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  Click here to go to the first Rift Team post in this thread.   Thread: Cleric Healer Changes in 1.8

  1. #136
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    Quote Originally Posted by Quietmode View Post
    0.0 seconds: Start casting 2.0second HC
    1.5 seconds: GCD ends
    2.0 seconds: HC casts
    Serendipity Procs
    Serendipity ICD starts
    Start casting Serendipity HC
    2.5 seconds: HC casts [No Proc]
    3.0 seconds: Serendipty ICD ends
    3.5 seconds: GCD ends
    New HC has no Serendipity
    So what you are saying it is impossible to get 2 back to back HC at .5s?
    Quote Originally Posted by Foxcalibur View Post
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  2. #137
    Ascendant Eughe's Avatar
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    Quote Originally Posted by Zinbik View Post
    Due to the way Serendipity works, unless you're casting Healing Communion with no one around, Healing Communion is nearly always a 0.5s cast every other cast. The only reason it's not a 0.5s cast every cast is because of the 1s internal cooldown on Serendipity. Despite its high cost, it can still be cast repetitively for a significant period of time. It currently has no reduction on LIVE, hence the decision that it be brought down slightly.
    No, not for a significant period of time and sure as hell not often, not unless an archon is in the vicinity.


    It's mana cost is is worth it's strength. Unless you are dropping that mana cost whilst in pvp.

  3. #138
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    Quote Originally Posted by Sariina View Post
    Pretty much all healing already was nerfed for PVP combat, assuming using this same modifier you describe. I believe that was by 50% way back in 1.4. So are you saying healing from healing spray was changed from 0.5 to 0.7? That seems like a buff to HOTs and not a nerf.

    I know you described it pretty clearly, but if this description is true then the patch notes could read:

    Soothing Stream: Now heals 60% of normal in PvP, previously it was 50%.
    Healing Flood: Now heals 50% of normal in PvP, previously it was 50%.
    Healing Spray: Now heals 70% of normal in PvP, previously it was 50%.
    Overflow: Now heals 25% of normal in PvP, previously it was 50%.
    If I recall correctly, the "big heal nerf" was patch 1.4. The actual % reductions were never listed in the patch notes. During testing, it was rumored that the healing nerf would be in the 5-10% range. A few players who did some testing reported it in the 20% range.

    From my own experiences, it felt like once I upgraded some of my gear from Prestige 6 to Prestige 7/8, the my healing values were in the same neighborhood as they were before the adjustment. Then I started getting PA levels, piles of cheap consumables, more valor, and everything went out the window.

    Dimensions on Deepwood: Roaring Waters, Drakenstrom, The King's Tomb (WIP)

  4. #139
    Champion of Telara Quietmode's Avatar
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    Quote Originally Posted by Undrsiege View Post
    So what you are saying it is impossible to get 2 back to back HC at .5s?
    It is if you use a cast time spell to proc the first Serendipity. Because then youll have 2 spells within the 1second ICD.

    If you use divine call to proc serendipity you can spam HC at 0.5 like mad since it will be

    0.0: Divine call->proc serendipity
    1.0: ICD ends
    1.5: Cast HC
    2.0: HC casts, ICD starts
    3.0: ICD/GCD end, cast HC
    3.5: HC casts
    4.5: ICD/GCD end, Cast HC
    5.0: HC casts
    etc

    and can cast 0.5HC til you run oom.

    but just the fact of using a 1sec+ spell to proc the first serendipity, it screws up the whole ICD rotation and you miss procs
    Last edited by Quietmode; 04-04-2012 at 03:55 PM.


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  5. #140
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    Quote Originally Posted by Quietmode View Post
    It is if you use a cast time spell to proc the first Serendipity. Because then youll have 2 spells within the 1second ICD.

