Item Feedback - Healers

Discussion in 'Healers' started by ARCHIVED-Naylie, Aug 12, 2011.

  1. We are looking for some feedback on your items and epics. Is there something you want us to know? Please tell us about it here and keep your answers precise. All comments about class issues should be keep in the class thread.
  2. Disciples -
    Pota five piece causes the (Modified) problems.
    Inner Light VI (Modified) does not give the same base increase in mana or endurance as regular IL VI... and certainly does not increase the base values of IL VI by 10% as advertised.
    Inner Light VI (Modified) does not take Purity, White Lotus Strike, or Petal Splits the earth line into account.... thus making it strictly worse than the unmodified version.
    Leech's Grasp (Modified) (dissonant bond) does not increase by 10%.
    Disciple useable shields do not provide block bonus as disciples do not have a block skill at base. They need to add the skill when absent and do not.
    Imperial Rune proc from War Golem Bladestaff does not increase crushing output by 30%... or if it does it is adding it to a pre-capped ability like "Damage Rating". This makes the value near useless, and should be added post calculation as a QJ-style or uncapped modifier.
    Leaf Shuriken from Tam-This still cannot be placed in your Ammo slot container.
  3. AE Mitigation from 5 piece pota bonus either does not work or does not show up in stats sheet.
  4. Hello Naylie, good evening.

    About Clerics:
    The cleric epic weapon, when procs, put up a buff that will increase the effectiveness of the next heal. The problem is that any spell at all will cause the buff to disappear, not a heal. Also, if Aegis of Renewal is up, the next time it ticks it will get the buff down also, so we can't use the Aegis to be able to get the epic buff.

    Also, but not bugged. The cooldown on the shield epic is 1h, it should be like 10 or 15 mins, was a whole thread about it.

    I don't know about others, but i have never seen the 5 pieces part of group energy heal (when cast boon of spirit) to proc.

    Think thats it.
  5. Not technically a issue, but comparing the Only two weapons that a disciple can put their epic aug into, there is a vast gap between not only the two weapons, but the difficulty between the two. First the Martial Sword which drops off Ataraxis and then Runebladed Imperial Staff (martial staff) from the War Golem. It would be nice to either have the windblades stats added to bringing it more inline with the other weapons off the same mob, and/or to have another weapon added to a loot table off of a raid target which is a inbetween the two, with stats falling somewhere in the middle of these. (Another martial staff, or possibly a bladestaff)
    [IMG][IMG]

    Other than that, just the same issues already pointed out (Inner Light VI, etc)
  6. I know this was asked for a long time ago, but Hayatet Shamans would like to have the same options for a caster staff.
  7. Shaman Epic Issues
    Soul Prison: Issvia of Divinity - This epic makes a huge ungodly boing sound when you equip it. I swap shield and focus constantly during a fight (anything up to 15 times a minute) making the noise pollution from this UNBEARABLE. I have turned my sound off as a direct result of this noise. Please make it go away so that i can listen to Vanguard music and sound again.
    Soul Prison: Focus of Issvia - A while ago there was promised a 3rd shaman epic, specifically for casters to slot into a focus: http://forums.station.sony.com/vg/p...?topic_id=52878 Silius said that this was already made and just needed to be put into game.
    2 Handed Epic: Rakuur and Turgin would love to get a 2h epic attachment with melee dps stats. Whether this is a new epic attachment or they are able to combine the 2 1 handed epics into a 2h. Would then also need a slot on a decent 2h weapon for them to put it into, ie Gravedigger, Vampire Femur, Ooze Hammer.
    Epic Descriptions: The description of what each epic does is vague and mysterious. Can we get a better item description on it or a post outlining exactly what each epic does?
    Epic Stats: Heal Effectiveness and Heal Crit Chance are easily capped and thus kinda wasted stats on the epics.
  8. Shaman Stats
    Heal Effectiveness - The cap for Heal Effectiveness on gear is 10%. PotA T3 BP, Legs, and the 2 Epics alone give 9.33%. Add the Zodifin earring and the War Golem quest Attachment and your gear is already 5% over cap without even looking at adding in runes. The simple fix for this would be to increase the heal effectiveness cap to 20-25%. If this is not an option and will never be an option, then please limit the amount of Heal Effectiveness you waste on future healer items.
    General Healer Stats on Gear
    If you are going to add stats such as damage, crit, or accuracy to a healer item (all of which are appreciated) then please make them the general version that adds to both spell and melee. As an example, the T3 PotA set for Shaman adds melee damage rating and strength, both stats which are next to useless for a Hayatet Shaman. If "Melee Damage" was changed to "Damage" that would be a lot better.
    PotA Armor - T3 Hayatet Caster
    Last update Shaman were given the option to go for either a medium healer PotA armor set or light caster set. However, only T1 and T2 armor are available, there is no upgraded T3 caster set making the whole process kinda worthless.
    Class Restrictions
    I would like to see class restrictions further relaxed on caster gear, so that in particular, the 2 light armor wearing caster/healer Bloodmage and Hayatet Shaman are able to use these items if they so wish. Last update went a long way to addressing this issue, but there are still a number of items available than are restricted to the 4 main caster archetypes only.
    Fengrot Head Reward: Belt
    The belt reward for the turn in (Belt of Spirits) is exactly the same as the APW belt (Moogalak's Belt of Spirits). The Belt of Spirits should be a significant upgrade.
  9. Bloodmages have several issues with their epics.

