nikosk
Dalayan Elder
Throwing some ideas into the pool (ideas are seperated).. some have been said:
Things that could be added/changed in the original functionality:
~ Allow it into the song window, since it's not a super long buff (and actually is a hot, which are put into song window already)
~ (as mentioned) give it spell damage mitigation, maybe an extra boost if your extra close to the well too.
~ Add a small poison/disease counter cure on each tick.
~ Increased hp pool of players it's active on, or even overcap flowing thought.
~Increased runspeed when active.. would further add to the strategic placement of the wells to help people get in/out of certain areas.
Things the spell could be changed to:
~ upgraded group hot
~ group buff (no longer a heal) that increases healing received (not sure what % would be balanced and useful)
~ I like the idea of group DB also, but the DB should have an extra edge over other DB's also since you've worked so hard through the tiers to finally get this one.
~ Self Buff Spell for funtime melee clerics: Group heal proc, doesn't stack with divine rage. Make it a dependable high proc rate, but not a huge unbalanced amount of heal.. basically just something to go along with the heal proc weapons for more effectiveness. Not gonna lie, heal procs are very fun.
~Party Buff: Self Heal Proc for other players to wear.. would stack with rbow, etc.
~Temporary Self buff: Lasts 30 seconds and makes crit heal chance 100% temporarily.
~Cure: cure roots, mez, etc. a backup to divine unbinding that costs mana and requires a cast time.
~Temporarily Self buff: Reduces mana cost of spells by 25% for 30 seconds.
~ Single Target Rune, high recast time (once every 15 minutes) : 10,000 hp rune.. good for pre-engage, or used strategically on a tank during a certain part of fights.
Things that could be added/changed in the original functionality:
~ Allow it into the song window, since it's not a super long buff (and actually is a hot, which are put into song window already)
~ (as mentioned) give it spell damage mitigation, maybe an extra boost if your extra close to the well too.
~ Add a small poison/disease counter cure on each tick.
~ Increased hp pool of players it's active on, or even overcap flowing thought.
~Increased runspeed when active.. would further add to the strategic placement of the wells to help people get in/out of certain areas.
Things the spell could be changed to:
~ upgraded group hot
~ group buff (no longer a heal) that increases healing received (not sure what % would be balanced and useful)
~ I like the idea of group DB also, but the DB should have an extra edge over other DB's also since you've worked so hard through the tiers to finally get this one.
~ Self Buff Spell for funtime melee clerics: Group heal proc, doesn't stack with divine rage. Make it a dependable high proc rate, but not a huge unbalanced amount of heal.. basically just something to go along with the heal proc weapons for more effectiveness. Not gonna lie, heal procs are very fun.
~Party Buff: Self Heal Proc for other players to wear.. would stack with rbow, etc.
~Temporary Self buff: Lasts 30 seconds and makes crit heal chance 100% temporarily.
~Cure: cure roots, mez, etc. a backup to divine unbinding that costs mana and requires a cast time.
~Temporarily Self buff: Reduces mana cost of spells by 25% for 30 seconds.
~ Single Target Rune, high recast time (once every 15 minutes) : 10,000 hp rune.. good for pre-engage, or used strategically on a tank during a certain part of fights.