Changes to Mage heal?

i have no spells except pet heals my class is called pet healer what are these nukes and how do they work
 
How about removing the 2 hour cast time on the summoned sword/spear of power? With this change to pet heals, it makes it more useful to summon different pet for different situations (Fire for more DPS in groups, then switch to Air/Water for soloing unless mobs hit so hard that earth is better). Unless you have the Relic pet in which case I hate you. :p ;(

It would be a pain to equip them if you like to switch pets.
 
heal was increased by 25% which is nice and recast of all down to 3 seconds, recast still 20 seconds. 12 seconds i would say would benefit everyone better though ;)
 
Just another update, I'm able to solo gemathians with decisive and predicable victories just using Elemental Maelstrom, Shock of Swords, my two pet heals and my level 44 fire pet.

The gemathians are level 43-45 I believe, so this change has done very little to hamper my soloability. Instead of spending mana healing my pet, I spend mana killing things faster and then healing my pet during downtime.

Perhaps the recast timer could be tweaked a bit, but right now I have not had very many problems soloing.

I have below-average equipment as this is my highest level character and I haven't gone out of my way to farm or buy new gear, I'm mostly wearing soft leather. I have no idea how well I will be able to solo in the future, but in the mid-40s, I'm doing just fine.
 
So...basically...

Something was changed to prevent you and other members of your class from soloing in a certian fashion, yet you continue to try and solo in that fashion?

Buh?
 
20 seconds to recast a heal spell is crazy though, especially with beastlords without a 20 second recast delay
 
Because, as we all know, those two classes are exactly the same in class abilities and features.
 
Beastlord pet heals have a 20 second recast delay now. The heals also have a 3.0 cast time instead of about 7.3 and they also heal for less hitpoints now. Healing a pet in a high damage situation seems about the same but you have to memorize the 55 heal along with the 64 one. Makes healing gift and adept aa's seem a little more desireable now.
 
I just logged my mage and soloed in Eldenals perfectly fine. It was a little harder than it used to be, but hey, a nerf should be at least slightly noticed. I used a 63 pet, and alternated level 60 heal, and the 64 heal.

Edit: Lets keep in mind, if soloing is ok for a mage with these spells, how is it for a mage with their relics? Relic pet can solo in eldenals with two/three heals per fight and I don't even need to nuke.
 
Wiz said:
Yeah, I'm still reviewing the delay on the beastlord heals, don't worry.

That is reassuring. My worry has been downgraded to concern.

Wiz, try taking a 20-40 Beastlord, about 1-4 levels away from his next pet spell, with average gear and AVERAGE CHA, and take on a dark blue or even mob. I think it could be argued that there will usually be a period of time during this encounter where the pet will be the only one tanking: whether it's initially, or toward the end, after the Beastlord gets beaten down to half health or lower.

Beastlords will always be more efficient at healing their pets than themselves (at least *during* combat. I BW after). Therefore, it stands to reason that out of the fighting pair, the pet should be the one absorbing most of the damage. I want to melee- it increases my Offensive skills. I also want to get beaten on, within reason- it increases my Defensive skills. But I still haven't worked out a reliable method for being able to have my pet hold aggro exactly when I need him to, and then switch the aggro back and forth between the two of us as needed. I'm not sure that is even possible, and it probably shouldn't be. The way heals were, I would usually let my pet initially tank a mob for the first 25% of that mob's health before healing the pet back up to near full, and then joining it in battle. This usually resulted in me being able to engage the mob without taking aggro right away. Then, as the fight progressed, I would eventually get aggro, but by then we would have the situation under control, and I could afford to take some damage. Or, sometimes the pet would continue to hold aggro, and would need a few more heals before the fight was finished. Heck, sometimes, the mob turns on me a bit too soon, and knocks me down below half health, while it is still around 60-75%. In that case, I would step back and let my pet do what he was designed to do: take the heat off of me. At this point, I cannot allow him to die, because then I would probably be next.

Another couple of things to keep in mind: these pets aren't the same level as in that "reference game". Nor can they be buffed with additional HP like in that "reference game". To severely reduce the frequency at which we can heal them, in addition to all of that, seems like it makes the class exponentially less powerful in any situation where the pet holds aggro.

To summarize, I can understand the goal of reducing the power of the pet classes in the scenario whereby the pet is holding aggro. However, because of other differences already in place which weaken these classes, I think the increase in the length of the recast timer on the heals was a tad overzealous. I try not to make it seem like only Beastlords need to be revisited, but at the same time, let me stress that I do NOT play a Mage or Necro, so I'm certainly not qualified to speak on their behalf.