    -Blood pellets need to stack to something more reasonable than 5, 20 even would be more manageable. They also can not be put in the only extra container we have (body bag).
    -The red pellet says it gives 3% mitigation but it gives melee mitigation only and does not go over the 65% cap. For an epic pellet that can be handed out once every 30 seconds it deserves to go over cap or be a bit better.
    -Blue pellets are fine just need their descriptions to be changed to say they give regen.
    -There is no way for a BM to feed their pet pellets. The pet abilites do not work. They show up as abilites but the pet will not use them and they won't force activate. The pets are also very weak and serve no real purpose in their current state. These issues have been discussed in more length elsewhere on the forums.
    -The Bloodmage only helm that drops off unstable elementals in IoG has a broken effect. "Charged Crown of the Bloodrose" The effect thorncicle is supposed to drain targets health. After much testing and confirmation by a GM it does the exact opposite and heals the attacking mob. It would be nice if this proc did a bit more damage or returned a portion as health to the wearer.
    -Symbiotes are another issue for bloodmages it is fairly tedious to harvest organs but it's manageable. The stack size of 15 however is not. Considering Bloodmages have to store organs, vials of blood and a half dozen symbiotes in addition to the 4 kinds of blood pellets from the epics, the current "Body bag" is not big enough. It would be very nice to see an item similair to the necro skin bag with about 50 slots and some stats.
    -The effect from the Cracked Ulvari Shard "Destructive sight" does not give any added duration to dots.
  10. Ghostchild@Seradon wrote:
    I agree with Ghostchild, I got ooze hammer, and only swap in shield and club when I really have to. 80% of time I play with a 2 hander.

    Epic stats : Agree with GC here to, maybe swap those stats for accelerated regen of hp maybe? Its hard to say exactly what to swap out but an ability I have always really liked with our class is Bosrids Gift when your healing in heavy aoe fights and need to use rituals at every turn bosrids is a lifesaver. Could maybe increase that?
  11. It would be nice if all classes had like what Paladins have, at least all classes that can use two handers. A reinforced soul to go into a two hander that is the two soul one handers combined into one.
  12. This is a Copy from Volonas's post about the Bloodmage Epic in Game Issues from last summer.
    Notkosis of Divinity:
    1. The proc AE tap does work, but the heal does not register in the combat logs of either the BM or the group.
    2. The proc AE HoT only applies to the BM - it does not hit the group. It also does not register in the combat log, and it has no icon image or tooltip, so I have no idea how much it's healing for and can only tell that it's working at all because my health does seem to go up when it's on.
    3. Blood pellets only stack to 5. This is awful. I'm only keeping the green and gold pellets, and even so I have 30 inventory slots full of them. They need to stack to at least 100. This should be a quick, easy change, and it would be greatly appreciated.
    4. Blue pellets give neither 150 energy nor 2 endurance.
    5. The 3% mitigation on red pellets only applies to melee mitigation, and seems to either not stack with other mitigation or hits a cap; I only get 2% of the mitigation, and tanks get none.
    6. Red and blue pellets are completely worthless compared to green pellets. Even if they both did exactly what they say they do, they're nowhere near as powerful. You'd need to double or triple their effects, or make the pellets stack, to have anyone actually consider using them.
    7. Feeding pellets to the symbiote pet does not do as the description says, it just applies the buff to the pet and nothing more. Feeding the pet more pellets does not make it stronger, and feeding it different pellets just overwrites the first pellet with the second.
    8. Pellets have a 30 second cooldown on use, and a 5 meter range. This makes handing them out rather annoying and tedious, and it means I can only hand out a few before a fight. It also makes trying to give out a gold pellet during a fight a hassle when I need to be within 5 meters of the person I'm giving it to.
    9. Pellets only last 10 minutes. This is just a personal gripe, but they're just like symbiotes, why can't they last 60 minutes? As it is, it means I always have to hand out new ones before every fight, and handing them out is annoying as per the above.

