Changes to Mage heal?

No, but jc'ing is nice. Don't even really know their other capabilities much quite frankly. They have nice mana regen happy spells, mezzes and some hastes is pretty much the extent of my current knowledge on them, that and that enchant metals happiness.
 
To take the sting out of the changes to mage pet heals, could AA Mend Companion be changed to CH the pet? On a well focused earth pet, it's like a 60ish% heal. And with full AAs in the line it is still a 9 min reuse. It's about the same as casting 64 pet heal x2.
 
hmmm meh's read it wrong. Thought it said cast timer, k so that's not so bad lol. 20 sec for cast timer would be rough lol.
But then 6 hours of class today + a stats test so hopefully my fuzzy reading is understood atm.
Still gonna create that chanter eventually lol. Not to mention still got ranger, necro and bl to go :). Honestly I'm sampling a bit of each as I go along. Not everyone played live to the endgame, didnt even play it at all myself.
 
before 1360 heal 2.5 second cast 3 second downtime. Now 1360 heal 2.5 second cast ~15 second downtime.

This is using the 64 heal, best we can get.

before: 226 heal per second if i were to spam it nonstop (which i can't)


after: 75 heal per second. Over 3 times "nerf" enabling us to entirely ditch the fire pet which most use. The average dblue monster dps is higher than it, and nuking it won't help since we will get destroyed in a half second after nuke hits if the mob isn't under 60%


**Edit** max heal is 1360
 
and if ya don't have the 64 heal which is rare, using the level 60 heal

max heal = 1025

casttime = 7

downtime = 15

1025%22 = 46.59

so, most mages will only be able to heal for 46 damage per second. This makes any pet other than earth obsolete, and creats massive mana issues.
 
I've been too busy with work related issues to log in for any length of time today, but I'll be sure to make it a point to log on my mage and play around with the changes to the healing spells.

My mage is only level 44, so I have no idea how pertinent my information will be, but I'll give it a shot.
 
In all fairness, Wiz:

could you try your tests with pets other than earth?
Many of us prefer other pets simply due to the rooting agro issues the earth pet causes in groups.
 
mourningfire said:
In all fairness, Wiz:

could you try your tests with pets other than earth?
Many of us prefer other pets simply due to the rooting agro issues the earth pet causes in groups.

Wiz said:
To achieve the above, I had to use a little modicrum of tactics. I would cycle two nukes with one heal, and in the case of the air pet, I had to kite a little (with run speed 3) when the air pet lost aggro and wait for the next stun so it could regain it.

There you are. On page 1.
 
Necros

What about necromancers?
Personally, even in a group, there are times when I chain cast heal on my pet when it is tanking a yellow or red and the chanter can't stick a mez or when we dont have any sort of real CC.
I feel underrepresented as a necro with a 20 second heal, due to the fact that on the first page, Wiz said:
How about throwing a Nuke in the mix? Instead of chain healing
As a necromancer, we can't really Nuke. (okay, we get a lifetap nuke, and screaming terror later on, but to be perfectly honest, the lifetap isnt very mana effecient and Screaming Terror has a delay to keep you from chain casting)

And since fear is not enabled in all zones, our ability to quickly drop a foe like a mage with nukes to save our pet from death isn't always an option.

I play both classes, and on my mage, if my pet has 25% hp and the mob has 45% hp, a lucky nuke or a few heals heals would make a huge difference.
On my necro, if the mob is dotted and I'm in the same situation, nukes aren't an option, especially low levels when the best DD we get is undead bane spells or lifetaps.
Additionally, when our pet has weapons, and dies, it's not like we can just shrug it off and resummon the weapons with the rune proc. . .

This is just my two cents. Feel free to correct me if I am wrong.
 
