View Full Version : New energy costs for heals are killing me...
megabok
02-15-2007, 06:44 PM
Hey all
Im playing a Bloodmage, currently at level 19. Anyone else having trouble with the new energy costs for the direct heals after todays patch?
They went up about 25% and im having troubles now.
Im mostly in a smaller group where im supposed to pull my share of the DPS as well as heal. Many times we dont have a tank and when I need to chain 2-3 quick heals in the middle of the fight it just floors any energy i have. We wiped a few times tonight because I just ran OOM so fast when trying to heal a sorc that pulled aggro since I cant do that using vein.
With a tank this might not be an issue because you can rely on vein or blood gift to conserve power but in a group without a tank where you have to use infuse every now and then its a big hassle.
Im hoping they go for a less energy more hp route instead, I just cant keep up both DPS and healing at the moment and I really really dont wanne just stand there spamming heals and mental trans all the time just to be able to heal.
shermhead
02-15-2007, 06:53 PM
Hey all
Im playing a Bloodmage, currently at level 19. Anyone else having trouble with the new energy costs for the direct heals after todays patch?
They went up about 25% and im having troubles now.
Im mostly in a smaller group where im supposed to pull my share of the DPS as well as heal. Many times we dont have a tank and when I need to chain 2-3 quick heals in the middle of the fight it just floors any energy i have. We wiped a few times tonight because I just ran OOM so fast when trying to heal a sorc that pulled aggro since I cant do that using vein.
With a tank this might not be an issue because you can rely on vein or blood gift to conserve power but in a group without a tank where you have to use infuse every now and then its a big hassle.
Im hoping they go for a less energy more hp route instead, I just cant keep up both DPS and healing at the moment and I really really dont wanne just stand there spamming heals and mental trans all the time just to be able to heal.
No its not bad. If you can handle it you should get a better group or a real healer (cleric).
Jeters
02-15-2007, 06:53 PM
Hey,
so I guess this was an intended change for all healers across the board. Can't say I agree with it =/
unfortunately I am still at work so can't experience it first hand...but yeah, that kinda sucks =/
hawnz
02-15-2007, 06:59 PM
No its not bad. If you can handle it you should get a better group or a real healer (cleric).
do you ever post anything worth reading?
puddles
02-15-2007, 07:05 PM
Hey all
Im playing a Bloodmage, currently at level 19. Anyone else having trouble with the new energy costs for the direct heals after todays patch?
They went up about 25% and im having troubles now.
Im mostly in a smaller group where im supposed to pull my share of the DPS as well as heal. Many times we dont have a tank and when I need to chain 2-3 quick heals in the middle of the fight it just floors any energy i have. We wiped a few times tonight because I just ran OOM so fast when trying to heal a sorc that pulled aggro since I cant do that using vein.
With a tank this might not be an issue because you can rely on vein or blood gift to conserve power but in a group without a tank where you have to use infuse every now and then its a big hassle.
Im hoping they go for a less energy more hp route instead, I just cant keep up both DPS and healing at the moment and I really really dont wanne just stand there spamming heals and mental trans all the time just to be able to heal.
I play a 32 goblin shaman. So far I've only had to make very minor adjustments to my play style to accomodate this change. It seems like because vitality is now affecting heals at 100% instead of 70%, that offsets the slight increase to energy costs. It's not so bad, refine your healing strategies a bit and you'll be gold!
Jeters
02-15-2007, 07:09 PM
heh it probably just FEELS worse since many bmg's choose int over vit.
HOWEVER you'll notice our lifetaps did not get an energy increase, and the int buff should make healing through taps a bit more viable. hopefully it isnt too big of a deal.
hawnz
02-15-2007, 08:54 PM
i just wrote a HUGE post with all sorts of math formulations. but the more i did with actual numbers i pulled from in game, the less anything made sense. i honestly have no idea wtf is going on with the game mechanics unless the tooltips are all wrong. some things make sense, while other are just so random. i give up.
all i know is, i was plowing through the fire elementals pre-patch for 2 levels (killed right around 1000 of them). i have my hotkey chain memorized. i'm now a level higher, and i am only getting them to around 30-40 health with the chain of hotkeys i had been using (one of them being an updated spell with more dammage!)
so one or more of the following occured with the patch:
1, we're doing less dammage now
2, those mobs were buffed
3, spell resistances are seriously in favor of NPCs now
i tried killing some other monsters in the area that i had previously killed, and it SURE feels like i'm not doing as much dammage, as the fights are taking longer. i have no proof of this with those guys, but i know FOR SURE, it's taking way longer to kill fire elementals after the patch (even though i'm a level higher and with a higher dammage version of a spell i was using previously)
lexisss
02-15-2007, 11:24 PM
I do understand the cleric nerf of our damage output I really do and wont cry about it, I think we all knew it was kinda nutty the damage we were outputting...Having said that I think the energy increase for our heals was a bit much, I'm not viewing this in terms of pvp im viewing this in terms of pve...I do believe that this will hurt a little more than intended in the dungeon aspect of the game, having played a cleric in 3 mmo's previous to this I must say I do enjoy the game but dissagree with the energy increase on our heals...
