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Saturday, August 13th 2016, 11:59am

Summoner PvP in general with Assault and Support

ASSAULT:

Well, with most of its damage mitigation gone, Blood Aegis has became kinda lackluster in Assault builds. The current damage mitigation is not enough to sustain big bursts of damage. That is good, Summoner had way too much defense everyone said but the whole playerbase forgets about one thing. Summoner is the only DoT class in the game. Yeah everyone has DoT's one way or another but no one relies ENTIRELY on DoT's except maybe Warden. DoT classes are hybrid for a reason. I know Allods hates hybrids and tries to nerf hybrid builds to the oblivion but DoT classes in most games have some ways to survive damage so they can make their class work. If you are a damage OVER TIME class then you must live for enough time to really do something because the class only has a small portion of instant damage and even its instant damage relies on the damage over time effects. But, people really forget cloth armor classes has the lowest base health and also the lowest base armor and the reduction is not really enough.

SUPPORT:

Well, Last Sacrifice is actually a useful ruby now. I did not see that coming but I give this to the Allods team. They did a good job on that one. But, they removed %27 damage over time, %21 poison and disease damage and %24 Neurotoxin, Avid Shadows, Wandering Fever and Volatile Infection damage which was entirely DoT damage. The class has little to no Vampirism or Howl of Death buffs anyway, so this takes most of the damage of Support builds. And also Supports lost Evil Fate, which was adding stacks very quickly but I take it that nerf was deserved. But Support losing the %30 damage from the Assault build plus losing this much damage from their damage over time spells made a huge impact on Summoner's DPS. I take it, Supports were way too flexible and they fit into every situation, but now they are little to no effective in PvP except for debuffs but the poisons cannot proc Side Effects now so how will they PvP? Yes, when they have lower health they actually have defense now considering %35 of the Blood Ties' cost is stripped from the pet and the spell heals more the lower health you have but really, this huge nerf justifies all the damage we lose?

Another thing, Cadaver have little to no reason over being picked. Old Summoner did cruel things the people when someone would kill their pet if talented well. This Cadaver just does not feel like Volatile enough. Make some after-death effect added into Cadaver builds, make them explosive like they used to be. Make Cadaver's attacks apply some effects in a way Hellion can, make it destructive. It was a cute little acid spewing terror but now it is close to useless. Lurker for silence, Hellion for damage and Cadaver for what? Its AoE damage is not enough and it has little resonance with the rubies you take. If the team adds more rubies then the build will lack rubies to complete it so I am all in for adding a secondary effect for Plague Herald and completely reworking it to match a good AoE build. Maybe something like the old Volatile Infection that deals more damage in a few attacks would be great since the only reason you pick the pet was always the AoE damage it offered. I would even say take Volatile Infection from Ritual of Pain, make it a rank 2 ability but reduce its cooldown to like 13 seconds at Assault. That would both make them lose the global cooldown disadvantage and more opportunities of play. And then add Volatile Infection and its spread from its talent to Ritual of Plague. Now that would add control if you have Acute Symptoms because Summoner Support is now actually weaker than most supports.

Lurker has no damage. I know it is not supposed to deal damage but still. Like you would not pick Last Sacrifice because you would waste a lot of rubies, Impending Doom is the same for Lurker. You cannot just get it. I would add some moderately high damage, maybe %75 of what Vampirism did to the Banshee Howl detonation effect. Also this Banshee Howl needs clarity. In the old times you could start the battle with the silence on the first attack, I would not make it attack based but a time based passive. Like once every 8 seconds is enough for 4 attacks already, kiting not included but with all the damage nerfs giving higher control to the Lurker based Support would not be a bad idea. Support is not a tank, it must be able to control the battlefield. I would even consider reworking Side Effects to stack a Conflagration-like (Mage Support spell, each of your fire spells stack Conflagration and when it reaches 10 stacks it applies a random negative effect) ability which has like 8 stacks (so when you cast the Ritual of Plague the ability has 6 second delay not counting Volatile Infection, in 3 seconds Neurotoxin hits 3 times Avid Shadows 1 time and Wandering Fever 1 time) applies Weakness if the enemy has more health than %40 or Vulnerability if they have %40 or less health, for a 1.5 second duration maybe. Because the class suffered many nerfs that is actually has no ways to deal damage now.

