MZ3K
Grandmaster
A friend of mine built a healer that he uses to support his guild at heavy spawns. He designed the template (wrestle, parry, resist, anatomy, heal, vet, lore) to minimize the damage he takes while keeping one hand free for chugging heal pots and stunning mobs that he can't handle.
It's an interesting idea, but it's not too effective at champ spawns, where he should be the most use. The mass of mobs prevents him from moving between patients. He can't heal them from a distance without magery, and if he took magery, he wouldn't be able to use his shield; he'd also run out of mana too quickly unless he gave up his heavy armor. Giving up the shield and heavy armor would make him too vulnerable when he's in the most crowded spots - where he's usually needed. Finally, when he wades into those spots, he often gets more aggro than he can handle. A defense talisman might go a long way for him, but leveling those depends on damage dealt.
If there were a healer talisman that fixed those problems, it would create a new PvM template that would enable a kind of play that isn't available right now, and it wouldn't upset the PvP balance.
A healer's talisman might work something like this
Just throwing it out there for discussion.
It's an interesting idea, but it's not too effective at champ spawns, where he should be the most use. The mass of mobs prevents him from moving between patients. He can't heal them from a distance without magery, and if he took magery, he wouldn't be able to use his shield; he'd also run out of mana too quickly unless he gave up his heavy armor. Giving up the shield and heavy armor would make him too vulnerable when he's in the most crowded spots - where he's usually needed. Finally, when he wades into those spots, he often gets more aggro than he can handle. A defense talisman might go a long way for him, but leveling those depends on damage dealt.
If there were a healer talisman that fixed those problems, it would create a new PvM template that would enable a kind of play that isn't available right now, and it wouldn't upset the PvP balance.
A healer's talisman might work something like this
- Experience gains:
- Exp might increase with the amount of damage healed.
- Exp gain might be reduced when players have recently equipped a weapon, cast certain offensive spells, or dealt a certain amount of damage.
- Level based benefit:
- The strength and/or speed of the player's heals and buffs on blue/greens not in combat with a player might increase as the talisman leveled up. (These buffs would wear off, or be reduced to the normal level, if the buffed blue/green entered combat with a player.)
- Relics
- Shield channeling of heals/buffs cast on blues/greens not in combat with a player.
- Heals/buffs cast on blues/greens not in combat with a players cost less mana.
- Ability to push through a line of mobs when not in combat with a player.
- Chance for a special heal/buff on all local blue/greens not in combat with a player every x seconds.
Just throwing it out there for discussion.
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