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Revamp #4

Eldrylars

Legacy Supporter 8
Joined
Apr 28, 2012
Location
Dragon through ...
It will have to be tested but I did not consider putting both ampul and HolyAura for a total of three group heals. I was more meaning to use HolyAura if Ampul could not be added back in. But it's possible it could still work and balance out. I will give it a bit of time over the next day or so.
 

Delfofthebla

Legacy Supporter 4
Retired Staff
Joined
Nov 25, 2012
Location
United States
It will have to be tested but I did not consider putting both ampul and HolyAura for a total of three group heals. I was more meaning to use HolyAura if Ampul could not be added back in. But it's possible it could still work and balance out. I will give it a bit of time over the next day or so.
Well, since I've already started working on a mini revamp of sorts, I'm thinking we can lower the effectiveness of all 3, or perhaps just 1 or 2, to make it less powerful.

I like the concept of making ampul an undead killer. It'd be interesting if we could start to hone cleric in on doing damage to undead (as it should).

If I also reworked BecomeDeath, we could see some interesting dynamics with Necro / DK and Cleric.

(Just a few thoughts I was having anyways).
 

Delfofthebla

Legacy Supporter 4
Retired Staff
Joined
Nov 25, 2012
Location
United States
Ended up revamping Disciple. >.>

Code:
Warmups:
Slowness level on warmup abilities increased to Slowness 4 (from 3).
 
Bloodmage:
Maximum targets for BoilBlood increased to 6 (from 5).
 
Disciple:
(Disciple has received a complete rework. Specific changes below.)
 
Maximum HP increased to 1026 (from 874).
    Base damage with Disciple weapons has been reduced.
    Fist damage (by level 65) reduced to 37 (from 47).
    Stick damage (by level 65) reduced to 40 (from 49).
    Fishing Rod damage (by level 65) reduced to 45 (from 52).
    Raw Fish damage (by level 65) reduced to 53 (from 58).
    Blaze Rod damage (by level 65) reduced to 58 (from 66).
 
Maximum Mana (by level 65) reduced to 164 (from 196).
Mana regeneration reduced to 6 (from 7).
 
Smite:
Smite damage lowered to 60 (from 100).
Smite now deals 150 damage to undead targets.
 
Renewal:
Renewal can no longer be self targeted while in combat.
Renewal cooldown increased to 18 seconds (from 6).
Renewal warmup time increased to 3 seconds (from 2.5).
 
Reborn health return reduced to 28% (from 33).
(Overall health value on proc has been increased by BLANK.)
 
ForcePush / ForcePull now have a bit more consistency when being used.
 
Balance radius increased to 8 blocks (from 6).
 
Meditate mana regeneration reduced to 50% (from 100).
Meditate stamina regeneration reduced to 70% (from 100).
Meditate cooldown lowered to 60 seconds (from 180).
 
FlyingKick now deals 25 damage to the target.
FlyingKick silence duration increased to 3 seconds (from 2).
FlyingKick stamina cost reduced to 4 (from 5).
FlyingKick mana cost reduced to 0 (from 10).
 
Removed Skill: Mend
IronFist:
IronFist reworked. It now knocks players directly upwards rather than knocking them away from you.
Added a 0.5 second warmup to IronFist.
IronFist damage lowered to 25 (from 82).
IronFist mana cost lowered to 18 (from 20).
IronFist cooldown reduced to 12 seconds (from 15).
IronFist stamina cost lowered to 5 (from 6).
 
New Active Skill: TornadoKick
Description: Unleash a Tornado Kick, dealing 25 damage and knocking nearby enemies within 5 blocks away from you.
Damage: 25
Radius: 5
Mana Cost: 13
Stamina Cost: 4
Cooldown: 12 seconds
 
New Passive Skill: TouchOfJin
Description: Passive: Each of your melee strikes restore 13 health to you, and 8 health to party members within 6 blocks. This ability does not heal more than once per second.

