Feedback talk:User/Pwrkaril/Light of Deliverance
The idea behind this is simple. First off, my idea is for PvE only. Secondly, I want this skill to be used more. More and more I see Elementists going secondary Monk to use Heal Party. Currently, Heal Party can out heal LoD at 12 Healing Prayers. The idea behind this buff is to make it more viable for PvE primary monks. I reduced the recharge by 1 and I increased the attribute set to 30...70...80. I know that this is not a huge buff, but I feel that it is just enough to make primary monks consider this a little bit more. Pwrkaril 00:23, 26 August 2010 (UTC)
- Not sure why that's a bad thing for a monk, as elementalist players have better healing options. I can imagine why they would use it. Cuilan 23:30, 12 September 2010 (UTC)
- I think it is mostly for Ele heroes that use Heal Party to help the team more (since they can still have high points in Energy Storage), but I think it would be nice to have a monk fill that spot instead with LoD. LoD just feels so weak when a monk is using it. Then you have an elementist using Heal Party and is pumping out more health to the team. I know Heal Party is still more spammable than my buff idea for LoD, but I think LoD fits so much better with Primary Healing Monks that are out there. Any other opinions out there? Pwrkaril 00:00, 13 September 2010 (UTC)
- Ele heroes are too busy spamming more useful spells like Infuse Health and prots. Buffing a skill because other people made poor skill choices isn't a good reason. Cuilan 02:50, 13 September 2010 (UTC)
- The point of my buff idea is not just because of ele heroes, but as elementists as a whole and where monks fit in. Currently, Heal Party can out heal what LoD can offer to the table. Now, obviously, elementists can use Heal Party to a greater extent than monks (whether they be heroes or players) because of energy storage. The point of my LoD is to make it just a little bit more worth while to primary monks. Simple as that. It is also an elite, so I want to make it better suited to an elite skill. My version of LoD is almost the exact same health as Heal Party can offer. However, it is not as spammable as HP. As it currently stands, LoD only offers one second cast time shorter than HP and 10 less energy, but also at a sacrifice to how much it can heal and its recharge time. My idea is to make LoD just more usable for monks. My version of LoD, when compared to HP, is just a few tweaks. LoD can be used every six seconds (1 cast time + 5 recharge) and HP can be used every four seconds (2 cast time + 2 recharge). The health is also about the same. LoD can do 30...70...80 and HP can do 30...66...75 health. From just that information alone, HP would obviously be the better version. Now, to finally top it all, HP remains at 15 energy and LoD remains at 5 energy. Basically, the idea is that for the sacrifice of an elite skill on your bar, and for two extra seconds of being able to "spam" it, you only have to spend 10 energy less. That is, ultimately, the goal. It allows for primary monks (who do not have access to Energy Storage) better use their healing skills. If a party ever wanted a party-wide heal, an Ele with HP could be the best choice you can bring along. He can use it effectively, no problem. With my idea of LoD, it basically offers primary monks (who are short on energy) to allow for the same party-wide effect.
This idea may not seem too great, but I honestly support what I have said. Now, that is not to say that I will not change the skill. The skill is always open for suggestions, improvements, and opinions and I can always change it. But currently, this is how I feel the skill should operate. Also, thanks very much for your input. Glad some people are reading it and voicing their opinions on my ideas. Pwrkaril 04:47, 13 September 2010 (UTC)
- The point of my buff idea is not just because of ele heroes, but as elementists as a whole and where monks fit in. Currently, Heal Party can out heal what LoD can offer to the table. Now, obviously, elementists can use Heal Party to a greater extent than monks (whether they be heroes or players) because of energy storage. The point of my LoD is to make it just a little bit more worth while to primary monks. Simple as that. It is also an elite, so I want to make it better suited to an elite skill. My version of LoD is almost the exact same health as Heal Party can offer. However, it is not as spammable as HP. As it currently stands, LoD only offers one second cast time shorter than HP and 10 less energy, but also at a sacrifice to how much it can heal and its recharge time. My idea is to make LoD just more usable for monks. My version of LoD, when compared to HP, is just a few tweaks. LoD can be used every six seconds (1 cast time + 5 recharge) and HP can be used every four seconds (2 cast time + 2 recharge). The health is also about the same. LoD can do 30...70...80 and HP can do 30...66...75 health. From just that information alone, HP would obviously be the better version. Now, to finally top it all, HP remains at 15 energy and LoD remains at 5 energy. Basically, the idea is that for the sacrifice of an elite skill on your bar, and for two extra seconds of being able to "spam" it, you only have to spend 10 energy less. That is, ultimately, the goal. It allows for primary monks (who do not have access to Energy Storage) better use their healing skills. If a party ever wanted a party-wide heal, an Ele with HP could be the best choice you can bring along. He can use it effectively, no problem. With my idea of LoD, it basically offers primary monks (who are short on energy) to allow for the same party-wide effect.
