Hi, i want to say that warlock healers are very weak, the sparks management is very hard and the only one useless daily heal power is...well...useless.
I really like to play warlock healer, but the healing overtime effect added by Warlock's Bargain and Pillar of Power is too weak (Clerics overtime heal is as good as Shatter Spark).
Soul Spark, the power that regenerate sparks is hard to use in combat ( Clerics only pray and get divinity ), because you should focus only one enemy to get sparks back. It will be a better idea if that change from single target to aoe. If the entire party is low and my sparks are 0, but the DPS are good enough to kill enemies fast, is hard for me to get sparks from enemies, and if i try to get them by looking other way, i will die. But if the Soul Spark power is aoe, it will be easy for me to get sparks from all the enemies (at the same rate as single target, of course), so i can keep easly party alive.
The daily power is very very very bad, it heal nothing ( clerics can use 2/3 healign dailies, one is overtime, one is instant, and the 3 rd one heal you only if you get damage for more than 50% of your hp), clerics overtime encounter healing is as good as warlock daily (or better).
Soul reconstruction At-Will is weak too, and is very hard to use it when 1 player is low, but the entire party is in the same place. i think it will be better if this at-will will auto choose the lower player.
If is possible, please balance this class because is very interesting to play it, add more daily powers for healer and change the healing effect of encoutner powers.
Thank you.
2
Comments
Cleric:
The Cleric is a complete Passive Overheal type and the easiest technically to use. Heals are extremely strong and abundant and despite having to manually aim your main heals you will and should never have problems healing as one.
The hardest thing for a lot of people to grasp ironically as a Cleric is that you need to simply STOP healing most of the time. In fact a lot of your time as a Cleric will be spent doing very little in terms of actual Healing when playing optimally.
Put bluntly, the Cleric heals for 3-500% Max HP easily and if you can aim, you only need to heal at most twice every so often, even in bad groups. The greatest downside in playing a Cleric is being an impatient player and wasting your resources.
Paladin:
Speaking of resources.. Paladin is in a way, the opposite of the Cleric.
I'm saying your Heals suck, and they do technically.
That's because you're not there for the Healing per-se, you're there for the Temp HP. That's your healing as a Paladin; "I can't fix your actual health this Century but here's a ton of temporary health instead!". The Paladin makes up for the fact it can't heal to save it's life by buying time with Temp HP while if fixes your actual health.. eventually. That's why Critical Touch exists.
This requires you to be super proactive, to the point that your Divinity will never be able to keep up with the demand which requires your group to be somewhat more competent than the average group, giving you enough time to gather Divinity in the brief moments of downtime you have.
Which brings us to..
Warlock:
Warlock IS technically the best Healer but that is also predicated on the player and the group being pretty much at the upper levels of game-skill.
If you suck or they suck, the experience is gonna suck.
So.. your raw healing sucks, your resource drain sucks so that can't possibly be true right? Well Yes but actually No.
Shatter Spark has no targeting requirements; does the target generally exist somewhere nearby? They get healed. Sure the actual raw amount is pretty low but it has a pretty high crit. rate in fact which is nice.
Now here's where the amount of "Git Gud" you and your group has makes the difference: Harrowstorm.
Now, like all Healers (as it should be) you do laughable DPS and Harrowstorm itself doesn't exactly OOZE healing but what do you get when you combine?:
- A Healer and group that understand positioning.
- A heal that can be stacked on top of itself.
- Mechanic that translates a fraction of damage dealt into healing for nearby allies (minuscule as it may be)
The answer is a surprisingly robust healing sustain.
And then we come to the only Daily you'll ever use (not really but more on that in a sec), at the cost of your health you heal everyone Passively for a while which sounds suicidal if it weren't for the fact that unlike the other two Healers;
EVERYTHING YOU DO HEALS YOU AS WELL. Passively. No targeting required.
If you're remotely playing the class correctly you'll notice something: Your AP is almost never not full. This is a benefit of a large number of actions taken in short amounts of time.
So let's put it to work.
Immolation Spirits. They gen some Sparks for you. Enough said.
Next up, Pillar of Power. Enough said.
Warlock is not easy, as far as complicated play gets in Neverwinter anyway. You have no downtime, you need to know what to do and when to do it and you'll be performing several action simultaneously at all times.
And if your group sucks, none of it will matter, lol.
So. tl;dr
Cleric is easy and all you gotta do is chill. The less you chill, the worse it'll get.
Paladin requires you to always be acting efficiently, pay attention and you won't have problems.
Warlock has every tool required to be the best but none of it matters if you or your group sucks.
Finally someone that actually know what he is talking about
Could we ask for some clarification on what the vision is for Soulweaver design, given the comments shared on the road map stream?
I'm not of the opinion that Warlock is anything close to unplayable or terrible either as a DPS or as a Healer, but it's also not in the best place in terms of being broadly competitive and intuitive to use. With Soulweaver we have a healing class with very few useful healing abilities and some pseudo-DPS fluff. It has its strong points and can be played for any content, but it should say something that the majority of feedback appears to be negative.