    If you use divine call to proc serendipity you can spam HC at 0.5 like mad since it will be

    0.0: Divine call->proc serendipity
    1.0: ICD ends
    1.5: Cast HC
    2.0: HC casts, ICD starts
    3.0: ICD/GCD end, cast HC
    3.5: HC casts
    4.5: ICD/GCD end, Cast HC
    5.0: HC casts
    etc

    and can cast 0.5HC til you run oom.

    but just the fact of using a 1sec+ spell to proc the first serendipity, it screws up the whole ICD rotation and you miss procs
    Never even thought of this. Thanks.
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  6.   Click here to go to the next Rift Team post in this thread.   #141
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    Quote Originally Posted by Sariina View Post
    Pretty much all healing already was nerfed for PVP combat, assuming using this same modifier you describe. I believe that was by 50% way back in 1.4. So are you saying healing from healing spray was changed from 0.5 to 0.7? That seems like a buff to HOTs and not a nerf.

    I know you described it pretty clearly, but if this description is true then the patch notes could read:

    Soothing Stream: Now heals 60% of normal in PvP, previously it was 50%.
    Healing Flood: Now heals 50% of normal in PvP, previously it was 50%.
    Healing Spray: Now heals 70% of normal in PvP, previously it was 50%.
    Overflow: Now heals 25% of normal in PvP, previously it was 50%.
    There was never a 50% nerf to healing applied globally to heals. The values were in the 5 to 10% range and primarily on HoTs and instant abilities. There was no reduction on cast time heals.

    There is no global healing nerf applied by the game.

    The patch note would read something like Healing Spray: Now heals 70% of normal in PvP, previously was 95% (example, I dont recall the exact numbers, but it was never a 50% nerf)

    ~Daglar

  7. #142
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    Quote Originally Posted by Quietmode View Post
    It is if you use a cast time spell to proc the first Serendipity. Because then youll have 2 spells within the 1second ICD.

    If you use divine call to proc serendipity you can spam HC at 0.5 like mad since it will be

    0.0: Divine call->proc serendipity
    1.0: ICD ends
    1.5: Cast HC
    2.0: HC casts, ICD starts
    3.0: ICD/GCD end, cast HC
    3.5: HC casts
    4.5: ICD/GCD end, Cast HC
    5.0: HC casts
    etc

    and can cast 0.5HC til you run oom.

    but just the fact of using a 1sec+ spell to proc the first serendipity, it screws up the whole ICD rotation and you miss procs

    Not sure if u are correct but i think ICD starts when serendipity is used.

    So when you have serendipity on you, if you cast HC, as soon as u start the cast, ICD of serendipity starts. So it finished casts in 0.5s while serendipity still has 0.5s to finish ICD.

  8. #143
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    Quote Originally Posted by Quietmode View Post
    It is if you use a cast time spell to proc the first Serendipity. Because then youll have 2 spells within the 1second ICD.

    If you use divine call to proc serendipity you can spam HC at 0.5 like mad since it will be

    0.0: Divine call->proc serendipity
    1.0: ICD ends
    1.5: Cast HC
    2.0: HC casts, ICD starts
    3.0: ICD/GCD end, cast HC
    3.5: HC casts
    4.5: ICD/GCD end, Cast HC
    5.0: HC casts
    etc

    and can cast 0.5HC til you run oom.

    but just the fact of using a 1sec+ spell to proc the first serendipity, it screws up the whole ICD rotation and you miss procs
    Zinbik had the perception that you could only cast 1 .5sec HC every 2 casts and that is not so..
    Last edited by Undrsiege; 04-04-2012 at 04:11 PM.
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    "bros to come at me!"

  9. #144
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    Quote Originally Posted by Rudolf View Post
    Not sure if u are correct but i think ICD starts when serendipity is used.

    So when you have serendipity on you, if you cast HC, as soon as u start the cast, ICD of serendipity starts. So it finished casts in 0.5s while serendipity still has 0.5s to finish ICD.
    Negative it is based on proc.

    0 Serendipity HC Casts
    .5 Serendipity HC HEALS (Serendipity ICD starts)
    1.5 (Serendipity ICD ends) Serendipity HC Casts
    2.0 Serendipity HC HEALS (Serendipity ICD starts)
    3.0 (Serendipity ICD ends) Serendipity HC Casts
    4.0 Serendipity HC HEALS (Serendipity ICD starts)
    4.5 (Serendipity ICD ends) Serendipity HC Casts

    ETC......
    Last edited by Undrsiege; 04-04-2012 at 04:23 PM.
    Quote Originally Posted by Foxcalibur View Post
    "bros to come at me!"