    Notkosis of Chaos:
    1. The pet has two abilities which do nothing. Notkosis' Vellicate of Blood will cast every 6 seconds but, as far as I can tell, does nothing. Tentacle Slash can't be used at all; if you try to manually activate it, it will tell you that it can't be activated at this time.
    2. The pet will often enter combat with its owner during or after a fight. I'm really not sure what causes this; it seems to happen most often when I'm AE'ing, and just after the last mob has died, but sometimes it'll happen when I'm not AE'ing or during the fight. It does lock me in combat, but it can be fixed by giving the pet an order. Just a minor annoyance.
    EDIT: This seems to be caused by AE'ing with nothing to hit when the pet is on auto-assist. If I use an AE when I have nothing targeted, or a corpse targeted, or an unattackable NPC targeted, or even a mob targeted but too far away for the AE to hit, my pet will aggro to me. Apparently my AE's (which are of the self-targeted, radius variety) target myself to fire off, and if they don't hit the mob that I have targeted my pet's assist will cause it to try to attack me, the initial target.
    3. The pet has low health. It only has maybe 2000-3000 health, and dies in short order on any mob with an AE.
    4. The pet can only be summoned from mobs with a compatible type. There are many raid and end-game mobs that are not compatible with the epic (Chickens, Sisters, Nerksawl, Core, all IoG summoners, off the top of my head). If these mobs also have any sort of AE then, coupled with the above, we will lose the pet and be unable to summon a new one.
    5. The pet has low damage and no utility to compensate. It does 200 damage every 2 seconds (can get it up to 500 with a frenzied symbiote and a green pellet) and it can do nothing else but damage.
    6. 90% of the different types of pets are underpowered or outright broken. To list them off: the draconic type is supposed to have a DoT, but the DoT does 0 damage a tick; the fiend type is supposed to increase its damage, but it does not; the construct type increases its critical damage, and the monstrosity type increases its critical chance, but the pet cannot get critical hits (I tested this by letting it fight a level 38 mob for 25 minutes, and in that time it got about 750 attacks in and 0 of them were critical hits; aside from that, I use it quite often in combat and haven't seen any critical hits from it); the humanoid type increases its health regeneration, the creature type increases its mitigation, and the elemental type increases its arcane, fire, and cold resistances, but if they work then they are so minor as to be completely unnoticeable; the fey type has a heal which heals for 50 health and has a 2 minute refresh, which is just laughably useless. The only two that actually work and are worth anything are the undead type (DoT for 1000 damage every 5 seconds) and the giant type (increases its strength to do about 100 extra damage).
    7. This one's a suggestion: just give us a single pet that works. The whole idea of making different types of pets with different abilities that you summon based on the mob's type was cool, but it doesn't work well. Make the pet a bit tougher, give it a damage ability and maybe a heal and/or a utility ability, and make the epic just summon it. It'd fix most of these issues all at once.
    Copy from Braelyn's post in the above topic:
    1. Notkosis of Divinity - I occasionally see a buff icon on my shortterm buff list, but no one in my groups ever does. Other than generating pellets, I'm not convinced that it does anything. No heals, HOTS, or proc increases are notable in any logs. And my health seems to increase at my normal regen rate.
    The storage of the pellets needs to be added to the bloodmage storage bags, and a larger stack size would be great. My packs often fill up during an outting. Is there a way to possibly toggle the pellet generation on and off? By type would be nice, since I can promise you that people are only using the greens and gold. They are a huge boon, and I can't argue the current distribution. More would be more, and I would not complain about durations, ranges etc. being increased.
    2. Notkosis of Chaos - So far I've found 10 types of symbiote: Construct, Creature, Draconic, Elemental, Fey, Fiend, Giant, Humanoid, Monostrosity, and Undead. (summarized for quick lookup)
    As the OP indicates, the only usable abilities are the "trait" abilities and the "undead rash" dot on the undead symbiotes. Only the giant and undead types are worth summoning. The only healing my Fey sym did was healing all of the targets for +50. The fiend pet's trait was a dmg boost, which seemed to be roughly 10% for 15 seconds, then tanked by 25% of original damage...until it died well over a minute later. Most of the other abilities were impossible to track or gauge. I concur with the inability of the pets to crit.
    It is incredibly difficult to procure symbiotes for a large number of raid encounters. (Yeah, good luck at Karax!) Perhaps if the pellets worked on the pets as intended, they'd be worth keeping around and fueling. (This would also make the overdose of red/blue pellets useful, if they increased pet dmg.)
    The pets seem to have 2k HP from my estimation. This would be slightly functional if my own group heals hit the things. The only heal that seems to affect them at all is Metamorphism. Some other, but not all, heal classes' group heals do hit them.