GENERAL:

This problem is both the Support's problem but is shared with Assaults. Volatile Infection is utterly useless. No damage, no control. Nothing. Make it like the old times. Make it even resonate with the Cadaver for MASSIVE damage if you execute it properly. I know you can do it. Right now the abilities lack interaction. And no, them empowering Vampirism and Howl of Death are not a way of enough interaction.

I would even say, if the Supports had Evil Fate, an ability that would make them use all their Dehydration stacks to increase Vampirism's damage by %60 for each stack consumed. That would add burst damage to the Supports and would give them a reason to stack Vampirism. Because the stacks used to generate faster than the global cooldown.

Also, I take it as a critical based class we have a chance factor for our abilities. But really, either increase a chance or give them a stacking effect like Conflagration because we rely on chance too much. Dark powers are like gambling yes but we gamble too much in our own kit.

This post has been edited 1 times, last edit by "Specialist" (Aug 13th 2016, 12:07pm)


2

Saturday, August 13th 2016, 11:21pm

you realise summy is atm kind of a god tier class with mage and pally right? if anything it needs a giant nerv to make it even with other classes...

3

Sunday, August 14th 2016, 1:20am

homerosi

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you realise summy is atm kind of a god tier class with mage and pally right? if anything it needs a giant nerv to make it even with other classes...


Prety much what scarlet said, summy as well as mage and pala should be your top dps in raids even with the 'nerfs'.
MMOseppe peace out! 8o

4

Sunday, August 14th 2016, 11:17am

Which type of Summy are we talking about?

-Assault Summy with Hellion
-Support Summy with Hellion / Cadaver / Lurker?

The seperation of DPS and Support nerfed Supports too hard, I doubt they can do any DPS now and that kinda killed the whole thing of Cadaver. It was able to put more damage than Hellion AoE wise but lesser on single targets. Now with its key talents which boosts the poisons gone, I do not know how Cadaver and Lurker DPS gets up.

Assault had %30 (from the Aspect innate), %21 %24 and %27 multiplicative damage increases for most of the poisons, poison and disease based damage over time skills benefitted mostly and shadow not benefitting as much as poison and disease but still benefitting from most passives except the %21 ones. So, Supports lost all that damage, also Cadaver cannot benefit from %21 more poison damage, nor can your poisons. The AoE Summoner is pretty much dead at the moment.

Pally still thrives because it was meant for AoE anyway. Its Assault build can spam the fields and zones and be crazy as usual, Mage has little to no trouble either.

But Summy had more synergy than any of those classes, and its Support build was solely based on making the Cadaver useful. Now no one will take the Cadaver. Thinking of it, Cadaver was kinda lackluster and no one took it. Now it will be even more rubbish than usual.

Summy already took enough nerfs. It cannot afford to take more nerfs honestly. Allods hating hybrid classes is good, but they are overdoing it. Some classes are meant to be a hybrid like Summoners. As a damage over time based class, our passives only support our damage over times, our direct damage is pretty lackluster compared to everyone else. And as a class that thrives on lasting damage, we must be able to last long enough for the poisons to work. I am not asking for immortality but butchering whatever defense we have is not a solution considering they unneededly mauled our Blood Aegis but did not touch Blood Ties.

Here is a way to fix things. Make Blood Ties have a higher cooldown, and make Hemodynamics (the Healer only talent that increases Blood Ties healing by %30) also reduce its cooldown to 3 seconds on the max rank so it is still 3 seconds on Healer builds and voila, oversustaining assault and support builds nerfed without breaking too much defense.

Reworking Blood Ties was not that hard to begin with because being on Blood Aegis all the time with spamming Blood Ties was the problem. They nerfed Blood Aegis like there is no tomorrow and left Blood Ties untouched. They sometimes forget we NEED that Aegis defense for the fact we share the lowest health and defense with Mage, and Mage has a passive that increases armor by %15, teleportations and invisibility and more combined defense than we do. Mages also can move while DPS'ing and Supporting. We can't.