Then I will correct you ;)

You are right, Necro Pet heals aren't that good but in fact you won't need them.
I (level 60 Necro) never felt like I need a better pet heal, to be honest I never used them instead of the Dot-Hot combinations that will lower the Mob HP at the same time.
You are correct, Necros can neither nuke nor heal their pet but they have other options.
First off you can root very efficient as soon as you hit 34 and your damage over time output is in one word insane. At level 60 I will drop a random DB mob to 50% health with 3 (4) dots and don't even use my pet.

Second off use darkness. You can send your pet in to offtank, throw dots on the mob and just get the pet off and kite around. Snare on darkness is pretty useful.

And you will get better nukes the higher level you are.
As a side note I always found Necro is far easier to solo then mage but that is just my opinion. Don't stick to your "pet, heal, dot"-cycle, use all your abilities and you should be fine.

And another point...pets aren't supposed to offtank redmobs, neither Mage nor Necro pet.
 
charm Kaezul uh... I need to lvl up my enchanter right away!

Also noticed that Beastlords pet heals are overpowering, can they get nerfed too?
 
Nerf on heals

Stop whining about Beastlord's heals; thats about all we got. Hard to fight much with a mob or you'll get agroed then you get the crap beat of you so a nice heal is needed. Furthermore, the high damage nukes mages get should and do compensate for the nerf on recast time, not to mention the nice weapons that they can summon to buff up pet even more.
 
Okay, I was just able to solo kill a dark blue froglok disciple in mielb with my level 44 fire pet. The pet was fighting two mobs the entire time and would have been able to kill them both no problem if a third patrol had not wandered by.

The first kill was decisive, I had 60% mana and my pet was at about 50% health, I was able to get both mobs down to about 15% before the pet ate it and I ran out of mana. If the third patrol had came by about ten seconds later I probably would have managed to kill all three.

So...in short:

It's fine, learn2play.
 
thanks

Well, I stand corrected.
:hug: <3 :hug:
I'm glad Wiz engages us in open discussion. It lets those of us who feel things are unfair voice our opinions.

After reading the corrections to my post, I can only say "oops, im too used to a mage. Thanks for correcting me " A little change in tactics never hurt anyone, huh?
 
Well, as I ran the patcher and saw the file names, I got that sinking feeling in the pit of my stomach as if I was about to get whacked with the nerf bat. Sure enough, after I cast my heal on my pet, the gem stayed greyed out for a long time. Ouch.

On challenging mobs, Mages and Necros can speed up a fight by using damaging spells, healing when the gem refreshes, and *hoping* that it will keep their pet alive. Yes, there is the chance that if they go overboard there, they will get aggro.

As a Beastlord, my contribution must be primarily melee. So instead of letting my pet beat on things until they are around 60% health, and then jumping in to fight with my pet, I must now jump in a lot sooner, and also begin healing my pet as soon as his life is at 80%. Guess what? I *AM* going to get aggro, no maybe about it.

I'm not happy with this change, but I DO understand the reasoning behind it. What I would passionately ask is that the RECAST DELAY be looked at some more to see if this increase can be shortened enough to STILL ACCOMPLISH Wiz's goal (can't just sit back and spam pet heals on challenging mobs, reduce the relative power of these 3 classes) yet STILL speed it up a little bit.


Some situations, a player will always have to run for it. Oh, wait... Mages and Necros can just Gate. Save their ass, save their pet's ass. Beastlords must run for it. Pet's gonna die, and must then be recast, re-equipped, and rebufffed. I still think that I should be able to "pull something out" every once in a while, finishing up a certain situation at low life, and with an almost dead pet. But to do this, I will most likely need to cast three or four pet heals in rapid succession. At LEAST enough to make a decent headway versus the amount of damage it's taking! And then I can jump back into the fray.


Maybe we could split the difference between the original recast delay, and where it is now? Or at least shorten the recast delay by a second or two, and maybe lower the casting time? And, since I'm only level 18, I'm obviously talking about the WHOLE game, not just the endgame.


Thanks
Jeff
 
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