  13. duplicate post
  14. Karii wrote:
    Am I the only one who thinks it's silly that disciples have their choice of only TWO base epics, one of which is a base epic few disciples would use on a regular basis (wind blade - yuck), and the other of which comes off a raid target few current guilds can kill?
    Break apart the 2h epic and offer the disciples two 1h options (the reverse of the paladin epic situation) and let them put the 1h epics into chicken claws or other 1h martial weapons with soul slots.
    Either that or make available a blade/martial staff epic from a pre-War Golem raid target useable as a base epic for disciples.
  15. Why is it that every other weapon that drops in the PotA vaults is epicable, while the Wind Blade of Anarchy is not? Adding the Renfoced soul slot to that weapon would give the disciples another option for their epics, one while a not too desireable weapon but one that can be obtained in a group setting as opposed to 12 and 24 man raids.
  16. Ghostchild@Seradon wrote:
    Regarding Head rewards, I totally agree, at the very least they should return the stacking celestial buff we got from it before, currently I have all three items and the only one that give the buff are Karax´s bracers. These three items are a set and should all give that buff and stack with each other. This would be good not just for shamans but for every class. Maybe for shamans especially since these items give general damage and crit rating and thus affects us equally regardless if we are casting or meleeing. These are stats we need, using the chicken items just for the buff while the stats are areas in which we are already capped, the giants armor pieces strengthens our weakspots and with the buff a much more solid choice both stat and lorewise.
  17. Just as a reminder... those buffs were only effective up to level 50, hence they would be mostly useless these days and part of the reason for them being pulled.
  18. Disciples (sorry for late post, was on holidays)
    Epicsbefore the war golem staff, disciple have always been able to pick from a large amount of weapons, the general preference has been 1 handed weapons for any disciple over level 45. the disciple epic is a reinforced soul however, and only fits, in the 2 weapons shown above. I would like to petition for a 2 1h versions with a normal soul slot, so we can continue to use our 1 handed weapons if we prefer. just split the stats and the 2 abilities right in 2. it would not add any overpowering stuff, just the the damage proc to 1 handers). this would also solve the issue of having so few weapon posibilities for epics.
    The overall stats, and the abilities of the epic im really happy with, i used to say the epic is the only good thing pota has for disciples.
    Itemisation:
    first off, id like to say that the disciple itemisation of pota was downright horrible, i have done many post in the past comparing and pointing out the flaws of it. disciples dont rely heavily on a large mana pool like some other healers, the most common used heals are the melee based ones, and the jin heals. these skills have no use of wisdom, while wisdom is sometimes needed in odd situations it is no main stat for the mainsteam disciple, and so it should not be catered in the mainstream ( pota t4 for example) set. we can patch in some with older items or mob drops.
    heal crit chanse, heal crit bonus: this probably goes for bloodmages, disciples, and for a small part olso for shamans and clerics. above anything heals need to be reliable, need to be steady flow, with a spike here or there when its needed "when its needed". we have no controll over the heal crits, therefor it is quite useless, we cannot spike it when we need it, its just random when you crit, but you cannot count on it. crits work for melee, they dont work for healers. all it does is give a nice AAAH, factor. reliability is the key.
    disciples and heal crit chanse: for disciples and bloodmages it goes even further, the most commonly use heals, disciples melee heals, and bloodmage tabs, dont react to the stat at all, disciples heals crit, if the melee hit crits, bloodmage heals crit if the cast crits. both healing crit chanse and, healing amount have absolutely 0 effect. it only effects the jin heal, and direct part of the hot ( when in dragon stance). and the casted heales, which will typically be used only when being in melee range is not an option.
    Melee mitigation: giving disciples large amounts of melee mitigation in the pota set was imo a rather large mistake. it put disciples above monks, and probably first choise for offtank when no real tank is available. i dont think this is a role disciples should forfill, while i sertainly dont mind having it, i think bear shamans and mobs should be the superior offtanks. this mitigation also propelled the solo capabilities of a disciple, attraction some large community dislike. i dont think this melee mitigation line should be continued. instead general mitigation or spell mitigation are much more justified to block ae's that a melee based class has to deal with.
    now a few things we do want:
    criticals, and critical damage bonus: these stats are our bread and butter, crits increase the heals we do with melee based heals, as well as the damage we deal. this is the holy grail of modifiers for a disc.
    general damage rating: nice to have up to the cap of 25%, increased your overall usefullness in a raid, and enhances the disciples melee/ heal hybrid.