If they wanna nerf Summoner, then they must give us something to compensate. Give us the mobility Mages have while DPS'ing or Healing also give us %15 armor buff that mages have on their %60 stamina ruby and ok we will take the nerf to Aegis, but now Assaults are only strong if you do not attack them. They melt like butter and they have no mobility to escape with unlike the Mages which can invisible themselves, flash out or pop their racial shield (if the Mage has the Page of the Book of Secrets) and mystic barrier for a 6 second invulnerability like defense.

This post has been edited 2 times, last edit by "Specialist" (Aug 14th 2016, 11:35am)


5

Sunday, August 14th 2016, 1:33pm

Buuhuu

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Hello,

Summoner is still OP in almost every single use case. If you are going PvP or PvE, as dps or heal. Of course you take support in PvP, it's damage is still really high, the nerf was completely deserved. There is nothing to compensate I think.
I almost never took the cadaver 'cause it was never really worth it. The AoE was high yeah... but I almost could reach the same effort with using my abilities to spread the dots myself. It's the same thing like taking ritual of plague in assault build - thats almost not worth it. Looking at the blood costs of 15 and the use cases for it... I can use volatile Infection more frequently without spending too much blood and it's still viable as AoE dealing high damage, while I spread my dots manually and bursting howl of death or life tap in that time (hod -> dot -> hod -> dot -> hod -> dot etc.)

Quoted

The AoE Summoner is pretty much dead at the moment.

Thats just completely wrong. It might doesn't deal the dmg like before (logical because it was nerfed) but it's still insane how many debuffs you are spreading and how much dmg you are doing. And your focus target (thanks to lurker) is stunned almost every 10 Seconds for 3 seconds and maybe more because you are spreading debuffs like no one else can do that easily.

Quoted

As a damage over time based class, our passives only support our damage over times, our direct damage is pretty lackluster compared to everyone else.

PvE, Assault Build - Single Target God
PvP, Support Build - Focus target gets vulnerability, gets hit by volatile infection from around everyone else and himself, howl of death is strong as hell for a support build thanks to seal of death + vulnerability. + Your team mates hit even harder thanks to you debuff.

Quoted

Reworking Blood Ties was not that hard to begin with because being on Blood Aegis all the time with spamming Blood Ties was the problem. They nerfed Blood Aegis like there is no tomorrow and left Blood Ties untouched. They sometimes forget we NEED that Aegis defense for the fact we share the lowest health and defense with Mage, and Mage has a passive that increases armor by %15, teleportations and invisibility and more combined defense than we do. Mages also can move while DPS'ing and Supporting. We can't.


We still have a 4-6 Seconds invincible - Skill. We do still have aegis, which still provides us with a bit defense, we still have lurker taking a part of our dmg (the summoning of lurker costs 5 blood - in Support build it's like nothing), we still have reanimation, plague of mending and still blood ties if you want to rely on some heals. Else you could go for concentration and bloodlust as you are spreading many dots so you would benefit from it.

Quoted

If they wanna nerf Summoner, then they must give us something to compensate. Give us the mobility Mages have while DPS'ing

... More "mobility"? I almost run the whole fight in PvP (Support) and PvE (Assault). Dehydration rubies makes that possible really easiliy. And sometimes you've to cast yeah, but that's not really bad. It would be ridiulous op if we could use volatile infection without casting, it's enough that we can precast it. Else almost every other skill is instant.

Quoted

Healing also give us %15 armor buff that mages have on their %60 stamina ruby and ok we will take the nerf to Aegis

Summy Healer already got a stat boost to caution and survivability. Summy Healer can buff defense buff (-35% dmg) and blood aegis, and aegis is still extremly good. Summy Healer gets a part of the healing received by the one who has their aegis (which includes healing from other players aswell!) I don't see any reason to add something to those.

