I don't know how I feel about the Blaze Rod reduction. A fish is easy to get but a blaze rod does require the nether which requires a 50 necromancer. Considering TouchOfJin doesn't depend on the damage you are dealing I feel maybe not decreasing Blaze Rod damage so much. Make it worth it to risk something not so easily fished.
Disciple is an odd class. It essentially has 4 "weapons", like other classes, but for some reason, their "best" weapon is considered their primary. Why is a Blaze Rod put on the same level as a Diamond Sword? As you stated, a Blaze rod is expensive--and cannot be "easily" obtained. However, neither is gold weaponry, and yet it offers only minor damage boosts.
I think that the Blaze Rod should be put on the same level. It is the "Gold Weapon" of the Disciple, and should be treated that way. And, despite the fact that it is more expensive than gold weapons, it has unlimited durability, which gold weapons do not.
These facts, combined with the direction shift of Disciple, were my reasoning for lowering their damage so much.
Delfofthebla
Looking forward to Disciple changes; but I'm not sure about the Renewal part; The mana cost of the spell already hit us; now with a lower mana pool now not being able to heal during combat? If that's the case you might wanna change it so no class can "Self Heal." Just remember Delf; if a class if healing itself, They are neither doing any form of damage; or healing an ally, only keeping themselves alive with a reduced healing spell.
My biggest issue with the previous Disciple is that he is a melee fighter that is also a "pussy little bitch", for the lack of a better term. I would see disciples doing nothing but push people away while they spam their low cooldown healing abilities. Yes, as you stated, they are doing nothing but keeping themselves alive while they do this, but the act itself draws the fight out without actually adding any value to it (in my opinion).
I want the Disciple to be in the fray--guarding his allies. He disrupts his enemies while protecting his allies. Sure, he doesn't have the best damage--nor the best heals. But he is definitely an asset to his team, and a bane to his enemies.
That is what I was trying to go for with this revamp.
As far as the mana stuff goes, I'm still playing around with the costs--I may lower Renewal mana cost a bit.
I understand that not being able to cast Renewal on yourself may seem a -tad- harsh, but you can still heal yourself with Chakra / TouchOfJin. Throughout a fight, it's very feasible to heal over 300-500HP via the two abilities. Of course, this is also AoE Group healing. This, combined with their new large health pool should -hopefully- put them in a good place. As far as group fights go, I'm hoping that Disciples will be using balance more often. I've lowered the mana cost a bit on test (haven't posted the numbers here yet) and my goal is to make their healer presence more interesting than simply spamming a targetable healing ability.
However, I only just finished the rework yesterday, so I haven't had as much time to test it. I'd like for us to get some teamfights going on test and see what you think afterwards. I had a few fights last night and it felt pretty strong though--interesting to play too.
I was talking to Keache about the renewal thing yesterday, and he proposed the idea of making Renewal work on yourself while out of combat. I think I could be willing to do that.
True, I have dominated every team in every tournament match I have played except for one. Cleric is going to be a good healer again, the best? Most likely. But Mystics are not what they were and are proving very formidable.
I would like to see a long time Mystic run a team of 6 against a long time Cleric and see how the battles go.
I'd like to see this as well. In general, I feel as though Mystic could use one more skill to make it special. Something unique, like I've been giving to other classes to make it feel complete.
Eldrylars
In every tournament/PvP battle I have ever been in; Clerics dominated Mystics in every way. Small to Big fights.
Using only the skills Group Heal/ Guardian Angel/ maybe 1-2 single target heals. When Might was available; Clerics > any other healer. For example; Before nerfs, Goonswarm played as cleric for 1 week; and dominated every fight.. Just put it in the hands of dominate player.
I do not want a Cleric to win every fight they are a part of. That is just plain stupid. I'm fine with them being the "best healer", but if that causes them to win all of their fights, something
will be changed. Kainzo's original statement on Healers was meant to say that if you have a healer in your group, you should have an advantage over a group without one. So be it if that is what we are shooting for. But what I take from that, is that all healers are to be placed on the same level. Perhaps they do not all offer the best healing, but they should offer other advantages that make them worth taking. If Cleric needs to be reworked in order to make this happen, then that's what I will do.