  10. #145
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    Quote Originally Posted by Daglar View Post
    There was never a 50% nerf to healing applied globally to heals. The values were in the 5 to 10% range and primarily on HoTs and instant abilities. There was no reduction on cast time heals.
    I thought there was a big nerf, but looking back, it looks like what I'm remembering is that 1.4 effectively nerfed healing by handing out a ton of 50% healing debuffs -- a lot of people referred to that as an effective nerf, so people who don't actually compare numbers directly, or who spend a lot of time debuffed, might have thought there was a general 50% debuff.
    You can play WoW in any MMO. You don't have to play WoW in RIFT. Oh, and no, RIFT is not a WoW clone. Not having fun any more? Learn to play, noob! I don't speak for Riftui, but I moderate stuff there. Got ideas for improving the RIFT community? Feel free to PM me. Just came back? Welcome back! Here's what's changed. (NOTE NEW URL)

  11. #146
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    Quote Originally Posted by Daglar View Post
    There was never a 50% nerf to healing applied globally to heals. The values were in the 5 to 10% range and primarily on HoTs and instant abilities. There was no reduction on cast time heals.

    There is no global healing nerf applied by the game.

    The patch note would read something like Healing Spray: Now heals 70% of normal in PvP, previously was 95% (example, I dont recall the exact numbers, but it was never a 50% nerf)

    ~Daglar
    Negative,

    Orbs of the stream and Orbs of the Tide were cast time abilities nerfed in PvP in 1.4 and many other skills were reduced greater than 5-10%...
    Last edited by Undrsiege; 04-04-2012 at 04:31 PM.
    Quote Originally Posted by Foxcalibur View Post
    "bros to come at me!"

  12. #147
    Rift Disciple Allmightyone's Avatar
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    Quote Originally Posted by Zinbik View Post
    One more thing to note: we've decided to go ahead and bring Healing Communion down to 85% of normal in PvP.
    now that's reasonable... Why not apply this kind of mild nerf to the warden heals too instead of nerfing the overall healing by like 40% making the spec pretty much useless?

  13. #148
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    Quote Originally Posted by Daglar View Post
    There was never a 50% nerf to healing applied globally to heals. The values were in the 5 to 10% range and primarily on HoTs and instant abilities. There was no reduction on cast time heals.

    There is no global healing nerf applied by the game.

    The patch note would read something like Healing Spray: Now heals 70% of normal in PvP, previously was 95% (example, I dont recall the exact numbers, but it was never a 50% nerf)

    ~Daglar
    You rolling 38+ Chloro healer for tonight's PVP testing?

  14.   This is the last Rift Team post in this thread.   #149
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    Quote Originally Posted by Undrsiege View Post
    Negative,

    Orbs of the stream and Orbs of the Tide were cast time abilities nerfed in PvP in 1.4 and many other skills were reduced greater than 5-10%...
    I stand corrected on the orbs. Those were hit with a 0.9 and 0.95 mod respectively <-- just double checked the data.

    Looking through the data, and cross referencing Vs the list of nerfs in 1.4 (from the handy dandy patch notes section), I'm unable to find anything that was hit for more than 10% at that time. If you know of something, please let me know so I can double check the data.

    ~Daglar

  15. #150
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    Quote Originally Posted by Zinbik View Post
    Warden
    • Soothing Stream: Now heals 60% of normal in PvP.
    • Healing Flood: Now heals 50% of normal in PvP.
    • Healing Spray: Now heals 70% of normal in PvP.
    • Overflow: Now heals 25% of normal in PvP.
    • Deluge: Now immune to pushback.
    • Revitalizing Waters: Now counts everyone's HoTs instead of just your own (max 6 still).

    ...
    Discuss!
    Looks like I won't bother using my Warden healing role in PvP anymore.

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