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Paladin healer Improvements

foxxy#4211 foxxy Member, NW M9 Playtest Posts: 563 Arc User
I wanted to share my experience and humble opinion regarding my latest runs as a paladin healer. Even though is harder to keep up compared to a cleric, it is actually consistent to play. However I do have some suggestions on how to improve its mechanics

Powers

° Divine fulmination should be quicker to cast.
° Radiant slam: shorter cast. Increase Magnitude 50.
° Valorous strike: Increase magnitude 100.
° Sacred weapon should have its CD reduced at a base 22s CD.
° Divine touch should have its magnitude reduced to 280 (party- no split) And 600 when is single-targeted. Right now, spIit 650 is very low to survive.
° Divine Shelter magnitude increase to 300.
° Banishment rework: 15s base CD. Stun 3s. Debuff 5% 8s. And add a magnitude 400 damage.
° Cleansing touch: Heal everyone and cleanses 1 negative condition. divinity cost 100. Heal magnitude 200. (Adds a shield).
° Circle of divinity rework to "Divine sphere": summons an aura similar to wizard's shield, restores divinity, increases OH by 10% and reduced incoming damage by 5% for 15s. Base CD 18s (after power ends). Right now, it is impossible to stand in the circle while we keep moving, ending in a waste.
° Shield of faith: 15% both buffs.
° Sanctuary: don't make it a channel, whenever we are pushed back or knocked prone, the power is wasted. Just a cast similar to hallowed ground. Also, remove the defense buff and just add a barrier to the heals. Heal magnitude 500 and 15s long.
° Guarded prayers rework: give a 5% damage resistance to healed allies for 5s.
° Timely intervention: remove the CD, and turn it to apply whenever target's HP falls below 30%. (Increased from 25%)
° Aura of life: increase magnitude to 30, 80 to marked ally.
° Aura of restoration: increase incoming heal to 8%, 10% marked ally. Note: incoming heal feature is hard to add in the game, as there are few choices to boost it.

Features

° Feat prayer of opportunity: After it triggers, sometimes doesn't apply. Check?
° Feat Divine Vessel: remove the limit to only healing powers, just powers in general, for solo grinding purposes, to serve as a way to do more damage.
° Feat Spirit of austerity: tooltip says: smite 80 divinity cost and 450 magnitude/ bane 100 divinity cost and 240 magnitude. But checking the powers out, their tooltips express: smite magnitude 600/ bane magnitude 310. Which one is wrong? Check?
° General skills: Marathon runner and divine meditation should apply while engaged in battle, both are not necessary outside of combat.
° Hand of divinity (tab) cost reduced to 100 and reduced to 2s.
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