Quoted

but now Assaults are only strong if you do not attack them. They melt like butter and they have no mobility to escape with unlike the Mages which can invisible themselves, flash out or pop their racial shield (if the Mage has the Page of the Book of Secrets) and mystic barrier for a 6 second invulnerability like defense.

Some builds are just not meant for PvP, you have to recognize that and use your talentpoints and rubies to make a build which CAN be used in PvP which is the Support Build at the moment.

Quoted

If they wanna nerf Summoner, then they must give us something to compensate.

You maybe want to share you build and your overall rotation + stats + its usecase it's meant to be and then we can talk about maybe improve your experience in summoner, but the summoner is everything else - but not weak.
BAUA POWA!

6

Sunday, August 14th 2016, 8:06pm

Now, Boohoo. Where do I even start?

You say our ''debuff spread'' is insane, well that is hilarious. But no, we only spread DoT's and they are not debuffs and that is the only thing we can do. Our only debuff we can actually spread is ''Stun'' which increases cast times by %30.25 in Support aspect, and inceases cooldowns but only lasts for a short while and only has %20 chance when some of our damage over time abilities crit. Vulnerability is no longer applied by our DoT's nor does the Defense buff.

And about the Lurker, she does not apply the target with Banshee Howl every 10 seconds, the effect duration is 10 seconds. She applies it with every fourth attack she deals. That is a translation issue, the effect has no timer and the duration is actually 10 seconds.

We still have a 4-6 second invincible skill that reduces our health to 1. That would not be a problem, if not for the global cooldown being 2 seconds. Voila, we just wasted all our invulnerability time to heal our health to what it was when we cast the spell. The spell requires more foresight than Divine Foresight. Healers must predict when your allies will be taking damage to be effective with that spell. We must predict when do we die to actually make use of the spell. The rewards is good but not really great. The only issue is the long cooldown and the global cooldown makes Dark Veil useless on self casts if you want to retaliate in any way. Mage can just pop Astral Shield + Mystic Barrier and be fine with it. Not saying we must be like Mages, but we must have more meaningful rewards. But the problem would be solved with reducing Global Cooldown.

Do not twist my examples. I clearly said ''Give us the mobility Mages have while DPS'ing or Healing'' and with that I mean the passive that lets them move at %65 of their speed. DPS may have enough mobility, yes. And actually they do because of the reasons you stated. But did you actually try to heal with a Summoner? I doubt that if you open both Assault and Support. The move problem is what breaks the healing path. Yes, we got the most defense and the greatest healing numbers but that is not enough for compensating being completely immobile when half of the mobs in the game has AoE attacks which you need to avoid. Yes we take %15 less damage when we channel our heals but that is not enough. The heal is still viable? Yeah it is. Would people pick us for raids instead of a Healer / Warden? Well that is the question.

Also you realize every healer has Caution and Survivability buff in their healing builds, right? Not just Summoner. I had my Core Morpher and changed to every one of them. Every healing class has a huge heal boost plus Caution and Survivability buff in a passive in the healing tree.

Maybe you do not see, but if you want to make your ally benefit from that sweet %15 healing value plus all of that defense, you must use that spell on an ally obviously, but with casting the spell on another ally you risk your life because of how squishy you are. Like I said, even Mages has %15 more armor to defend themselves and they do not really need to defend other people, Summoner must put the shield to another person to be effective and that would make Summoner squishy as hell. Warden has a shield too but Warden actually wears leather armor.

I think these are the changes that NEED to be done with the Summoner.

-Healer's Motto must not give damage reduction, instead let us move while we are healing at a decreased rate, but higher than Mages and Wardens because their DPS path have that passive and DPS just needs to go to a safe place. When you are a Healer, you cannot just be in a safe place and your work is way harder. If DPS is a caravan, Healers are the ambulance.
-All your other spells (and espicially Healing Injection and Purification) can be used while you are channeling any healing spell but they will interrupt the channel. That will make instant Healing Injections and much needed Purifications possible because if you are gonna do something you actually need to move, interrupt your channel then wait for global cooldown then start purifying which is really problematic.

