Since melee healing does not work as it should at the moment, well, except for 1vs1 maybe, these are a couple of ideas, that could make it work a bit better at least.
Most changes work with secondary effects, so that pure damage will be needed less for keeping the needed output of heal.
To archieve that, most abilities give another healer a better chance at doing their job, while prolonging the life of a target a bit. This should both solve(or help to solve) the percieved overpoweredness in 1vs1 and the lack of a role in groups.
Sigmar’s Radience
Old | New | |
---|---|---|
Action points | -35 | -35 |
Righteous Fury | +40 | +40 |
Description | You smash into your enemy, dealing 155 damage to them. The power of Sigmar erupts from your weapon, healing any of your groupmates within 100 feet for 232 health plus 50% of the damage that you dealt. | You smash into your enemy, dealing 155 damage to them. The power of Sigmar erupts from your weapon, healing any of your groupmates within 50 feet for 232 health plus 50% of the damage that you dealt. All groupmembers within 100 feet are healed for 75% of that value, while all groupmembers within 150 feet are healed for 25% of the original value. For each target healed, the warrior priest gains a 1% increase to initiative and toughness, stacking up to 5 times, for 3 seconds. |
This change adresses two problems in one go. On one side, melee healers are actually more effective in melee and for the other, they actually have a chance of healing kiting allies.
While that makes the ability more potent regarding it’s uses, it also looses a lot of actuall power. This should be offset by being spammable and having a helpful secundary effect, that stabilises the warrior priest a bit.
Divine Assault
Old | New | |
---|---|---|
Aktion points | 0 | 0 |
Casttime(s) | 3 | 3 |
Cooldown(s) | 8 | 8 |
Righteous Fury | -25/s | -25/s |
Description | You repeatedly assault an enemy, attacking their very spirit and offering it up to Sigmar’s will. You strike the target up to four times over 3 seconds, dealing 84 Spirit damage per hit. Each hit heals your defensive target for 350% of the damage that was dealt. This effect will end if you break your concentration, or run out of Righteous Fury. |
You repeatedly assault an enemy, attacking their very spirit and offering it up to Sigmar’s will. You strike the target up to four times over 3 seconds, dealing 84 Spirit damage per hit. Each hit heals your defensive target for 250% of the damage that was dealt. This effect will end if you break your concentration, or run out of Righteous Fury. |
This on it’s own weakens the ability by a large amount. This reduces the staying power in 1vs1 and very low number fights a bit, but due to changes on a tactic mentioned later on, it should give some use in groups.
Sigmar’s Shield
Requires 9 points in Path of Grace
Old | New | |
---|---|---|
Aktion points | 25 | 0 |
Cooldown(s) | 20 | 10 |
Righteous Fury | +25 | -30 |
Description | You smash your weapon into your enemy, dealing 177 damage to them. Your defensive target becomes Blessed for up to 20 seconds, and will regain 100 health each time they’re attacked. You will lose 20 Righteous Fury each time this blessing occurs, and the effect will end if you run out of Righteous Fury to power it with. | You smash your weapon into your enemy, dealing 177 damage to them. Your defensive target becomes Blessed for 20 seconds, and will heal anyone within 20 feet him for 5% of the healing recieved. The Effect cannot trigger itself |
This abilities buff now actually helps by delivering a bit of area healing. This won’t be a high amount, but will help stabilising a frontline for example.
Obviously, it is the most effective when applied to a target, that actually gets healed for high amounts.
Grace of Sigmar(Tactik)
Requires 11 points in Path of Grace
Old | New | |
---|---|---|
Description | The base heal on Sigmar’s Radiance is increased to 291 health and the healing from damage dealt increased to 75%. | The base heal on Sigmar’s Radiance is increased to 291 health and the healing from damage dealt increased to 75%. Divine Assault will now heal your defensive target, but not yourself, for 500% of the damage done. |
This tactik, already a trademark of actual melee-HEALERs, now increases the effect of Divine Assault to a value, that should make groups think about wanting to have it.
If choosing good targets, this heal will most likely be able to outheal most other single-target heals.
Leading the Prayer(Tactik)
Requires 7 points in Path of Grace
Old | New | |
---|---|---|
Description | Whenever Prayer Of Devotion heals one of your groupmates, you will also become healed for the same amount. | Whenever Prayer Of Devotion heals one of your groupmates, you and all allies in 30 feet will also become healed for 50% of that amount. |
The base for these changes is making the tactic groupfriendly. At the moment it heals the warriorpriest for low amounts and is more likely to be used by tanky warriorpriests standting in the backline.
With the aoe-effect attached, it should be way more effective for those doing melee, even while the value is relatively low still.
Divine Reward(Tactik)
Old | New | |
---|---|---|
Description | After healing an ally with Divine Aid or Healing Hand, there is a 25% chance that your next attack will not cost any action points. | When healing an ally under Influence of Sigmar’s Vision with Divine Assault, your next attack will return 50 Action Points over 10 seconds to all members of your group. |
Since most melee-healers use both damage increasing tactics to maximise their lifetap-healing and the casters won’t use enough AP to warrant this tactic, I changed the requirements.
With taking two melee-abilities as requirement, it gets more effective for melee-healers, that want to support their group.
Sigmar’s Vision
Requires 5 points in Path of Grace
Old | New | |
---|---|---|
Aktion points | -30 | 0 |
Cooldown(s) | 5 | 5 |
Righteous Fury | +30 | -30 |
Description | Deals 177 damage to your enemy and Blesses your defensive target for 15 seconds, increasing their chance to parry attacks by 10%. | Deals 177 damage to your enemy and Blesses your defensive target for 15 seconds, increasing their chance to parry attacks by 10% and healing them for 150 and 75% the damage done by this ability and over the duration. This HoT can crit and has a critical chance related to the amount of Righteous Fury you have at the time of a heal-tick(+50% @ 250 Righteous Fury) |
Personally, I believe the 10% parry buff to be to weak. Building a parry spec on a warrior-priest is unlikely, due to the amount of points needed for all the absolutely necessary stuff.
The new side-effect is a HoT, that could potentionally reach about half the effect of the base-HoT, that also lasts 15 seconds.
I hope to have a small counter against melee-trains here, that can at least slow them down long enough to give other healers time to react. More often then not, they’d only need half a second more…
While looking at the amount of tactics needed to reach a good healing-output, I hope I did limit the combined damage dealer and healer enough, so that he won’t be master of both ways.
What I’d obviously be interested in, is the question of balancing. Would you think of these changes as more balanced then what we have now? Would you consider taking a melee-healer into a premade group?
Yours
Idrinth
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