01-25-2006, 11:22 PM
(This post was last modified: 01-25-2006, 11:23 PM by MongoJerry.)
Quark,Jan 25 2006, 01:37 PM Wrote:Please, don't think of only the bad things that could come with a channeled heal. Think of the good also. You get the mana efficiency and the smoothed out tank life at the same time.
That's the thing. In large raids, it would be grossly mana inefficient, because there would be a lot of times when priests would be stuck channeling their heal when the tank's life is full. Allow me to illustrate. A tank takes a hit and five priests start a Greater Heal channel on the main tank. After a second, the tank's life goes back to full, but the mana has been spent, so the priests keep on healing for the next couple of seconds and doing basically no healing. You've just reduced Greater Heal's mana efficiency by a third.
A better system would be the one that I understand EQ healers use -- using real healer rotations. Let's say that Blizzard makes Greater Heal only a three second cast spell and that it's mana efficiency is boosted to the point where it is clearly the better spell to use than Flash Heal. Then, you could have a set of three priests each starting their heals one second after another. That is, priest #1 starts casting, one second later priest #2 starts casting, one second later priest #3 starts casting, and one second later priest #1 starts again. In this case, you would have large mana efficient heals landing on the tank every second. In a fight with a large boss, you could have two or three suck teams working at once. That kind of a system would definitely keep a tank up and would require skill and coordination on the part of raid members. However, to encourage people to use that kind of system, Greater Heal's mana efficiency would have to be boosted significantly from where it is and its cast time shortened.
Quote:-Fade - In PvP combat, use of the fade ability now causes any unit that has the caster targeted to lose target, much like if the caster were to stealth. The caster can be aquired again by retargeting, as is intended.
If this is true they need to make the warriors taunt skill do the same thing. Have it force the player to target on you but let them switch back right away. Gives improved taunt some more use in BG's too. Or just let the improved taunt talent do this but not for other warriors. Of course prot spec does have some nice toys for PvP as it is, but I want my taunt to work.
First, we need to emphasize that these "patch notes" are fake and are only a speculation or a wish list on someone's part. Regarding this idea, the trouble is that there are already retarget mods out there that automatically retarget the previously targeted mob if the target gets dropped. They're a standard mod to have installed on hardcore PvP'ers computers to make sure that when hunters feign death that people don't lose the target on the hunter. So, adding this feature for priests doesn't really do anything for them. Oh, sure, the priest might interrupt an enemy's spell cast, but the priest also had to spend a global cooldown period casting that Fade spell, so the cost balances the potential benefit. I'd rather have Fade give a four second invisibility with all snares removed on cast (like a four-second Vanish).
Quote:-Inner Fire - The attack power and armor bonuses for this ability have been removed and replaced with a moderate increase in all spell resistances and a 5% increase in wand damage. These changes should make this ability more favorable to priests.
This item in the list makes me wonder if the person writing it had ever played a priest. Maybe it was a rogue or warrior who wants to kill priests faster. The armor bonus is a huge part of a priest's damage reduction against physical attacks. It's massive in both PvP and in solo grinding. The only change I hope they make to Inner Fire is making it last longer than 3 minutes.