If we have this I havent figured it out. I would like the option to have keybinds 1-5 for individual players in a group rather than trying to see thru all the effects to select the specific target. I have turned all my effects and bloom down and still have a hardtime targeting thru things, not to mention when I target someone and another runs past them- the 2nd person gets the heal. I feel by giving us the 1-5 keys to select party members that would help alot with getting the propper heals to the propper people in tight situations.
I hope the aggro system gets worked on. A few dungeons that I've done so far which I fell and was brought back up seemed that my aggro wasnt cleared out only to be dogpiled again. For gods sake, its a **** HoT not a heavy heal. Whos the moron that coded it this way ? Obviously someone that doesn't have a good track record for making MMOs.
-Customization of TAB plz-
I would also like the ability to change my <tab> keybind to something else.
As far as effects go- Once I throw a healing field down- is it possible to NOT have my char all light blue ish? Most maps and dugeons I can see when I stand in it- but the light blue glow can get confusing to a player by them thinking their in the Divine Mode when they clearly arent. I try to look at my meter in pvp for confirmation but usually Im clicking away wondering why Im not throwing dots or nuking something. I would prefer my Tab as my Nearest enemy selection with the option to click outside of nearest and dump that little circle for targeting. I changed my FoV to 70 as posted in another thread and I didnt see much difference.
By design there are no key bindings to target party members. The simple answer is that unlike most MMOs where people just stand at the boss and fight through the damage as healers cast from a distance, in this game you have to peel away from the group to get a single target heal. I am sorry if you don't like it this way, it is how the devs designed the game.
I dont have a problem with that but I WANT to KEEP MY GROUP UP. When they all dogpile on a boss, or in pvp- its a HAMSTER for targeting sake. As for PvP, rarely can u peel off of what your killing by your bloodlust or their CCs. I feel a keybind system could be benificial for getting the heals to the propper players at the right times.
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dovogadesMember, Neverwinter Beta UsersPosts: 1Arc User
edited May 2013
Wait a second, are DC actually having to get their healing targets in that reticle (sp?) to actually heal them? Holy HAMSTER, I can't believe they can do this amidst all the effects and hundreds of adds in every bossfight. This, while all the while staying out of the stupid amount of AOE in bossfights... No wonder there are so few DC's in this game. I'm rolling a DC right now and have a 60 TR. I can't imagine being able to keep up a group on some of these bossfights. Oh dear god, the horror.
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peacockbladeMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited May 2013
Yep, that's how it works. It's not easy, but you *can* hit those you want with targeted heals. This is a reason a lot of a cleric's powers will also heal as well as deal damage, I'm sure.
Or, you just make all of your heals AE heals, and you trust that anyone under 25% health, uses a pot (as per design). If I have to single target heal someone, it's because they're fail, and they don't know how to move out of huge red AE prediction circles.
Curiously, I think that the no-keybind mechanic really fits well with the PnP 4th-edition mechanic that a cleric (or warlord, or bard, or other "leader" classes) have attacks that do damage, and then allow allies to spend healing surges. So the AoE heals like Astral Shield and Forgemaster's Flame seem to embody that flavor of 4th-edition D&D. By the way, thanks, Deistik, for your Critical Build. I recently respecced and mostly followed it, with a smidge of Unspec's Tank build and Mewbrey's build. I like how it plays very much.
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h0rseMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
When trying to heal players who are grouped up, The philosophy of "work smarter, not harder," comes to mind. Instead of trying to specifically target individual players, let the heals work for you. Drop a forgemaster's flame on the enemy they are grouped up on, and let it heal them all. Also spam Astral seals so players can essentially heal themselves. You can also move in and drop a sunburst.
I second the OP's suggestion. While I understand the mechanics, some improvement could be made.
No, on this I disagree entirely. The point of this game is to not be the regular boring old healer. So drop astral shield, lob astral seal, drop hallowed ground and use sunburst. Note the aoe of everything I listed? It's because it's to make healers capable of moving and doing stuff as opposed to hp bar watching.
If you need to "target" heal then your target is probably failing/lagging etc.
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d4rkn3ss81Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 2Arc User
edited May 2013
this might help a little...go to options>general>party health bar shown[always on]...
Comments
Fiona Bauerstone - Devoted Cleric - Dragon Server
No, on this I disagree entirely. The point of this game is to not be the regular boring old healer. So drop astral shield, lob astral seal, drop hallowed ground and use sunburst. Note the aoe of everything I listed? It's because it's to make healers capable of moving and doing stuff as opposed to hp bar watching.
If you need to "target" heal then your target is probably failing/lagging etc.
@darkness i suggest on when damaged otherwise it's way to cluttered without downscaling ur UI which i did anyways cuz i like my ui small as ****