Full Changelog:
Heroes Update v4.94 Changelog:
  • Emerald/Diamond Consumption:
    • Corrected the use text so it properly displays which of the two you are consuming.
    • You can no longer consume diamonds or emeralds when right clicking interactable blocks (such as doors, chests, or signs).
    • You can no longer consume diamonds when you have full stamina.
  • Potions:
    • Potions no longer go on cooldown when left clicking blocks.
    • Potions no longer go on cooldown when right clicking interactable blocks (such as doors, chests, or signs).
  • Cooldowns / Warmups:
    • Global Cooldown no longer triggers after completing a warmup ability, it now only triggers once you start casting it.
    • Cooldown display now shows decimals. Informative!
    • Slowness level on warmup abilities increased to Slowness 4 (from 3).
  • Crafters:
    • Recall:
      • The Recall skill has been reworked to accommodate the new Runestone system. Recalling with a Runestone object in your hand will teleport you to the location listed on the Runestone.
      • Recall can no longer be used to recall from duels.
      • Recall can no longer be used to recall into towns you do not have building permission in.
  • Smith:
    • Forged Chainmail Armor pieces now show who the item was forged by.
  • Scribe:
    (Scribe has been revamped)
    • Many abilities have been moved around to make leveling smoother or more sensible.
    • Introducing the new Runestone System! Runestones are craftable, tradable items that allow you to teleport to unique locations.
      • New Skill: MinorRunestone
      • New Skill: MajorRunestone
      • New skill: ImbueRunestone
      • New Skill: GiganticRunestone
      • New skill: RechargeRunestone
      • New skill: AncientRunestone
    • Removed Dispel
    • Removed SafeFallOther
    • Removed Superheat
    • Removed Ultravision
  • All Rogues
    • Envenom:
      • Envenom cooldown increased to 10 seconds (from 3).
      • Envenom buff duration reduced to 20 seconds (from 30).
    • Sneak
      • It no longer costs stamina to toggle sneak off. Stamina is only consumed when toggling it on.
      • Using vanilla Minecraft sneak while having the sneak effect active will no longer "break" your sneak.
      • If holding a Sword and using Sneak, you will no longer be forced into a permanent "blocking" state when right clicking an interactable block (such as Doors, chests or signs) .
        (This was a bug that caused you to rubberband every time you moved, and would not be fixed until you either logged out or toggled block with your sword.)
  • Ninja
    • (Ninja has received a complete rework. Specific changes below.)
    • Bow damage increased by 25%.
    • Base damage with swords has been reduced.
      • Wooden Sword damage (by level 65) reduced to 26 (from 45).
      • Stone Sword damage (by level 65) reduced to 38 (from 62).
      • Iron Sword damage (by level 65) reduced to 43 (from 82).
      • Diamond Sword damage (by level 65) reduced to 50 (from 96).
      • Gold Sword damage (by level 65) reduced to 56 (from 108).
    • Backstab:
      • Backstab chance to apply bonus damage when not sneaking increased to 100% (from 40).
      • Backstab chance to apply bonus damage when sneaking increased to 100% (from 80).
      • Backstab bonus damage while not sneaking increased to 170% (from 50).
      • Backstab bonus damage while sneaking increased to 265% (from 80).
      • Backstab description altered to be more...descriptive.
      • Backstab is now available from level 1.
      • You can now type /skill backstab to see how much damage you do while backstabbing. Yay~
    • Smoke:
      • Smoke description has been altered to be more...descriptive.
      • Smoke stamina cost reduced to 4 (from 8).
      • Smoke cooldown reduced to 30 seconds (from 5 minutes).
      • Smoke duration reduced to 4.5 seconds (from 10).
      • Smoke expire text altered to be a bit more descriptive.
      • You can no longer use "unstealthy" skills while smoked. Doing so will break the effect.
    • Backflip:
      • Backflip cooldown increased to 6 seconds (from 4).
      • Backflip stamina cost reduced to 6 (from 8).
    • Sneak stamina cost increased to 10 (from 8).
    • Blackjack stamina cost reduced to 4 (from 6).
    • Blitz range increased to 6 (from 5).
    • New Passive Skill: Shuriken Toss
      • Description: Right click with a flint in hand to throw a Shuriken! Shuriken deal 30 damage, and can be tossed once every 0.5 seconds.
      • Costs: 1 Stamina, 1 Flint
    • New Active Skill: Grappling Hook
      • Description: Apply a grappling hook to 1 of your arrows. Once attached, your next shot will grapple you to the targeted location! The grappling hook weighs down your arrows and reduces their velocity by 45%.
      • Costs: 6 Stamina, 4 String
      • Cooldown: 16 seconds.
  • Ranger
    • (Ranger has received a complete rework. Specific changes below.)
    • Moved skills around a bit.
    • Bow damage reduced by 22%
    • Base damage with Axes has been increased.
      • Wooden Axe damage (by level 65) increased to 41 (from 35).
      • Stone Axe damage (by level 65) increased to 49 (from 40).
      • Iron Axe damage (by level 65) increased to 55 (from 47).
      • Diamond Axe damage (by level 65) increased to 64 (from 60).
      • Gold Axe damage (by level 65) increased to 69 (from 67).
    • Mana:
      • Maximum Mana (by level 65) reduced to 119 (from 185).
      • Mana regeneration reduced to 5 (from 6).
    • SummonArrow
      • Arrows summoned by SummonArrow increased to 5 (from 3).
      • Arrows summoned by SummonArrow now go directly into your inventory, rather than dropping on the ground.
    • Camouflage cooldown increased to 30 seconds (from 20).
    • Gills cooldown reduced to 60 seconds (from 120).
    • Removed Skill: IceArrow
    • Removed Skill: HeartShot
    • Removed Skill: Poison Arrow
    • Removed Skill: Barrage
    • Added Skill: Envenom
      • Envenom for Ranger can apply to either the Ranger's Axe, or the Ranger's arrows.
      • Costs: 5 Stamina
      • Cooldown: 10 seconds
    • Added Skill: Tumble
      • (Max fall distance is 9, compared to the 12 of Dragoon and Ninja.)
    • New Active Skill: Grappling Hook
      • Description: Apply a grappling hook to 1 of your arrows. Once attached, your next shot will grapple you to the targeted location! The grappling hook weighs down your arrows and reduces their velocity by 45%.
        (Note: Bow Strength negates some of the velocity decrease, allowing it to travel a bit farther than a Ninja's Grappling Hook.)
      • Costs: 6 Stamina, 4 String
      • Cooldown: 12 seconds.
    • New Active Skill: Maim
      • Description: You Maim your target with your axe, dealing 80 damage and slowing them for 2 seconds.
      • Costs: 6 Stamina
      • Cooldown: 45 seconds.
    • Added New Skill: Explosive Shot
      • Description: Apply an explosive charge to one of your arrows. Your next arrow fired within 4 seconds will damage all targets within 4 blocks of the arrow for 100 damage.
      • Costs: 15 Mana, 5 Stamina
      • Cooldown: 17 seconds
    • Added New Skill: AimedShot
      • Description: Hone your aim in on a target. Once completed, your next fully drawn shot fired within 1.5 seconds will land without question. That shot will deal 285 damage to the target.
      • Costs: 5 Mana, 10 Stamina
      • Warmup: 3 seconds
      • Cooldown: 25 seconds
  • Bard
    • Bow damage increased by 25%.
  • Runeblade
    • Nothing Yet. Sorry!
  • All Casters
    • Fireball cooldown increased to 6 seconds (from 5).
  • Pyromancer
    • Withering:
      • Removed slow effect from Withering.
      • Withering tick damage reduced to 30 (from 35).
      • Withering finish damage reduced to 40 (from 50).
        (Overall damage has been reduced by 20.)
  • Beguiler
    • Fireball mana cost increased to 20 (from 15).
  • Wizard
    • Fireball base damage reduced to 120 (from 131).
      (Wizard fireball now deals the same damage as other casters.)
    • Entangle cooldown reduced to 13 seconds (from 15).
    • Blink cooldown increased to 10 seconds (from 8).
  • Mystic
    • Soothe:
      • Soothe mana cost reduced to 9 (from 10).
      • Soothe cooldown reduced to 1 second (from 4).
    • Ire:
      • Ire range reduced to 12 (from 15).
      • Ire mana cost reduced to 18 (from 20).
      • Entangle mana cost reduced to 16 (from 18).
    • EarthWall:
      • EarthWall cooldown reduced to 20 seconds (from 25).
      • EarthWall mana cost reduced to 18 (from 20).
      • Bolt mana cost reduced to 24 (from 26).
    • Rejuvenate:
      • Rejuvenate cooldown reduced to 5 seconds (from 16).
      • Rejuvenate mana cost reduced to 18 (from 20).
      • Rejuvenate healing per tick reduced to 38 (from 48).
      • Rejuvenate duration increased to 20 seconds (from 16).
        (Overall healing throughout buff duration has increased by 3.)
    • Regrowth:
      • Regrowth cooldown reduced to 4 seconds (from 18).
      • Regrowth mana cost reduced to 25 (from 27).
    • HealingBloom:
      • HealingBloom can now be used when you are not in a party.
      • HealingBloom mana cost increased to 30 (from 25).
    • Replenish cooldown reduced to 3 minutes (from 5).
  • Cleric
    • Too lazy to write it up right now. Will add details in here later.
  • Disiciple
    • (Disciple has received a complete rework. Specific changes below.)
    • Maximum HP increased to 1026 (from 874).
    • Base damage with Disciple weapons has been reduced.
      • Fist damage (by level 65) reduced to 37 (from 47).
      • Stick damage (by level 65) reduced to 40 (from 49).
      • Fishing Rod damage (by level 65) reduced to 45 (from 52).
      • Raw Fish damage (by level 65) reduced to 53 (from 58).
      • Blaze Rod damage (by level 65) reduced to 58 (from 66).
    • Mana:
      • Maximum Mana (by level 65) reduced to 164 (from 196).
      • Mana regeneration reduced to 6 (from 7).
    • Smite:
      • Smite damage lowered to 60 (from 100).
      • Smite now deals 150 damage to undead targets.
    • ForcePush / ForcePull now have a bit more consistency when being used.
    • Balance radius increased to 8 blocks (from 6).
    • Reborn health return reduced to 28% (from 33).
    • Chakra cooldown increased to 9 seconds (from 8).
    • Meditate:
      • Meditate mana regeneration reduced to 50% (from 100).
      • Meditate stamina regeneration reduced to 70% (from 100).
      • Meditate cooldown lowered to 60 seconds (from 180).
    • FlyingKick:
      • FlyingKick now deals 25 damage to the target.
      • FlyingKick silence duration increased to 3 seconds (from 2).
      • FlyingKick stamina cost reduced to 4 (from 5).
      • FlyingKick mana cost reduced to 0 (from 10).
    • Removed Skill: Mend
    • IronFist:
      • IronFist reworked. It now knocks players directly upwards rather than knocking them away from you.
      • Added a 0.5 second warmup to IronFist.
      • IronFist damage lowered to 25 (from 82).
      • IronFist mana cost lowered to 18 (from 20).
      • IronFist cooldown reduced to 12 seconds (from 15).
      • IronFist stamina cost lowered to 5 (from 6).
    • New Active Skill: TornadoKick
    • Description: Unleash a Tornado Kick, dealing 25 damage and knocking nearby enemies within 5 blocks away from you.
      • Damage: 25
      • Radius: 5
      • Costs: 13 Mana, 4 Stamina
      • Cooldown: 12 seconds
    • New Passive Skill: TouchOfJin
      Description: Passive: Each of your melee strikes restore 13 health to you, and 8 health to party members within 6 blocks. This ability does not heal more than once per second.
  • Bloodmage
    • Updated BloodUnion description to state that it now expires completely when not increased for 15 seconds.
    • BoilBlood:
      • BoilBlood now has a maximum target limit of 6.
      • BoilBlood no longer has expire text for the DoT effect.
    • Awaken:
      • Awaken mana cost increased to 50 (from 40).
      • Awaken warmup increased to 7.5 seconds (from 6).
    • Infusion:
      • Infusion health cost fixed. (It was not properly requiring health before.)
      • Infusion health cost reduced to 35 (from 50).
      • Infusion cooldown increased to 8 seconds (from 4).
    • ThickenBlood:
      • ThickenBlood health cost reduced to 30 (from 45).
      • ThickenBlood range reduced to 10 blocks (from 14).
    • BloodGift:
      • Bloodgift is no longer required to be name-bound in order to be used.
      • Bloodgift healing increased to 200 (from 185).
      • Bloodgift cooldown increased to 15 seconds (from 10).
  • Paladin
    • Nothing Yet. Sorry!
  • Dreadknight
    • Terror mana cost increased to 20 (from 16).
    • ManaFreeze cooldown increased to 20 seconds (from 7).
  • Dragoon
    • Impale damage reduced to 95 (fom 134).
    • LunarLance:
      • Added a 0.5 second warmup to LunarLance.
      • LunarLance range increased to 10 blocks (from 5).
  • Samurai
    • Removed Skill: Fearless
    • New Active Skill: UndyingWill
      • Description: Upon use, applies a buff to the Samurai that prevents them from dropping below 1hp for 3.5 seconds.
      • Costs: N/A
      • Cooldown: 35 seconds
 

