So your saying if I have a full Miracle Healer set, that Astral Shield will keep proccing the MH set heals everytime a heal goes off from astral shield, not just on the initial cast of AS?
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cheroseneMember, Neverwinter Beta UsersPosts: 6Arc User
edited August 2013
Done CN 4/4; some bugs on last boss:
- Fight starts with acceleration; all in room (players and mobs go faster than normal playing)
- In the first phase of boss we had some acceleration/deceleration experience
Boss:
- increased range of shockwave by Flying, now takes entire room if he stay on center but the red area is same before patch
- increased range of fishtailing, same as shockwave
- breathing silence direction bugged, sometimes do damage out of red area (random direction)
- increased fequency of ghost touch hands, in second phase he cast them more often
we finish him in 2 (me dc, and a guildmate cw) after 3 of us died in the first phase (sin after two shockwave out of red circle, other cw after two breating silence bugged and tank flew off the platform after a fishtailing)
I ran normal Spellplague at level 58 with an on-level party that included another healing-spec DC. I didn't notice healing since I went damage/support, but I sure felt the HoF nerf pretty hard. Only thing it was good for was knocking stuff off cliffs if I was lucky -- otherwise I might as well have just gone all divine-lasers on it all. I'm not pleased with it in the slightest.
The TRs all make threads in the general combat/gameplay/etc. section when the nerf bat swings too close to them, and they seem to get noticed. Maybe we should start doing that.
Yep, no issue with SP, it's the same run as before: get a team of monkeys, tell them to hit stuff quickly and repeatedly on the keyboard, the dungeon will eventually be done.
I ran normal Spellplague at level 58 with an on-level party that included another healing-spec DC. I didn't notice healing since I went damage/support, but I sure felt the HoF nerf pretty hard. Only thing it was good for was knocking stuff off cliffs if I was lucky -- otherwise I might as well have just gone all divine-lasers on it all. I'm not pleased with it in the slightest.
The TRs all make threads in the general combat/gameplay/etc. section when the nerf bat swings too close to them, and they seem to get noticed. Maybe we should start doing that.
Yep, it's basically a Daily single-target push now. If the damage component is going to be worthless, they should just turn into in a full on push ability. Though this isn't awful. It's a ranged push, so if the CW pushed a mob and he gets stuck on a ledge, you can sometimes use HoF to knock him on off into the death zone.
People don't realize, but the HoF was actually our biggest heal. With proper setup and some luck, I could get 80k* from three crits. That's 12k AoE healing. We don't have anything else that can come close to that -- especially since they lied about Daunting Light and Flame Strike fixes to be "damage coming from an encounter": They still do not proc Repurpose Soul. My DL regularly crits for 20k. The Repurpose Soul from that would be a better heal than my BoH.
It used to be fun to throw the Hammer at a boss and watch everyone's health jump up by half. But now I have to be an obedient little servant *ahem* leader and just put down circles while everyone else plays the game.
* Divine Divine Glow on self and boss, Prophecy of Doom on Boss, Nimbus of Light, Disciple of Divine Lore, Cycle of Change, Terrifying Insight, and actually just Lesser Vorpal. I've actually seen a 118k crit, but there were debuffs from other players.
Comments
- Fight starts with acceleration; all in room (players and mobs go faster than normal playing)
- In the first phase of boss we had some acceleration/deceleration experience
Boss:
- increased range of shockwave by Flying, now takes entire room if he stay on center but the red area is same before patch
- increased range of fishtailing, same as shockwave
- breathing silence direction bugged, sometimes do damage out of red area (random direction)
- increased fequency of ghost touch hands, in second phase he cast them more often
we finish him in 2 (me dc, and a guildmate cw) after 3 of us died in the first phase (sin after two shockwave out of red circle, other cw after two breating silence bugged and tank flew off the platform after a fishtailing)
I don't think i will reapeat the experience
Anyway healing is ok: no problem for me.
The TRs all make threads in the general combat/gameplay/etc. section when the nerf bat swings too close to them, and they seem to get noticed. Maybe we should start doing that.
Kaylee Krankenwagen, level 60 GF | Tavandruil Wayfinder, level 49 GWF | Aldith Langley, level 51 HR
Yep, it's basically a Daily single-target push now. If the damage component is going to be worthless, they should just turn into in a full on push ability. Though this isn't awful. It's a ranged push, so if the CW pushed a mob and he gets stuck on a ledge, you can sometimes use HoF to knock him on off into the death zone.
People don't realize, but the HoF was actually our biggest heal. With proper setup and some luck, I could get 80k* from three crits. That's 12k AoE healing. We don't have anything else that can come close to that -- especially since they lied about Daunting Light and Flame Strike fixes to be "damage coming from an encounter": They still do not proc Repurpose Soul. My DL regularly crits for 20k. The Repurpose Soul from that would be a better heal than my BoH.
It used to be fun to throw the Hammer at a boss and watch everyone's health jump up by half. But now I have to be an obedient little servant *ahem* leader and just put down circles while everyone else plays the game.
* Divine Divine Glow on self and boss, Prophecy of Doom on Boss, Nimbus of Light, Disciple of Divine Lore, Cycle of Change, Terrifying Insight, and actually just Lesser Vorpal. I've actually seen a 118k crit, but there were debuffs from other players.