If Soulweaver is intended to be a high-difficulty/high-reward option for more geared and skilled players, it would be nice to see the potential reward increased and the junk abilities revamped or tossed. I would like to see this, actually.
If it's intended to be more accessible to the average player, it needs more or better tools to handle its basic responsibilities since this player is not performing at the level that cares, say, about Pillar of Power damage buff uptime and is not yet capable of paying attention to multiple resource pools and maintaining high actions-per-minute at all times; they are still learning how to prevent party members from dying to routine damage.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
A year ago i started to create new chars every couple of patches just so i could comapare them and also see through the eyes of a new player.
A new player with around 80/90k will strugle to heal stuff compared to a 80k power cleric that can probably run LOMM, the difference between healing magnitudes and class feats with outgoing healing makes the difference too big to be overcome by skill
You don't need to aim Shatter spark!! nice.. but it still has 400 magnitude (the lowest of the 3 classes)
Arrowstorm is really good!! yeah if you haven't played the game for the last 4 years... the situations where this encounter is good are too few everything has an huge aoe now, normally it's only used to apply warding curse for the 5% dmg debuff.
Pillar of power again... i see even end game players that know what it does completly ignore it mostly because, 1st area of effect is smal and if you stand in place to long you will get it by an aoe in the face ( and the buff only last 3 secs after you leave it)
And if i hear anyone say one more time that soul reconstruction is the best healing ability in the game i swear to god i will jump out of your screen and haunt for the rest of your life
After all this, accepting the fact that locks were made healers and always keeps getting HAMSTER on the dps path, you go on the stream and hear them say that they don't want to to heal as much as other classes, is just disheartning, like what the HAMSTER are we supposed to be good at? dps/hybrid? they removed killing flames from soulweaver, yeah you could run arrowstorm/curse bite to help in aoe.... buffer? they said they didn't want buffers in the game anymore like it used to be pre mod 16 so i'm realy expecting to hear what they want from the class
Warlock
Shatter spark - 400 magnitude heal
Harrowstorm - 200 magnitude overtime heal
Warlock's Bargain - 200 magnitude heal
Soul Reconstruction - 200 magnitude heal
Soul Pact (daily) - 500 magnitude heal + 10%dmg resistance and lose 2% of your hp for 10 secs
Cleric
Bastion of health - 700 magnite heal
Healing word - 400 magnitude +250 over time
Cleansing light - 400 magnitude heal
Guardian of light (daily) - 600 magnitude heal+ 300 mag over time for 12 secs
Intersection (encounter) - 1600 MAGNITUDE HEAL 23 secs cooldown (i think, i'm not in game to check it out)
And this just encounters between 2 classes, class features increase the disparity even more
From what devs have said, we can expect a rework or buffs next mod but the magnitude vs. magnitude thing isn't an actual argument. Devs have always flat out shot down straight comparisons since they are only part of the equation.
yes you can replenish them somewhat faster but not as fast as you seem to think... you will also drain them faster compared to a cleric or even pladin that gets a free encounter cast every couple of at-wills.
You will need at least 2/3 shatter sparks to do the equivalent to 1 big crit of bastion of health and that takes away around 50%/60% of your sparks, if you already used essence drain(15 soulsparks regen, around 3 ''pips'' of our 5 combined with the feet) and have 15secs of cd that means you are HAMSTER because now you either wait for those 15 secs or have to use your at-wil to regen them and bare in mind ony the 3rd at-will restore an insignificant 2 soulsparks, meanwhile you have the cleric wich uses 1 bastion of health that consumes 100 divinity and the divinity it costs can be restored in 3 or 4 secs
It becomes hard to explain stuff in detail when english is not your mother tongue
For having a healer path, Warlock is condemned to be mediocre damage dealer.
Again.. true, as a support warlock is good but as a healer it isn't thats the whole point of the thread... and i agree 100% that we should have never been turned into a healer but it's their game and we just have to deal with it or move on, i personally chose the 2nd option for the last 2 months until ne next changes come through, they also said on the stream that should be changes this week on the preview (at least healer changes)
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
here's the clip:
https://www.twitch.tv/crypticstudios/clip/EphemeralSincereVanillaPJSugar
so there's been many posts out there talk about wanting different classes to be balanced, and they mostly refer to dps when they say that, but what about the healers? is this how we try to balance classes?
Yes, Warlocks may be "good end game" healers, but not all of us are end game healers. not all of us can get AD fast, not all of us have money to buy things from zen shop.
I was in a party where tank got one shot (scorpions in lost mauth) and players just didn t avoided lava. guess what, healer s fault. Why? because i was not a cleric (that s what they said).
As i said, healers are balanced, each class has their tools to support the party. And to be honest, a Warlock shouldn't never be better healer compared with Cleric or Paladin. But Soulweaver players should understand that their class is just a product of the devs laziness because they made Warlock a healer class instead of make a new healer class if they wanted holy trinity to be important again.
#2 What?
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH