[Area52/Archimonde][PvE] State of Healing post-rework and thoughts
- Take a closer look at healing talent investments now that base values and scaling has been reduced.
- First example is Renew: Let's take rank 12 (level 70 values) and compare its Wrath values: 37.6% spell power/tick at a base value of 222, to its Ascension values: 2.89% spellpower/tick at a base value of 93. Now let's take a look at talent investment: Improved Renew and Empowered Renew WotLK values - 15% base amount healed and 15% bonus scaling vs Ascension values - 30% base amount healed and 30% bonus scaling. Taking Spirit: Primary Stat into consideration, you may find the base values to be similarly boosted, but there is a major discrepancy on the scaling factor.
- Second example is Greater Heal, rank 7 (level 68): WotLK values: 2396-2784 with 161.35% spell coefficient vs Ascension values, rank 14 (level 68): 1135-1332 with 22.85% spell coefficient. Talent investment: Divine Providence and Empowered Healing: WotLK values of 10% increased base and 40% increased scaling, Ascension values of 9% increased base and 25% increased scaling. Again considering Primary Stat: Spirit, the discrepancy seems to be slightly lower for hardcasted spells.
The example above applies to nature effects. Conclusion would be that there is a discrepancy in how the healing rework affected healing over time effects compared to hardcasted spells. Talent investment has been made comparatively weaker for both types and this needs to be addressed. I will be suggesting changes lower.
Tightly related to the scaling changes detailed above is the gearing of healers, new players and veterans alike. I have found myself in the privileged position of having both knowledge of Ascension's systems and enough gear to be efficient with it. For me, personally, this helped alleviate the healing nerfs to a considerable degree. But let's take a newer player coming to Ascension and being confronted with such an issue. Gear upgrades will be significantly less effective on healers, so my question is, will guild leaders choose to invest in gearing a healer, or will the priority be, understandably, lower? To put things in perspective, I believe this will cause unnecessary friction for healers, who will see close to zero benefit from upgrading their gear and for the guild masters who then have to decide whether investing in such a marginally low throughput increase is even worth it.
- Increase the percentage scaling and base amount scaling gained from talents proportionately. Numbers above show greater need for periodic heals. Consider additive bonuses instead of multiplicative bonuses - 30% of 2.89% is 0.867%, for a grand total of 3.757%; 2.89% + 3% is 5.89%, which is much better to understand and numerically.
- Consider allowing periodic heals to be able to crit for 100% increased effect as an added effect of being in Primary Stat: Spirit (as per my earlier suggestion -https://discord.com/channels/215946029277642752/265735119505981440/1133428019478925344)
- Alternatively, tie periodic healing critical effect to talent investment through newly introduced capstones for Spiritual Healing/Gift of Nature, as these are basically fundamental to a healing build. I don't dabble in PvP, but even as a capstone, the Primary Stat: Spirit restriction should remain.
- Allow critical direct heals to reach more than 150% of base effect. This exists as support for Holy Light based builds, but I believe it should be expanded to anyone that desires it, through select talent choices - Move the 15% increased amount on Holy critical heals from Sanctified Light to a new capstone for Twin Disciplines. Create a new similar capstone for 15% increased amount on Nature critical heals on Purification.
- Mystic enchant support: As of right now, there is little of use when it comes to uncommon mystic enchants. With the new system around the corner, I will take the time to remind you of one of my earlier suggestions (most recent iteration - https://discord.com/channels/215946029277642752/265735119505981440/1061245742016114762). To add to my suggestion of consolidating uncommons into one non-stacking enchant, with increased effect, I consider that the Focused line of enchants has been the greatest noob trap when it comes to mystic enchanting. I would like to add that it may be a better choice to make the Focused enchants additive and reduce the percentage accordingly. Personal suggestion would be 2% additive increased scaling for periodic effects and 1% additive increased scaling for direct components. This could apply to damaging spells as well.
- Extending the duration of periodic heals was previously an issue with the massively bloated throughput, but should now no longer be relevant. Either through talent support or mystic enchants, I feel that we should be able to make the most of them if we invest properly. Let's take Rejuvenation: 15 seconds with the option of talenting an extra 3 seconds. No means of extending or refreshing. Next is Renew: 15 seconds with the option of talenting an extension of up to 6 seconds, through hard casted spells, no means of refreshing. Suggestions for
a) Baseline support: Increase duration for both effects up to 18 seconds.
b) New capstones on Improved Rejuvenation and Improved Renew: Your direct single target heals now refresh your active Rejuvenation/Renew if the duration of the effect is under 5 seconds. This does not reset the tick timer and has an internal cooldown of 15 seconds per target.
c) Mystic enchant support: Allow the new iteration of Faith Rekindled to stack on the caster rather than the target (as per my suggestion - https://discord.com/channels/215946029277642752/1012259723610968145/1123697623229026395). The basic idea can be applied to other healing over time effects.