- Ele heroes are too busy spamming more useful spells like Infuse Health and prots. Buffing a skill because other people made poor skill choices isn't a good reason. Cuilan 02:50, 13 September 2010 (UTC)
- I think it is mostly for Ele heroes that use Heal Party to help the team more (since they can still have high points in Energy Storage), but I think it would be nice to have a monk fill that spot instead with LoD. LoD just feels so weak when a monk is using it. Then you have an elementist using Heal Party and is pumping out more health to the team. I know Heal Party is still more spammable than my buff idea for LoD, but I think LoD fits so much better with Primary Healing Monks that are out there. Any other opinions out there? Pwrkaril 00:00, 13 September 2010 (UTC)
The healing buff is something that it can use but i don't think it's really needed to reduce it's recharge. Also a option is to let Divine Favor affect how much it heals so monks primary can use if as a effective party heal with a reasonable investment in Divine Favor. As far as i know HB or UA combined with Auspicious Incantation and HP or even Divine Healing and Heaven's Delight are superior to LoD. People always prefer those elites combined with WoH because of their healing buffs. So LoD has to heal a decent ammount if it wants to rival those elites and the builds around them. The version you suggested won't be able to compete with them i'm afraid.Damysticreaper
- Good point about the Divine Favor affecting LoD. I was thinking of implementing something similar to that, but I wasn't sure how I would do it. Probably lower the Healing on LoD just a tad and then mix and a separate +extra healing based on DF that you have invested. The overall healing would be much higher and it would still support primary monks. I will make a separate LoD suggestion on this page with a mix of both Healing Prayers and DF. And if the healing is more, then the recharge would definitely go back to what it currently was at. What I don't want to do is making it lean towards more of a DF skill because I still want to keep LoD as a Primary choice of healing; yet, at the same time, it does have to rival (as you said and this is true) WoH. Pwrkaril 22:10, 20 September 2010 (UTC)
- Added a suggestion #2 on top of LoD that I currently have posted. It needs some balancing in it, that's for sure. The healing could possibly lower. Not quite sure. Also, another possibility is to make LoD a 2-second cast rather than a one second cast. This will make it a little more like HP, but, in the end, still much better. The recharge is now eight. That is to, somewhat, counter-balance the high healing amount. More suggestions and opinions are always welcomed. Pwrkaril 22:24, 20 September 2010 (UTC)
That should work indeed, has a good healing ammount with the same function as WoH but in a party version. Making the healing be affected by DF you could do it like this
Light of Deliverance 5 1 8 Elite Spell. Heals entire party for 10...42...50 health.Heals for +10...42...50 more if party member is below 50% health. Heals for 1...4...5 Health for each rank of Divine Favor you have.
This should make it a powerful party heal depending on your rank of Healing Prayers and Divine Favor alike. Functioning like WoH and usable by secondary monks but heals stronger for primary monks. It's 8 sec recharge should prevent spamming the skill Damysticreaper.