Warmachinexp

Legacy Supporter 3
Joined
Feb 13, 2012
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.
 

Eldrylars

Legacy Supporter 8
Joined
Apr 28, 2012
Location
Dragon through ...
Played around for an while last night on test -

One quick note on Ninja, I fought a Ninja about a dozen times last night, granted he may not have been the best ninja but he was never able to engage me when I saw him, because he was never able to get behind me. Now maybe he could ranged me but he spent tons of time trying to get behind me and pretty much failed miserably every time. I can see this happening a lot, even with backflip and grappling hook. Has a forward flip that rotates the caster 180 been considered? If it rotates them it would be hard to use as an escape but it might help them land 1 or 2 hits. It could also give them to much mobility. Have any long time Ninjas tried playing with the rework? Am I worried about nothing?

Cleric - I will start by saying It felt great to play Cleric last night. I grouped with two other players and played a healer! Now of course we dominated most fights against groups without a healer but that is to be expected and to an extent has always been Kainzo's design.

As far as balance goes, so far it felt pretty good. It was still hard to manually aim my heals in the heat of battle as I am a little rusty but I landed a good chunk of them.
Mana/Healing costs are pretty well distributed as far as I can tell. In 3v3 fights we would usually win and I would be almost completely if not completely out of mana depending on how much the fights raged on.
Angels Shout seemed to work well but it is a decent boost in 1v1. I am not sure it's needed with its long CD and high mana cost but it may need to be change to other only to keep it support focused.
I did run myself low/out of mana on several occasions not pacing myself or being careful so I believe the mana costs are decently in line, although if it were a group of 8 I was supporting instead of a group of 3 it's possible I could have been out of the fight quicker. It's impossible to say unless we could somehow get 16 people on test to try it out.
There were times when I was unable to heal with a direct spell for a second with the removal of pray. I Situationally used Bandage, Pray and Chant for the last 8 months so it would be something to get used to as far as it goes. I almost thought it would be better to have it then to have Aura but Aura has it's uses too so since there are already two direct heals perhaps it can do without the third.

It's possible that the Mystic/Cleric playout would be Mystic out performing Cleric in large fights with general better sustainability, and Cleric out performing Mystic in smaller group fights with a better healing burst. I am betting if this was tested we would find it to be true.

Something that would primarily benefit Cleric/Mystic but Disciple and BloodMage to a small extent would be
  • /skill healinglock <name>
  • All targetted heals would only cast on the healinglocked player
    • 0 Cooldown, 0 Cast time, 0 Cost, does not trigger GDC.
      • This could save dozens of binds in group fights and make it even more fun to play a healer class.

Ninja wrap up.
  • Ninja may need additional mobility to land the back attacks.
Cleric wrap up.
  • Mana in small group fights seemed balanced
  • Unsure about how the class would play in larger group fights
  • AngelsShout may need to be other only
  • It felt strange not having Remedy(pray)
Cleric suggestion to test.
  • AngelsShout other only
  • Add back in Remedy
  • Diamond/Gold sword 36 damage - Sword as weapon (I understand this is not desired by several people but I still believe it's right so I am going to keep listing it:p )
 

Warmachinexp

Legacy Supporter 3
Joined
Feb 13, 2012
I'm strongly on the side of not giving Clerics swords. Just thinking about sure it's only 36 damage but add in enchantments. Don't know the actual numbers on sharpness but fire aspect swords on Cleric just sounds dumb.
 

Eldrylars

Legacy Supporter 8
Joined
Apr 28, 2012
Location
Dragon through ...
I'm strongly on the side of not giving Clerics swords. Just thinking about sure it's only 36 damage but add in enchantments. Don't know the actual numbers on sharpness but fire aspect swords on Cleric just sounds dumb.