And I do not need to get experience, I competitively play Summoner and I know that Summoner is not weak. It has some raw power yes. But the Summoner has the class that have the most handicaps in the entire game espicially in Healer build. The nerfs to Support's Side Effects was not nice either. Now the DoT's cannot proc Vulnerability and our Weakness effect was pretty useless anyway because no one uses Volatile Infection.

7

Sunday, August 14th 2016, 9:58pm

Buuhuu

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Quoted

You say our ''debuff spread'' is insane, well that is hilarious. But no, we only spread DoT's and they are not debuffs and that is the only thing we can do. Our only debuff we can actually spread is ''Stun'' which increases cast times by %30.25 in Support aspect, and inceases cooldowns but only lasts for a short while and only has %20 chance when some of our damage over time abilities crit. Vulnerability is no longer applied by our DoT's nor does the Defense buff.

Sluggishness, Stun, Weakness, vulnerability, Helplessness. Weakness, Stun and Vulnerability are AoE debuffs. I think thats very enough and focus target gets almost everytime vulnerabiltiy + sluggishness.

Quoted

Vulnerability is no longer applied by our DoT's nor does the Defense buff.

Volatile Infection -> Vulnerability + Weakness. Critical healing still give us defense buff when using blood ties and reanimation (though Plague of mending doesn't or I never encountered this before).

Quoted

And about the Lurker, she does not apply the target with Banshee Howl every 10 seconds, the effect duration is 10 seconds. She applies it with every fourth attack she deals. That is a translation issue, the effect has no timer and the duration is actually 10 seconds.

Yeah effect duration is 10 second, but lurker 4 attacks are below 10 seconds. So it's around every 10 seconds.
Effect btw says: "Lurker applies the Banshee Howl effect to the target once in 4 attacks for 10 seconds." Which description do you have? I think there is no translation error in there. At least not in english version.

Quoted

We still have a 4-6 second invincible skill that reduces our health to 1. That would not be a problem, if not for the global cooldown being 2 seconds. Voila, we just wasted all our invulnerability time to heal our health to what it was when we cast the spell. The spell requires more foresight than Divine Foresight. Healers must predict when your allies will be taking damage to be effective with that spell. We must predict when do we die to actually make use of the spell. The rewards is good but not really great. The only issue is the long cooldown and the global cooldown makes Dark Veil useless on self casts if you want to retaliate in any way. Mage can just pop Astral Shield + Mystic Barrier and be fine with it. Not saying we must be like Mages, but we must have more meaningful rewards. But the problem would be solved with reducing Global Cooldown.

You can use potions, you can use Recovery as passive HoT in background, enough time to heal yourself and do at least one attack. But I agree with you that it is more a risk play than those mages skills

Quoted

Do not twist my examples. I clearly said ''Give us the mobility Mages have while DPS'ing or Healing'' and with that I mean the passive that lets them move at %65 of their speed. DPS may have enough mobility, yes. And actually they do because of the reasons you stated. But did you actually try to heal with a Summoner?

I did, and I do agree with you that it is hard to time your channel skills or even make use of them. Though in PvE there is no problem if you know what to do. In PvP it's more hard true one cc and your AoE heal is done...

Quoted

Also you realize every healer has Caution and Survivability buff in their healing builds, right? Not just Summoner. I had my Core Morpher and changed to every one of them. Every healing class has a huge heal boost plus Caution and Survivability buff in a passive in the healing tree.

Ok, anyway you do have it. I still think the summoner has very good mix of defensive and powerful healing skills, which can be used without problems.

Quoted

The heal is still viable? Yeah it is. Would people pick us for raids instead of a Healer / Warden? Well that is the question.

Yeah ofc summoner is - in my opinion - the best healing class in PvE. In PvP there are some flaws yeah, but still powerful. Though I don't know how fast some players die in battlegrounds, when they are focussed on f2p. I can imagine that is faster than on p2p and thats why you maybe have another feeling about the global cooldown.

