hello i need help on a complex problem maybe forums might help me so i am building a ( Healadin ) part tank part healer and my problem is as a justiciar tank we have paths we can take to be a support class and here's my problem.
stats that i have right now will go up as i get better stuff
power - 64%
crit servity 64%
crit strike 64%
out going healing 53%
i am trying to hold aggro but at the same time heal so let me lay it out for you
justicar tanks have healing powers called
{Devine touch}
this power heals allies at the target location. magnitude decreases as the number of targets increase
- i get that more players = less heals if in that area it also says
heal magnitude 700 the added effect of this heal is - heal your self if a party member was targeted and you were not with a plus added effect of (increased threat)
- now i know i can not just spam this because the divinity cost is 200 but we as justicar tanks also have a special add feat that is
[Divine Reciprocation]
increases the threat generated by divine touch so now the threat is doubled! wow crazy i know right but it gets better when ever you target an ally with (divine touch) and not your self you heal your self for 100% of that amount healed now less say i heal some random hunter ranger for 300k and not my self i get that 300k while at the same time holding aggro so hypothetically i could stand on out side of mob heal team mates from behind not targeting me and give my self 100% what i dont get is... that with the double added effect of aggro threat from the encouter and the feat combined its still seams to not be enough to hold the aggro and heal at the same time for some odd reason even tho it stats it clearly now don't get me wrong i can easily hold aggro with free bane cost from {baneful strikes) and just go back and forward from free bane cost to (divine touch) with little (burning light) or little (vow) as my 3rd encounter what i am trying to do is figure out how to heal higher to maintain higher threat generated from that combo and make it effective enough
hopefully someone can add to this healadin support class i am trying to build thanks
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Comments
Unfortunately the downside to this build is 1) In scaled contents your heal will be low and may not be sufficient enough to constantly heal party, especially if it random and low gear players. Dungeon like MSP/LoMM/CR where players are scattered during boss fight 2) In non scale contents/end game, there are chances good-high dps that can take your agro when you need to hold agro, so Smite/Divine Challenger are your best combo.
If you really want to invest in this build, then to heal higher you need to build like a healer, Power cap at 90% + OGH (out going heal) from Ability scores/gears/companion.
I do like this tank/healer build combination, as I do play OP heal and Cleric heal, healing for me is "natural" and I am able to manage divinity. Best of luck with your attempt and update us on your progression.
I can see its utility when you're in a group that has lost the other support player or in a private party where the DPS are sufficiently well specced to handle more incoming damage but having to spread out your stats between defensive (for the tank) and offensive (for the heals) will inevitably reduce all stats.
You may want to look at gear that supplements healing & tanking. E.g. have you tried using a Holy Avenger weapon enchantment? Possibly Also the Defender's Banner?
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
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Member of Casual Dailies - XBox
It may work in some runs with a team with low perform.
If you pick Justicar, you cant heal what is needed because you run out of divinity, and your tank capabilities will be lowered due to resources invested in outgoing healing / offensive stats.
If you pick Oathkeeper, you wont be able to tank from any medium dps (not talking about well builded dps).
Im not saying that you should not build this way, because it maybe fun for you and you dont aim for end game dungeons / trials, just trying to save you resources if its the case.
Other games have more flexible ways to build characters and features and you can cherrypick some nice things, but in this game, the most important things for that role are binded to pick the role.
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Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
yeah thanks i did run it in vos few hrs ago did pretty good with the combo i might have to look into raiseing some stats the healer loved the exstra heals during hypos and mobs and im likeing the double aggro from it seams to make holding aggro better and not have to use tanners or maine to get that exstra damage in
Aside from the team receiving ~10% less damage, assuming the DPS are all capped on power, both supports will benefit the most from that power buff.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
My approach is to pick a role and stick to that for any run, so as a Cleric I either play a full heal role or a full DPS role (mainly used for soloing) and I have dedicated loadouts for both. My suggestion is to get the best out of your character and be the best you can for any team in any given situation, you create three loadouts... One focused on healing, one focused on tanking and a third loadout which is a combo of both. In each of those builds you max whatever stats you need to do that role the best possible. For tanking it is to get as much aggro as possible and keep it, but also stay alive and take damage so you can be a great tank (which would end-up being the role most people needed you for, as tanks are the most sought-after in the game right now because there's less of them than any other class and it holds-up queues waiting to find them), and in this build you would care a little less about the heal and dps abilities and only focus on defense, deflect, aggro, HP and so-on. Your DPS would be awful but you wouldn't need it, your only function is to retain aggro and stay alive as long as possible. In the heal build it would be all about power and crit and crit severity and outgoing healing to maximize all your heals so if they needed a healer you could fill that role as best as a Pally can. You could find yourself in a group which has a good tank but no healer and you could fill the heal role while someone else dealt with the aggro issue. And then make a third build which is along the lines of what you are currently thinking of which does a bit of both tanking and healing, there may be times you're in a privately made group and they need a bit of both, you can hold aggro but also heal a bit and even though both are not at top form, you fill the role your group needs at the time because there's maybe a lack elsewhere in that specific group (like all dps and no tank or heal) and just to help try to get through a run it makes sense to fill both roles. With your three loadouts you would then use them in a situational manner and be best placed to assist whatever group you're in and you would be able to be effective and versatile in whatever role was needed by just swapping loadouts. That's just my view on what I would do.