Thread: Cleric Healer Changes in 1.8 As a warrior that depends on clerics to even be able to pvp effectively, I must say I'm becoming more and more concerned. I've beat senselessly on wardens enough to admit something had to be changed, but it's going to come highly at the cost of general group healing.
It would have been a much better solution IMO to improve silence and other CCs. The PAs and head enchant combined with DRs made it effectively impossible to stop wardens from healing. While I'm thankful that they will be casting HI and RF which are interruptible, the HC nerf might not be necessary.
PS I don't pvp on my cleric, so this is pure warrior opinion :-)
Last edited by Sebb; 04-04-2012 at 02:08 PM.
Seb - R40 OP PVP Warrior
Solo Tanking Akylios - But I hate tanking Plutonus.
New WF Idea for Rift
SAVE THE VK!!!
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If the part about debuffs is true, then it would presumably be the same with raid/group buffs?
Currently, the cleric Inquisitor raid buff "Spiritual Protection" will keep your PvP flag up forever. When you are grouped with a PvP-flagged player, you will never get rid of your PvP flag no matter if there is no "PvP combat" going on. Is this behavior a bug then?
First there was a problem with instants and then a problem with hots and now a problem with a mana intensive 2 sec cast. DPS is going to be sweet in 1.8 I can promise you that and @self keeps getting better and better. I bet the forums will have more qq from other classes than clerics after 1.8 drops...
Ill be singing this song for my chloro til i get buffedhttp://www.youtube.com/watch?v=4JwHA495iHU
I Xbox Controller Turn, Keyboard turners cant see me son. I Hadouken my rotations.
#130 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.
Zinbik, Cleric Lead
Fair enough to me...
Maybe you can shed some light on this. Why does a Mage benefit from the primary stat only when determining the mana pool? Mages have 3k+ more than clerics and this is a serious imbalance when they also have many more mana regen skills in trees that do not require you to use a melee ability to gain mana or a junk 15% 2 min cd. The ability for a mage to gain mana pool from a single stat is broken and not a fair balance, and we both know regen cannot even be part of the discussion as it was nerfed beyond usefulness.. So can we also split mages mana pool from 2 stats like the cleric so they can be more cautious of drains and such.
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%.
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