Quoted

And I do not need to get experience, I competitively play Summoner and I know that Summoner is not weak. It has some raw power yes. But the Summoner has the class that have the most handicaps in the entire game espicially in Healer build. The nerfs to Support's Side Effects was not nice either. Now the DoT's cannot proc Vulnerability and our Weakness effect was pretty useless anyway because no one uses Volatile Infection.

Then I have the question: Why are you not using volatile infection? Thats one of most awesome AoE-Debuffs - Weakness and Vulnerability. And this on every tick! let's say you spread it on 4 players that are 4 hits every second and every hit has the chance to apply this debuff. Can't understand why volatile infection should be useless o.O

Quoted

Maybe you do not see, but if you want to make your ally benefit from that sweet %15 healing value plus all of that defense, you must use that spell on an ally obviously,

So here I didn't test it out.
I think you are talking about the borrowed life ruby. It says your outgoing healing is increased, while dark veil is active on a target. So that doesn't say on this target as it is done in Path of Rebirth ruby. So I assume that it is increasing your overall healing while dark veil is active. - If you did tested it please correct me if I'm wrong here.

Quoted

-Healer's Motto must not give damage reduction, instead let us move while we are healing at a decreased rate, but higher than Mages and Wardens because their DPS path have that passive and DPS just needs to go to a safe place. When you are a Healer, you cannot just be in a safe place and your work is way harder. If DPS is a caravan, Healers are the ambulance.

Hmm ok that would be nice for sure. But I do think it's more important that we get less dmg when we are channeling in PvP. I think at least in PvP that would make us a bit weaker if we are focussed 'cause we can run away, but we are hit harder than before. In PvE... it would be nice too, but I think almost the same, lets assume the AoE from the totem on s2 endboss in mboa mboa allod. You are casting plague of mending and yourself get less dmg so you survive longer. Same with AoE from endboss in plague city. You can use blood aegis to buff shield and buff the weakest one (maybe even yourself) and then use plague of mending again and you get less dmg from AoE and heal the whole group.
Of course I would appreciate it that we can move while channeling, but I think it's not as bad as you call it.

Quoted

-All your other spells (and espicially Healing Injection and Purification) can be used while you are channeling any healing spell but they will interrupt the channel. That will make instant Healing Injections and much needed Purifications possible because if you are gonna do something you actually need to move, interrupt your channel then wait for global cooldown then start purifying which is really problematic.

Ok that would be a nice addition sure. But I don't get where the problem about cancel the channeling is. I mean it's just one key (ESC, you don't need to move) and the global cooldown is triggered when you start channeling. So if you cancel it after first or second tick there wouldn't be any global cooldown anymore.
Though I want to highly agree with those 3 seconds cooldown on dispel is kinda annoying sometimes... but if you've summys, wardens or priests in your party they can help to dispel themselves so you can concentrate on other targets, or a support can "support " you with dispelling etc. xd. Without those it can be a bit stressful yeah, but then you just have to handle that

If I did misunderstand something again, please tell me. But I do think the nerf on summy was deserved and we don't need any buffs in my opinion.
BAUA POWA!

This post has been edited 1 times, last edit by "Buuhuu" (Aug 14th 2016, 10:36pm)


8

Monday, August 15th 2016, 12:42pm

With DoT spread, I meant multi target spread. For example you cannot spread Sluggishness and Helplessness, the single target debuffs are nice yes, but you can only spread Stun reliably. Ok Volatile Infection is good too, I may try that. But now Acute Symptoms needs Ritual of Pain and getting it would waste a lot of Rubies considering how bad Ritual of Pain is compared to Ritual of Plague.

Plague of Mending, Blood Feast, Blood Stream and Dark Renewal cannot proc the Defense effect. And also Side Effects talent cannot proc Vulnerability with your DoT's anymore.

About the Banshee Howl, there is not a translation error. It is just not clearly told and people can misunderstand the effect duration with an effect timer.

About the PvP, getting less damage is not better than moving because of a simple fact. You must be mobile when PvP'ing otherwise you will get focused and die. With Summoner's healing numbers and all the defense Blood Aegis gives us, we do not need to have a damage reduction when we are channeling, but as Summoner must move on the battlefield, it can also self-heal when it moves. If you move that way, it can actually be more benefical than a mere damage reduction.

