Before patch my FF was healing 1400~1600 without crits and 2800~3200 with crits, now it barely heals 2500 with crits...
Is just me or someone else noticed this too ?
I use FF in PvE both when I play alone (drop FF on critter that's hitting you, holy rollerskate, laugh as you thwack it from range) and when in a party between Astral Shields when everyone is focusing the same big bad. It's immensely helpful when you know how to use it.
That said, I'm bad at keeping track of damage numbers so I haven't noticed a nerf. It felt like I wasn't doing enough damage to drow mobs in Whispering Caverns yesterday, but I blamed that on me being a DC and drow being drow.
surprise surprise, they keep trying to diverge the "healing" from the "damage" abilities and make the combo ones weaker. Or that's the impression I'm getting. Less and less synergy between dmg and healing spells and feats.
That said easch tick from FF activates the MH set bonus so for the moment it's probably actually providing you with more healing than it previously was.
Was better without the MH bug and without that nonsense nerf.
That's true, and yes agreed it would be way nicer how it was before. I loved FF for the amazing burst healing it would put out. Been one of my staples forever. Admittedly I don't run that many dungeons anymore and I haven't been using it in pvp post patch, although the snare did get a nice buff. Prefer slotting DG for faster runs and so far I haven't really liked the feel of FF/AS/DG, maybe it's because I prefer to cast DG in divine mode. Either way I don't understand the logic behind these stealth changes, are other classes having unlisted changes in patches too?
They will probably say that they forgot to mention that the bug with ff previously was adding extra healing instead of extra snare and so now it is working as intended since they fixed the snare.
FF isn't nerfed with me. Still does ~2200 heal on crits (that's without Vorpal), which it did also before the patch. So it seems a feat was activated by FF which is now changed? I'm Virtuos specced anyways.
Hammer of Fate seems to be fixed, before you dind't got the 15% AP gain, now you do.
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Forgemaster Flame.
Great for PVP IMHO, especially after the patch where it actually does what it is intended - slow an opponent while you kite.
That said, I'm bad at keeping track of damage numbers so I haven't noticed a nerf. It felt like I wasn't doing enough damage to drow mobs in Whispering Caverns yesterday, but I blamed that on me being a DC and drow being drow.
Kaylee Krankenwagen, level 60 GF | Tavandruil Wayfinder, level 49 GWF | Aldith Langley, level 51 HR
My FF used to heal for 3500-3900 on crits, now it barely heals for 2200-2500.
Hey devs, are you ****ing done nerfing clerics ? This is really turning to persecution.
**** it.
- DRAGON - ( Mehrea DC 13.1k ) - ( Volsung TR 11.7k )
That said easch tick from FF activates the MH set bonus so for the moment it's probably actually providing you with more healing than it previously was.
FF is an AoE heal.
Was better without the MH bug and without that nonsense nerf.
- DRAGON - ( Mehrea DC 13.1k ) - ( Volsung TR 11.7k )
That's true, and yes agreed it would be way nicer how it was before. I loved FF for the amazing burst healing it would put out. Been one of my staples forever. Admittedly I don't run that many dungeons anymore and I haven't been using it in pvp post patch, although the snare did get a nice buff. Prefer slotting DG for faster runs and so far I haven't really liked the feel of FF/AS/DG, maybe it's because I prefer to cast DG in divine mode. Either way I don't understand the logic behind these stealth changes, are other classes having unlisted changes in patches too?
Hammer of Fate seems to be fixed, before you dind't got the 15% AP gain, now you do.
In PVP? Because it was working fine in PVE
No the first days after the patch it dind't worked. Tested both in PvP and PvE.