brasileira
Dalayan Elder
Well, I'd like to talk about the Shaman's spell/tomes on Ikisith and show how I think
Runic Spell: Spirit Graft
Increase Hit Points by 1500
Decrease Hit Points by 2500
(This spell will heal the target for a 1.5k base heal INSTANT, but will damage the shaman for 2.5k)
(Opinion, even knowing that a INSTAN 1.5k base heal, is amazing, casting more than 2 will definetly kill or steal aggro, due to low hp on any shaman)
Now lets talk about the tome: Blood Ritual
Grants an endurance-reliant stance (/s 4) in which the Shaman's DoT spells are amplified by 15 / 23 / 32 / 40% and direct healing spells are amplified by 10 / 15 / 25 / 33% in exchange for 20-to-30% of the Shaman's maximum HP per spellcast.
Well, in essence is the same idea of the spell. Giving the target a better heal, while costing the shaman's health.
Let's put in example:
A top tier shaman, with 8000 HP.
He is using his tome IV, for some extra heal, and decide to use the Runig Spell.
He will heal for a base of 2.1k, which is 500 more point than Shaman Relic (1650 base), that will heal for about 4.5k non crit heal, if he has CoP5 and some Heal Inc 6-7.
So a 4.5k Heal, amazing for a shaman. But here is the cost of 4900 HP, more than 50% of the shaman's health.
So of course you are not suppose to use them together, since they have the same effect:
Give more heal in exchange of shaman's own health
Since they have the same idea & effect, I'd like to suggest to change one of them.
Here are my suggestion:
Change the Spell to:
- Feign Death (Yes you are correct: FD)
Sure it is overpowered, but all other archetype classes get a FD, but the healers.
What I would suggest is the spell will consume 95% of the shaman's current HP
It would have a long recast time: Maybe 10-15mins to avoid abusing.
- Damage over Time that heals the group. For ages Shamans have complained that we dont get a group heal. Now we have Torpor, but that is really only usefull if the group is made only of casters or they are resting, since the side effects are devastating for any melee.
So I'd suggest to make a DoT that will do a 150-200 Damage per tick on the target and will heal the group for the same amount.
Runic Spell: Spirit Graft
Increase Hit Points by 1500
Decrease Hit Points by 2500
(This spell will heal the target for a 1.5k base heal INSTANT, but will damage the shaman for 2.5k)
(Opinion, even knowing that a INSTAN 1.5k base heal, is amazing, casting more than 2 will definetly kill or steal aggro, due to low hp on any shaman)
Now lets talk about the tome: Blood Ritual
Grants an endurance-reliant stance (/s 4) in which the Shaman's DoT spells are amplified by 15 / 23 / 32 / 40% and direct healing spells are amplified by 10 / 15 / 25 / 33% in exchange for 20-to-30% of the Shaman's maximum HP per spellcast.
Well, in essence is the same idea of the spell. Giving the target a better heal, while costing the shaman's health.
Let's put in example:
A top tier shaman, with 8000 HP.
He is using his tome IV, for some extra heal, and decide to use the Runig Spell.
He will heal for a base of 2.1k, which is 500 more point than Shaman Relic (1650 base), that will heal for about 4.5k non crit heal, if he has CoP5 and some Heal Inc 6-7.
So a 4.5k Heal, amazing for a shaman. But here is the cost of 4900 HP, more than 50% of the shaman's health.
So of course you are not suppose to use them together, since they have the same effect:
Give more heal in exchange of shaman's own health
Since they have the same idea & effect, I'd like to suggest to change one of them.
Here are my suggestion:
Change the Spell to:
- Feign Death (Yes you are correct: FD)
Sure it is overpowered, but all other archetype classes get a FD, but the healers.
What I would suggest is the spell will consume 95% of the shaman's current HP
It would have a long recast time: Maybe 10-15mins to avoid abusing.
- Damage over Time that heals the group. For ages Shamans have complained that we dont get a group heal. Now we have Torpor, but that is really only usefull if the group is made only of casters or they are resting, since the side effects are devastating for any melee.
So I'd suggest to make a DoT that will do a 150-200 Damage per tick on the target and will heal the group for the same amount.