Vote for Islands of Myth on Top Mud Sites
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changesTue Feb 12 18:53:28 2013 MST
Vor
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i'm currently working on weaver a bit. mainly i have a few issues
with the guild,
which i will mention below, that i would like to work on.

1) we have a good number of healing spells that simply don't get
used. there's too much overlap, and not enough actual uniqueness to
many of the spells.

2) the healing spells that do get used tend to seem... too powerful,
i guess? it's not really that they are too powerful, that isn't
quite right. it's more that, if i'm in an eq party, and a i cast
heal, generally the only question once heal goes off is how much dmg
the tank takes after heal. my heal can be assumed to hae done a
substantial amount of healing, and i can assume that unless i hae
intentionally let the tank's hps drop out of boredom, that i don't
needto heal again til he takes more damage.

i see that as a problem. there should be a time for heal, and a time
for 'wow, he has a lot of health gone, maybe i need a better spell.'
the only times i hae ever seen an actual need for cohp, for
instance, are on the one or two eq mobs with a ton of arms and
incredibly high damage (and then it's for entries), or when i'm
screwin around doing other things cause healing isn't requiring a
lot of attention, and i realizei hae let tank get too low.

while i'm sure that people are concerned about healer's healing
being weaker, keep in mind that i'm not just going to downtune
healer's healing spells and walk away. the actual intent here is to
make the guild require more thought, and therefore i will either add
new healing spells or add purpose to ones we have tht aren't so
useful.

more hot would be something to look forward to. perhaps a chane to
lay hands and a spell that lets you sacrifice your mana for someone
else. things like that.

suggestions are welcome, but try not to flood me with them, as it
will make me more likely to just idle when you send me a tell. :P
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