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