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Viravain, Lady of the Thorns shouts, "And You would seize Me? Fool! I am the Glomdoring! I am the Wyrd, and beneath the cloak of Night, the shadows of the Silent stir!"
I think we should nix the reckless effect. Not only does it have the potential to be extremely powerful in groups that pressure multiple vitals (anytime a mana killer is present), it doesn't actually add anything to the existing proposal. Anesthesia doesn't really add to the aff building style of offense or the support effects of defensive. It's just a really powerful extra attack that no one really needs.Maybe make it something like a mini aegis defense the healer can give to a target. Maybe tie it in with attend (which is awesome). Your attended target will take 10% reduced damage and you will take it for them in both health and ego. Or something along those lines. I actually love this proposal and the idea of an offensive/defensive toggle. Tempting me back to Shadowdancer, dammit.
When I took healing as a skillset, I was always wanting to play a more defensive healer in groups, because I felt that was what I wanted healing to be. Currently, it looks like that will be a possiblity and people will no longer tell me 'you are far more useful offensively', so yay for that!
I do not know where this "You cannot kill healers" comes from. I have killed healers plenty of times, including the supposedly unkillable SD Healers. It is harder, not impossible.
Last I knew, meteor was not a kill anymore. It has to be rescaled or something for new damage. I am not an astrologer, this is just what I have heard.Many of those insta's and such still rely on afflictions to happen. It is exceedingly hard to kill, and we want to give them the potential for super reckless, an insta, and bring back old bedevil. Institute master class.
Everiine said:"'Cause the fighting don't stop till I walk in."-Synkarin's Lament.
It's not clear if the current mechanic of curing without needing eq/bal will be staying in the new iteration of Healing in Estarra's opening post. Maybe a limit based on empathy could be something to look into - as empathy drops, the amount of self cures you can do within a set amount of time (5s?) without incurring eq/bal loss will drop - 4 at full empathy, 3 at 75% empathy etc. Or something along those lines.
We are (finally!) moving forward on addressing the healing skillset, but we notice that herb cures are still active (we wanted to make sure the new system was viable but I think we forgot about it). Anyway, we want to remove the old herb cures and wondering if anyone can foresee any issues.