Ferrer
02-16-2007, 01:56 AM
It's not so bad, refine your healing strategies a bit and you'll be gold!
Yeah, easy for you to say :p mr. shaman melee damage guy.
Seriously, this hurts the BMGs a lot more than the other heal classes because our mana is torn two ways. While the other classes rely on melee for damage, BMGs are rewarded for keeping the damage up (blood union pts) by casting nukes, lifetaps, and DoTs. But keeping up the Blood Union with lifetaps doesn't usually provide enough hps for decent encounters. Normally you need to toss out a direct heal, some buffs, and hots just as much as you need to do the lifetaps. Pretty soon, you'll find yourself oom and your tank getting quite unhappy><
If you spec for direct healing, it is definately doable, but you aren't able to utilize your blood union well or do comparable damage to other healers if you can't cast any DPS and have to rely solely on your uber staff wielding skillz.
Before the patch, the mana hit for BMGs doing direct heals was in line with the cost of their lifetaps, or at least we're able to keep up with other healers in terms of hps, (from my experience). But now, a BMG matching hps and dps with another healer runs out of energy much faster. I can only say this is a valid comparison with disci's and shammies. I haven't grouped with a same level cleric since the update. So spec int and wis for the lifetaps or vit and wis for direct healing. Either way, you can't do both well.
I'm not whinging about not being uber anymore, we were overpowered and that's that. But can we get put back in line with the other healers? And I'm not asking for a special exclusion to the raised heal costs for just BMGs. But for the lifetap based BMGs, maybe increase the effectiveness of mental infusion (to keep mana up) or increase the efficiency of the transferred life for the lifetaps. Or for the direct heal based BMGs, toss in another DoT, a cheaper, weaker nuke than bursting cyst or some other means to keep up DPS and blood union.
Any other BMGs out there feeling their class direction being split in two directions and going nowhere in the mean time?
Eldahir
02-16-2007, 04:04 AM
Yes, increasing healing mana cost was very stupid. But hey, look at the bright side... at least your class has plenty of suitable gear with energy and wis on it. ;)
Khaunshar
02-16-2007, 04:17 AM
Actually, to be "put in line" with other healers would not be a good idea, given that Cleric and Shaman are blatantly overpowered right now, and due for a nerf. Disciple, on the other hand, could use a minor buff in their jin heals.
I actually think Blood Mages are fine with this change. Healing as a whole in this game is too easy and too strong, and given the insane amount of clerics running around, it wouldnt hurt to nerf it to the point where a single healer cannot easily handle a full group.
Faite
02-16-2007, 08:54 AM
Actually, to be "put in line" with other healers would not be a good idea, given that Cleric and Shaman are blatantly overpowered right now, and due for a nerf. Disciple, on the other hand, could use a minor buff in their jin heals.
I actually think Blood Mages are fine with this change. Healing as a whole in this game is too easy and too strong, and given the insane amount of clerics running around, it wouldnt hurt to nerf it to the point where a single healer cannot easily handle a full group.
Uh you know I play both and neither is overpowered in pvp. I was kited all over the dang place last night on my cleric and she could do basically nothing, I did not die but I could not touch my opponent.
The shaman, healing costs too much energy, no way shes op either.
sephira
02-16-2007, 08:55 AM
Actually, to be "put in line" with other healers would not be a good idea, given that Cleric and Shaman are blatantly overpowered right now, and due for a nerf. Disciple, on the other hand, could use a minor buff in their jin heals.
I actually think Blood Mages are fine with this change. Healing as a whole in this game is too easy and too strong, and given the insane amount of clerics running around, it wouldnt hurt to nerf it to the point where a single healer cannot easily handle a full group.
Still overpowered ? Blatantly ? LOL. Its your opinion and i have to accept it.
Well, Sigil.. heres the deal. You can have *all* of my heals. I ll trade them for pysical damage and the ability to dualwield. Just let me keep my dog, i love him.
I only can get a chain on a casting spell that leeches my healing energy and my soo uber four melee skills eat up all andurance i have and crit one every five fights. So basically half of my skills are useless, depending in which situation either the casting or the melee. And if that wasnt enough of boredom everybody is telling me i am a uber melee class that needs a solid nerf. *runs away with an insane laugh*
A tick more on shamans and this "dream of fresh air" turns into a nighmare.
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