Thing is I used FA2 Sharp 4 swords for 4 months as a Cleric. You can already do it as a smith..
 

Warmachinexp

Legacy Supporter 3
Joined
Feb 13, 2012
Thing is I used FA2 Sharp 4 swords for 4 months as a Cleric. You can already do it as a smith..

Yea but that requires you to be a smith which is not something every cleric is going to do. It's a plus to being a smith, you get sword use.
 

yoIyo

Obsidian
Joined
Jun 22, 2011
Location
Highland, California
Yea but that requires you to be a smith which is not something every cleric is going to do. It's a plus to being a smith, you get sword use.

I agree with Warmachine on this. The perks of being a smith gives you access to a sword; If you want to run around with a sword while being all "Holy", then may i suggest Paladin.
 

yoIyo

Obsidian
Joined
Jun 22, 2011
Location
Highland, California
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.

Delfofthebla
These Disciple changes; 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.
 

Eldrylars

Legacy Supporter 8
Joined
Apr 28, 2012
Location
Dragon through ...
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..

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.
 

Delfofthebla

Legacy Supporter 4
Retired Staff
Joined
Nov 25, 2012
Location
United States
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.
 

Licksterboy

Legacy Supporter 3
Joined
Jul 16, 2012
Location
USA
I have to admit, I love the mini cleric rework that has taken place, but there is really no reason to choose mystic over cleric anymore (heal wise). Although yes, mystic does have might, and a lot of utility, cleric now has 2 AoE heals, if you want to count holyaura, 3.

Mystic has 1 AoE HoT which rarely out heals burst, it then has 3 targetable heals, 2 in which are HoT. Keep in mind that cleric also has 2 other targetable heals. Eldry stated earlier that mystic would fit better in large fights while clerics would fit better in small fights, I totally disagree. Cleric has the capability to cause their party to recover from large amounts of burst or even avoid burst by using guardian angel while mystic can keep 1 or 2 teammates alive very effectively, but I could see cleric doing the same thing.

I understand people say, "you shouldn't compare mystic and cleric", but we all know that they are the two sole healers on the server. (You don't normally see a cleric or mystic solo raiding unlike bloodmage and disciple)

This really isn't a qq post, but I do feel like cleric is an overall better mystic, minus some cc. Like delf said, I think mystic could use a rework, we've been trying to change the class little by little but it just doesn't seem right still.
 

Licksterboy

Legacy Supporter 3
Joined
Jul 16, 2012
Location
USA
Played around for an while last night on test -
Something that would primarily benefit Cleric/Mystic but Disciple and BloodMage to a small extent would be
  • /skill healinglock <name>
  • All targetted heals would only cast on the healinglocked player
    • 0 Cooldown, 0 Cast time, 0 Cost, does not trigger GDC.
      • This could save dozens of binds in group fights and make it even more fun to play a healer class.

I think every healer on the server would support this idea.
 

Delfofthebla

Legacy Supporter 4
Retired Staff
Joined
Nov 25, 2012
Location
United States
I'll make a real reply later Lickster but the changes to Cleric are not finished. I got side-tracked with Disciple and have not put forth much effort towards tieing Cleric together. I believe that the class is currently...imbalanced as hell, if I'm honest.
 

Licksterboy

Legacy Supporter 3
Joined
Jul 16, 2012
Location
USA
I'll make a real reply later Lickster but the changes to Cleric are not finished. I got side-tracked with Disciple and have not put forth much effort towards tieing Cleric together. I believe that the class is currently...imbalanced as hell, if I'm honest.
Oh definitely, I know they're not finished yet, and you probably have A LOT of work to do, I just wanted to get my opinion out there.
 

Eldrylars

Legacy Supporter 8
Joined
Apr 28, 2012
Location
Dragon through ...
Shhh, you'll disturb the silence!

So whats been going on over the last week and a half?
Whats the word from the source?

I have heard something recently regarding Bard change ups that I had not heard elsewhere yet. What all is going on?[DOUBLEPOST=1374094892,1374035640][/DOUBLEPOST]Is someone putting together a huge post or is everyone just gone? :eek:
 

victim130

Legacy Supporter 8
Joined
Jan 20, 2011
I'm working on Lore stuff currently, not much time to put towards Balance atm. Still taking a peak at stuff though :p
 
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