R
robillard
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SPREAD HEAL SPELLS AND BATTERY HEAL REALM ABILITY
The three base healing classes (Clerics, Healers, Druids) now have a new type of healing spell that will help them in heavy battle - particularly RvR - situations. This spell type is called a "Spread Heal". These spells need no target - they search through the group applying healing power to whoever is lowest in health (As a percentage of their max, not as a straight value) until the group is full or the pool has been used. These spells should be especially useful in RvR encounters where targeting is a problem and many people can be taking damage at the same time. In normal PvE encounters or where one target specifically is taking the most damage, directed heals remain the most efficient and effective option. When everyone in the group is low, standard group heals remain the best option. Spreadheals fall somewhere in between - when some members of the group are still full or near full, and some members are falling fast, these heals will be the most efficient option.
Cleric Rejuvenation spec
30 Gift of the Host
39 Boon of the Host
48 Blessing of the Host
Healer Mend spec
30 Ancestor's Gift
39 Ancestor's Favor
48 Ancestor's Boon
Druid Regrowth spec
30 Regenerating Spirits
39 Resuscitating Spirits
48 Reviving Spirits
Battery of Life Realm Ability
Also, a new realm ability is now available to the primary healers in each realm at a 10 realm point cost, called Battery of Life, which is a different variety of spreadheal. It allows the user to create a spreadheal pool which essentially remains on him as a battery, checking every round to see if anyone needs healing and applying it when needed just like a spreadheal. If the entire battery is not used, the remaining amount remains on the caster waiting to be used. This ability should also be particularly useful in RvR - it can grant the healer the initiative to heal before everyone in his group starts taking damage. As soon as the group begins taking damage they're already being healed by the battery, and the healer can begin casting another spell which will hopefully be cast before the battery runs out. The battery and the spreadheal used together should go a long way towards allowing healers in RvR to do what they're intended to do - keep the group alive as long as they have the power left to do so. One important difference to note about the battery from spreadheal - it does not flow into the caster, only their group mates. This is not intended to be an automatic complete heal for the healer.
RESURRECTION SPELL CHANGES
We're now ready to go back into testing with a modified version of our Resurrection system change that we started working on in 1.55. Due to the recent change where you now receive Realm Points for resurrecting your realm-mates in RvR battles, we've had to change some of the resurrection spells. Here's the list:
- All resurrection spells now have a 4 second cast time.
- The power costs for all resurrection spells have not been changed.
- When casting a rez spell, you receive a message and the spell cancels if the target is already considering a res from someone else.
- Resurrection sickness now goes from 100% to 50% when doing a "full rez" on another player.
- Low level resurrection spells now give 5% RP's to the caster and high level rezzes do up to 15% of the RP's to the caster. Mid level ones are between the two.
The three base healing classes (Clerics, Healers, Druids) now have a new type of healing spell that will help them in heavy battle - particularly RvR - situations. This spell type is called a "Spread Heal". These spells need no target - they search through the group applying healing power to whoever is lowest in health (As a percentage of their max, not as a straight value) until the group is full or the pool has been used. These spells should be especially useful in RvR encounters where targeting is a problem and many people can be taking damage at the same time. In normal PvE encounters or where one target specifically is taking the most damage, directed heals remain the most efficient and effective option. When everyone in the group is low, standard group heals remain the best option. Spreadheals fall somewhere in between - when some members of the group are still full or near full, and some members are falling fast, these heals will be the most efficient option.
Cleric Rejuvenation spec
30 Gift of the Host
39 Boon of the Host
48 Blessing of the Host
Healer Mend spec
30 Ancestor's Gift
39 Ancestor's Favor
48 Ancestor's Boon
Druid Regrowth spec
30 Regenerating Spirits
39 Resuscitating Spirits
48 Reviving Spirits
Battery of Life Realm Ability
Also, a new realm ability is now available to the primary healers in each realm at a 10 realm point cost, called Battery of Life, which is a different variety of spreadheal. It allows the user to create a spreadheal pool which essentially remains on him as a battery, checking every round to see if anyone needs healing and applying it when needed just like a spreadheal. If the entire battery is not used, the remaining amount remains on the caster waiting to be used. This ability should also be particularly useful in RvR - it can grant the healer the initiative to heal before everyone in his group starts taking damage. As soon as the group begins taking damage they're already being healed by the battery, and the healer can begin casting another spell which will hopefully be cast before the battery runs out. The battery and the spreadheal used together should go a long way towards allowing healers in RvR to do what they're intended to do - keep the group alive as long as they have the power left to do so. One important difference to note about the battery from spreadheal - it does not flow into the caster, only their group mates. This is not intended to be an automatic complete heal for the healer.
RESURRECTION SPELL CHANGES
We're now ready to go back into testing with a modified version of our Resurrection system change that we started working on in 1.55. Due to the recent change where you now receive Realm Points for resurrecting your realm-mates in RvR battles, we've had to change some of the resurrection spells. Here's the list:
- All resurrection spells now have a 4 second cast time.
- The power costs for all resurrection spells have not been changed.
- When casting a rez spell, you receive a message and the spell cancels if the target is already considering a res from someone else.
- Resurrection sickness now goes from 100% to 50% when doing a "full rez" on another player.
- Low level resurrection spells now give 5% RP's to the caster and high level rezzes do up to 15% of the RP's to the caster. Mid level ones are between the two.