other mmo.. Guess I'll make an alt when I have the time, tournament in Belgium this weekend. No rest for esports etc.
On February 13 2013 22:23 Chsal wrote: Are you 5manning? If so obviously it would be easy. Try 2manning 1heal 1dps. Its a lot harder but you get better rewards.
Also the lock-on system is fine. When you activate your lock-on the blue hp bars for your party will show through the monster. Plus a blue sillhouette i believe.
is it the quality of the rewards that increases if you have less people or do you mean that there's simply less people to share them with? and are you saying that the dungeons aren't tuned to be ran as 5?
Less people to share stuff with. As your group's average ilvl increases, you can do current content with fewer people. I think exceptionally well-geared groups can do MCHM (the current hardest dungeon) with three. Lots of people farm the level 58 dungeons with three people for master enigmatic scrolls and now alkahest, but those can also be duoed or soloed. Every regular dungeon was tuned with a full group of five in mind but content is tiered, so once you exceed the gear requirement, you can adjust your group size.