    healing effectiveness: it caps at 10% from gear, change to 25% for all healers, PLEASE. should be pretty obvious, increases all heals, extremely usefull, reliable, no reason not to want it. but do change that annoying cap on it. stat tab shows its 25% but its not.

    striketrough: to do good damage on new type of mobs magi hold introduced this is a nice stat to boost the dps. but only if crit and damage ratings are capped.
    Healing focus:in theory this is a good stat, that a healer should get. but as shown in one of my older posts, and at the time confirmed by ikik, the shear cost of this stat is huge. It has such an impact on the other stats on an item that you really see the quality loss of the over items of healers. this value should be re-adjusted to be cheaper in the internal calulations. if it does not get adjusted i would like to see only limited amounts, since it just kills off other stats.
    Accuraccy: always good to have a nice amount of of it, its a relatively cheap stat, and its usefull for our ability to hit mobs, which is kinda key for any melee.
    Base stats:
    Vit / str : should be the main stat of the normal disciple, high demand
    dex / con: overflow stats, for extra crit, damage or for extra hp to make us more resilliant
    wisdom: extremely limited needs only in typical situation, not on the main set please
    int: no use whatsoever

    +HP: always usefull
    + energy: like wisdom, limited use.

    Item class resturctions:
    as others have already reuqested, but i would like to reinforce this, please remove the class restrictions from future, and maybe currecnt items ( sprakles rings). return to the light / medium / heavy armor system. this was a huge setback for many healers in pota, and i it pi*ssed many of us off at the time, we always had a nice wide range of items to mix and match from, and suddenly we were forced in one corner. for disciples this was a disaster, the 3 dropped pieces in pota offer almost nothing other than vit, and the equiped effect.
    item side note:
    in the latest content that was added, some items, especially jewelry was added without any base stats ( ea str vit hp). we were always able to cap this, but if this new trend continues i forsee some problems in the future :)
  19. Remedio@Telon wrote:
    Seen the 5 pieces energy heal, but the proc rate is low.
  20. Ghostchild@Seradon wrote:
    Yes to everything Ghostchild said except the last line on stats. Instead fix HE. Up the HE as per expected in Statistics tab (the current cap is 10% but the current display goes up to 45%). Personally I also think the Heal Crit Chance stat should stay as well.

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