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[Request] Certain Skills need tweaking.

the1tiggletthe1tigglet Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 1
edited August 2013 in The Temple
Forgemaster's Flame needs a reduction of cooldown on it since it's a DoT, or a complete CD removal.

The Divinity power of the ability called Brand of the Sun needs to cause a certain amount of damage to enemies around it. It has no divinity power and the DC even in heal spec has a terrible time handling crowds especially when full heal spec. It also looks like something a warlock would cast on someone, the dark energy doesn't mix well with the light coming off of it so it looks like a sickly aura instead of anything luminous or solar.

Daunting light could use a slightly wider AOE target zone as well.

Also could we have the reduction on healing only affect us when we're in combat status? that way we can heal ourselves normally when out of combat and it wouldn't cause an imbalance. Thanks. :D
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Comments

  • morsitansmorsitans Member, Neverwinter Beta Users Posts: 1,284 Bounty Hunter
    edited August 2013
    Um. Wow. No-CD forgemasters would be insanely overpowered (I mean, why would anyone use their non-astral seal at-will if they could just spam forgemasters instead? It'd be basically "UBER brand of the sun" which in divinity becomes "uber Healing Word plus damage").

    The divine version of brand of the sun isn't BotS-specific: punishing light is what your LMB turns into in divinity, no matter what at-wills you have, just like soothing light is your RMB. And yes, punishing light is terrible. Don't use it. Especially not in PvE.

    It's actually (ironically) probably a much better crowd-focussed at-will than our others, since you DoT a monster (seal them first for tick heals), then move onto the next. They all get too close? D'd sunburst, rinse repeat. Or chains, or just skoosh backwards and keep your distance.

    Daunting Light DOES have a bigger AOE, if you cast it in divinity. It's amazing in divinity, since it loses all its downsides (radius, casting time). This is kinda the point, I'm assuming.
  • xiphenonxiphenon Member Posts: 0 Arc User
    edited August 2013
    I agree that most of the powers of the cleric need an overhaul. But your suggestions aren't any real solution.

    Problem currently is that there are healing powers, hybrid powers (which heal and do damage) and damage focus powers.

    However, if you are in a group, minimum 2/3 encounter slots have to be used for pure healing if there is only one cleric - in fact you want to use 3/3. The reason is that healing powers are very weak compared with incoming damage.

    Because of the weakness of healing it produce awfully less points in the field medic statistic compared to damage. In addition, the cleric forced to use 3/3 encounter for healing score the lowest damage in group.

    If healing and damage summed up, cleric still lacks behind.

    Solution: get away from pure healing and pure damage abilties and make all powers hybrid like as sunburst, doing damage and healing.
    [SIGPIC][/SIGPIC]
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