I think range of the Soul bonding feat is really too small. What is it exactly? 40? Knight Valor will have 150 and same mechanic should be applied to this feat. Now, there are situations where finding good healing spot to try to heal most team is impossible. I am finding myself 5 feet too far from one player desperately needing heal and another one on other side of boss and I must get close to only one and ditch another if I want to heal anything. Getting too close to boss is suicide for our class in most cases. Even increasing range by 5-10 would be great help.
Other thing, aura of despair and aura of cruelty. 20? it's seriously a joke. I must be almost in melee range of my teammates, enemies for this auras to do anything. Other classes don't have same ridiculous restrictions in similar feats. It should be team only for cruelty, no range restrictions and at least 40-50 for despair. Despair also activates with some delay so all charging mobs/players(GF) do full damage as they started attack more than 20 away.
Another problem for temptation is vampiric embrace. It heals way too little and with ultra small range (20?), I can heal more and further away with killing flames or fiery bolt and that's wrong. Heal for team should be twice the amount of damage dealt at least
I also still think that sprint really hurts this class. GWF has dodges in skills (leap, charge), unstoppable and steel defence, we don't have anything of this sort. Give us dodges in skills, or in sprint, some immunity frames. Seriously we can't be with sprint mechanic alone, especially as it gives only 30% dmg reduction. Did anyone tried new dungeon, 50k non-crit hits with sprint, how can I avoid/survive this. No room for tiniest mistake in sprint, it's just unfair compared to any other class.
Post edited by theshadowbreaker on
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mircalla83Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 36
edited September 2014
Actually, Vampiric heals from multiple factors
1. The 75% healed, which, with the feat, heals 100%.
2. The x% from Lifesteal, due to damage. x2 due to feat.
So Vampiric is already a 'clutch heal', it is more a fact that groups still run with way to many 'park in the red' GWFs or Amok CWs.
I can honestly say I haven't encountered this problem. the only time my healing Zone isn't affecting my team is when I've gone off on my own for whatever (usually dumb) reason.
Actually, Vampiric heals from multiple factors
1. The 75% healed, which, with the feat, heals 100%.
2. The x% from Lifesteal, due to damage. x2 due to feat.
So Vampiric is already a 'clutch heal', it is more a fact that groups still run with way to many 'park in the red' GWFs or Amok CWs.
But other skills heal for more and further in range. With killing flames I can easily crit 30k without problem which is 15k (25% lifesteal) direct heal with my heal range, with fiery bolt it depends on how large group is but it can go way higher than that. With vampiric embrace it's 6k crit heal in 20 range from targeted enemy + 3k from lifesteal 40 from me. It's much less damage and heal, what sense of using this power then? If you are using vampiric embrace as temptation SW you are really gimping your healing, I've tested it in many epics and it's really weak compared to other damage powers. As designated heal power, not doing much damage, this should have more utility, some +% damage resistance would be nice.
I can honestly say I haven't encountered this problem. the only time my healing Zone isn't affecting my team is when I've gone off on my own for whatever (usually dumb) reason.
I didn't see this problem to the moment when my heals started to be crucial for team survival. I've started running epic ToS, Spellplague Caverns and MC as only healer without DC and there are many cases where sticking in 40 range close to me is just stupid and as I am seeing for example hunter or CW, in my close visual range, not far away, not getting any heals, I am getting frustrated. I must often risk dangerous locations just to heal optimally. In easier dungeons or with overgeared teams it's not a problem as self-healing is enough and our role is rather potion conserving than keeping team alive.
First, you might not be doing enough damage. our healing ability is based entirely on how hard we can smash faces, and that means that if we're not keeping up damage-wise, we're not keeping up at all. Amp lifesteal, and then dump everything into crit strike, power, Recovery, and armor penetration. Along with Aura of Cruelty, I personally lifesteal about 20% for myself and 40% for my teammates whenever I do damage. I don't even have endless consumption yet. I also top the damage charts of nearly any dungeon I take part in because after working on my lifesteal and capping it, I dedicated everything to churning out DPS. Even got myself the accursed diabolist set.
Second, and a thing that tons of people don't seem to realize is everybody is responsible for their own survival. As a support caster, your job is to make it easier on them, and heal them when they get close to death, but if they die, they did something wrong, not you. You can't, and in fact should not have to, be the perfect healer always keeping your team topped up. That's why potions are in the game. That's why there's dodging. If your team is expecting you to handle everything, then you are running with bad teams. Tell them at the start if they're taking hits to get close to you. that way you can just focus on damaging.