Jeff
 
But I still haven't worked out a reliable method for being able to have my pet hold aggro exactly when I need him to

we get a pet aggro style at 20.. it does a world of difference, if i just let the pet tank for 10% of the mobs health i can turn on /s 4 and continue hitting until the mob is dead without it ever turning on me.

that said.. i don't really understand the reasoning behind the changes to beastlord heals (and i know it's being looked at, i'd just like to say my piece before the final change is in). if mages were changed because they were just sitting there chain-healing and not nuking, then why is it the same for beastlords? every beastlord i know gets in there and does damage beside their pet, changing our heal doesn't let us do more damage. maybe if you gave us more consistent nuke damage i could see the change, but as it stands it just doesn't make a whole lot of sense

am i missing something?
 
Hehe, I know if a beastlord tried to solo something by only using his pet, it would take him 20 minutes. My little pet misses so often for some reason =(

And about /s 4, for some reason when I start a fight using this, the monster will still turn on me. I am guessing because I am out damaging my pet by too much.

Personally, I think there is a lot easier way to fix this issue.

If your pet does more than say 60% of the damage, have the monster give only 50% experience because of the pet help. That will make people think twice before exploiting.
 
This change for beastlords is only 100% good. Before i could only heal my pet for about 1900+ (in day time) every 7.5 or so seconds, witht these changes and using lvl 64 + lvl 55 pet heals i can heal about 3500hp every 6 seconds and im sure i wont need them again untill the reuse timer wears off. The 7 second cast for 17-1900 hp was sub-par and pretty much ineffective against any mobs worth thier xp. Mages have always had a recast timer on thier pet heals whereas beastlords did not, although the cast time of those spells were rediculously long.

Again, i'll say this is probably one of the best changes i've seen yet for spells. True you might have to use an extra spells slot to keep that other heal memmed, but honestly wtf else are you using spell slots for as a bst? Maybe cunning, savagery, and your targetable heal. Well, i guess some of you use your dots/dd's.... i'd rather do constant dmg with my fists =p
 
kineldar said:
This change for beastlords is only 100% good. Before i could only heal my pet for about 1900+ (in day time) every 7.5 or so seconds, witht these changes and using lvl 64 + lvl 55 pet heals i can heal about 3500hp every 6 seconds and im sure i wont need them again untill the reuse timer wears off. The 7 second cast for 17-1900 hp was sub-par and pretty much ineffective against any mobs worth thier xp. Mages have always had a recast timer on thier pet heals whereas beastlords did not, although the cast time of those spells were rediculously long.

Again, i'll say this is probably one of the best changes i've seen yet for spells. True you might have to use an extra spells slot to keep that other heal memmed, but honestly wtf else are you using spell slots for as a bst? Maybe cunning, savagery, and your targetable heal. Well, i guess some of you use your dots/dd's.... i'd rather do constant dmg with my fists =p


If you are a high enough level that you've got 2 great heal spells, good for you! I'm level 19 at the moment. Once I *get* another great heal, then if I have to sacrifice an additional spell gem to keep the both of us alive, so be it. But as for your comment about the DoT's/DD's: the spells were given to the class for a reason. If they aren't being used by the majority of the players, then that is something else that needs to be looked at. I use them. Not on every pull, but situationally. Enough that they deserve real estate on my gem bank, that's for sure. And because I must manually delete all of the spells on my gem bank before memming a new spell set, switching in combat is sketchy, at best, and deadly, at worst. So having to use an additional spell gem for a heal means that there is one fewer *other* offensive spell that will stay memmed (read: be used). And THAT is exactly what this change is trying to avoid: the exlcusion of many cool spells from Lazyjoe Petclass' lineup, because all he wants to do is sit on his ass, healing his pet.

Damage from Mages & Necros is primarily from pet + spells. Damage from Beastlords is primarily from pet + melee. If the other two pet classes have the option of piling on the damage spells in order to drop mobs faster (because they can't keep the pet alive indefinitely), then I also need some help. I would wager that my contribution (melee, plus a relative "smattering" of spell damage) is weaker than their spell contribution. And, it places me in direct melee range of the mob, with no opportunity to quickly regain mana as I contribute.


Jeff
 
Raherin said:
I just logged my mage and soloed in Eldenals perfectly fine. It was a little harder than it used to be, but hey, a nerf should be at least slightly noticed. I used a 63 pet, and alternated level 60 heal, and the 64 heal.

Edit: Lets keep in mind, if soloing is ok for a mage with these spells, how is it for a mage with their relics? Relic pet can solo in eldenals with two/three heals per fight and I don't even need to nuke.

what pet ya using?
 
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