- The suggestion that I added made Divine Favor completely more useful to secondary monks. Though, it may be too dependent on the DF attribute then. I do like your idea how the healing is for everyone and it has an additional heal for DF. I might tinker around with the numbers some on the additional healing. This way, it *can* be used by other professions, *however* it will be severely outclassed by a primary monk with that extra DF heal. Thanks for the comments. Pwrkaril 21:13, 21 September 2010 (UTC)
- Made the newer suggestion into #3. Right now, it is at 20...36...40 health for the entire party. The conditional health when the allies are under 50% Health increases by 20...44...50. It also grants 15 extra Health for every 3 ranks of Divine Favor. So, obviously, at 9 DF and 14 Healing, you could heal for 79 health for every party member. At 12 DF and 14 Healing, it would be 99 health. And, if an ally was under 50% health, it would heal that ally for a total of 147. This allows for a nice health gain for the entire party, and, at the same time, it allows for nice spikes of health gain for allies in danger. I chose against the 5 Health for every point of DF because I did not want people with, say, 13 or 8, etc. to benefit all that much. It was more of a preference, but I still feel it makes that little extra balance applied. And finally, I left the recharge and everything else alone. Thoughts? Pwrkaril 21:32, 21 September 2010 (UTC)
Healer's boon[edit]
In my opinion the problem is not exactly that LoD is underpowered, well maybe a little. The main issue however lies in Healers Boon which makes Heal Party immensely stronger then LoD. Instead of 4 seconds cooldown time it becomes 3, and the healing it does is increased to 45...88...99. So in my opinion tuning down Healers boon to 5 1\4 10 Elite Enchantment Spell. For 10...28...33 seconds. Healing Prayers Spells cast 9...30...35% faster and heal for 9...30...35% more Health. And Maybe A slight nerf on Heal Party by adding a second of recharge: 15 2 3 <- to make it less spammable.But, if you really feel LoD needs a buff, consider including a version along the lines of Healing Touch & Smiters Boon just by adding a double bonus for divine favor healing. Or you could go with a bonus heal for Conditions and/or Hexes, to make it preferable to have LoD in some area's over heal party because of the conditional heals. Examples:
5 1 6 Elite Spell. All party members are healed for 5...57...70 Health. Health gain from Divine Favor is doubled for this spell.
5 1 6 Elite Spell. All party members are healed for 5...57...70 Health. If party members are suffering from a hex or condition they are healed for an aditional 10...30...35 Health.
5 1 6 Elite Spell. All party members are healed for 5...57...70 Health. Heals for an aditional 3...17...21 Health for each condition or hex sufferd by that party mebmer.
- Heal Party with Healer's Boon (going to use 14 Healing Prayers as an example) would make HP heal for a total of 108 health. With LoD at 14 Healing, it would heal for 72 health, plus an additional health gain of 68 (totaling 140), assuming we use Suggestion #2. As for Suggestion #3, at 14 Healing, you would heal for 39 (and for this example, let's use 12 Divine Favor assuming the monk is pure healing), plus the additional 60, totaling 99 health; add in the fact that it heals for 48 more for its conditional and its combined total heal is 147. HP is still 108 and you used up your Elite skill. Essentially, two skills wasted for smaller heal than what LoD can offer for its conditional. Obviously, I don't want it to overpower with its heal hence why I added the conditional in (to sort of combat WoH). Also, a monk generally would not want to use Heal Party because of its 15 energy cost. Yes, sure, there is Auspicious Incantation, but why would the monk want to devote 3 of his 8 skills to use HP whereas the monk could just devote 1 of his 8 skills for LoD. I feel that making LoD to what you suggested (conditional heals for hexes/conditions or the double DF heal) isn't all that great. At least in my opinion anyway.
All in all, my LoD is not meant to top the healing charts for the most OP healing skill. It is a nice constant health gain for the entire party, and it can heal for more if it meets the conditional for the allies. If people choose to use Healer's Boon, Heal Party, and Auspicious Incantation as their skills instead of this, then so be it. But, my LoD is trying to get a group heal for cheaper without the need of Auspicious Incantation and it can heal more than what HB combined with HP can offer. Pwrkaril 20:23, 22 September 2010 (UTC)- Healer's Boon can be easily adjusted to prevent it from buffing Heal Party. Simply make the healing only affect the target of the spell instead of a general healing buff.
5 ¼ 10 Elite Enchantment Spell (10...46...55 seconds). Your Healing Prayer skills activate 50% faster heal target for 50% more health.