The lifesteal distance we have is fine if we can work enough damage.
First, you might not be doing enough damage. our healing ability is based entirely on how hard we can smash faces, and that means that if we're not keeping up damage-wise, we're not keeping up at all. Amp lifesteal, and then dump everything into crit strike, power, Recovery, and armor penetration. Along with Aura of Cruelty, I personally lifesteal about 20% for myself and 40% for my teammates whenever I do damage. I don't even have endless consumption yet. I also top the damage charts of nearly any dungeon I take part in because after working on my lifesteal and capping it, I dedicated everything to churning out DPS. Even got myself the accursed diabolist set.
Second, and a thing that tons of people don't seem to realize is everybody is responsible for their own survival. As a support caster, your job is to make it easier on them, and heal them when they get close to death, but if they die, they did something wrong, not you. You can't, and in fact should not have to, be the perfect healer always keeping your team topped up. That's why potions are in the game. That's why there's dodging. If your team is expecting you to handle everything, then you are running with bad teams. Tell them at the start if they're taking hits to get close to you. that way you can just focus on damaging.
The lifesteal distance we have is fine if we can work enough damage.
Damage isn't an issue and I have higher lifesteal at 25% so 50% for team, topping damage also isn't new to me especially with broken tyrannical threat (wait till they fix this), using same set. Numbers are great but only if teammates are in range. Our job isn't burst healing when they get close to death but healing them constantly. You mix up our role with DC, which will always be better at burst healing one target. We must heal all the time to be effective and this can be hard with 40 range when almost whole ground is red. I still think range of soul bonding feat is too small, it should be similar to other auras (not warlocks auras as they have also the smallest range in whole game), feats in game.
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mircalla83Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 36
edited September 2014
Actually, we do have a 'Burst Heal' Tool: Vampiric Embrace.
Not only is the full 75% that you would get yourself turned into Healing - you ALSO Heal for the 'normal' Lifesteal value x2, so in your case, that's another 50% of the Damage dealt by VE. On my SW, using Infernal Diabolist, I easily heal for 10-15k when my VE crits, instantly, in one chunk.
Comments
1. The 75% healed, which, with the feat, heals 100%.
2. The x% from Lifesteal, due to damage. x2 due to feat.
So Vampiric is already a 'clutch heal', it is more a fact that groups still run with way to many 'park in the red' GWFs or Amok CWs.
I didn't see this problem to the moment when my heals started to be crucial for team survival. I've started running epic ToS, Spellplague Caverns and MC as only healer without DC and there are many cases where sticking in 40 range close to me is just stupid and as I am seeing for example hunter or CW, in my close visual range, not far away, not getting any heals, I am getting frustrated. I must often risk dangerous locations just to heal optimally. In easier dungeons or with overgeared teams it's not a problem as self-healing is enough and our role is rather potion conserving than keeping team alive.
First, you might not be doing enough damage. our healing ability is based entirely on how hard we can smash faces, and that means that if we're not keeping up damage-wise, we're not keeping up at all. Amp lifesteal, and then dump everything into crit strike, power, Recovery, and armor penetration. Along with Aura of Cruelty, I personally lifesteal about 20% for myself and 40% for my teammates whenever I do damage. I don't even have endless consumption yet. I also top the damage charts of nearly any dungeon I take part in because after working on my lifesteal and capping it, I dedicated everything to churning out DPS. Even got myself the accursed diabolist set.
Second, and a thing that tons of people don't seem to realize is everybody is responsible for their own survival. As a support caster, your job is to make it easier on them, and heal them when they get close to death, but if they die, they did something wrong, not you. You can't, and in fact should not have to, be the perfect healer always keeping your team topped up. That's why potions are in the game. That's why there's dodging. If your team is expecting you to handle everything, then you are running with bad teams. Tell them at the start if they're taking hits to get close to you. that way you can just focus on damaging.
The lifesteal distance we have is fine if we can work enough damage.
Not only is the full 75% that you would get yourself turned into Healing - you ALSO Heal for the 'normal' Lifesteal value x2, so in your case, that's another 50% of the Damage dealt by VE. On my SW, using Infernal Diabolist, I easily heal for 10-15k when my VE crits, instantly, in one chunk.