About the interruption thing, it applies when you start channeling, which is the first 2 seconds. You cannot know when the boss will try to kill you with a damage over time. Purification cooldown is completely busted, and no one would pick a Support just because Healer cannot properly cleanse the group I think.

And also, that %15 healing increase was Hyperemia actually. The ally gets increased healing if they have your Blood Aegis.

Borrowed Life is the only ruby I do not have in my Healer tree. When I do the Path of the Hero quest, I will have that ruby. Opening Path of Rebirth seemed way more benefical to me.

Ok I made a build but that can use Volatile Infection but I lost my fear and its talents and my Ritual of Blood but I think the Weakness will worth them.

This post has been edited 1 times, last edit by "Specialist" (Aug 15th 2016, 1:07pm)


9

Monday, August 15th 2016, 6:25pm

Buuhuu

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Quoted

But now Acute Symptoms needs Ritual of Pain and getting it would waste a lot of Rubies considering how bad Ritual of Pain is compared to Ritual of Plague.


Easy solved, just one wasted ruby :)

Quoted

Plague of Mending, Blood Feast, Blood Stream and Dark Renewal cannot proc the Defense effect. And also Side Effects talent cannot proc Vulnerability with your DoT's anymore.

Yeah thats kinda sad, but it isn't that bad 'cause volatile infection. And to be honest I never recognized wandering fever, avid shadows and neurotoxin to proc vulnerability on enemies. I don't feel any difference by now cause volatile infection is still inflicting it like crazy and your howl of death and life tap still do it (but maybe I was just unlucky as hell or very lucky with VI :)).

Quoted

About the PvP, getting less damage is not better than moving because of a simple fact. You must be mobile when PvP'ing otherwise you will get focused and die. With Summoner's healing numbers and all the defense Blood Aegis gives us, we do not need to have a damage reduction when we are channeling, but as Summoner must move on the battlefield, it can also self-heal when it moves. If you move that way, it can actually be more benefical than a mere damage reduction.

Hmm well... I get your point, but when you are already focussed I don't think moving away with around 65% of speed would help that much also the effect, that you don't get the dmg reduction while doing it. Maybe you can run away a bit, but I don't know if that would make the difference. And when you are not focussed you can channel anyway, til you are. So maybe you can escape a little before you are focussed yeah - hiding behind some objects etc. Don't get me wrong, I wish I can move while channeling too, but I prefer the dmg reduction instead :P (I think thats one of those great discussions where everyone has it's own opinion)

Quoted

About the interruption thing, it applies when you start channeling, which is the first 2 seconds. You cannot know when the boss will try to kill you with a damage over time. Purification cooldown is completely busted, and no one would pick a Support just because Healer cannot properly cleanse the group I think.

Hmm you almost everytime can tell, 'cause the bosses have a pattern but ok when it just starts the dot spread when you are starting to channel, then this is bad luck :/
But Support isn't just for AoE-Dispel, it is increasing the dmg/heal from the whole group and the tank ability from the tank and he can also deal a good amount of dmg too. But I know the problem of the "no one wants to do support - moaaar dmg" :P I also heard people are unlikely to help out with dispelling... thats sad 'cause thats actually teamplay. And if they can I would say it's partially their fault not the healers if they rate their dps over the success of the group :S

Quoted

Ok I made a build but that can use Volatile Infection but I lost my fear and its talents and my Ritual of Blood but I think the Weakness will worth them.

Ouch... hmm how many talent points and rubies do you have? I have 70 (+ the 3 fix distributed) talentpoints and 64 rubies on p2p.
BAUA POWA!

10

Wednesday, August 17th 2016, 3:07am

Well, the wasted talent shred my soul like no evereaper ever did. Thanks, now it will haunt me forever.

I do not know Volatile Infection does the effects like crazy but I get your point, using it is fun. The only problem is its blood cost being 8. It has just 1 less blood cost than Ritual of Plague. That is a bit too much for a spell you are supposed to use every 8 seconds if you want consistent debuffing.

About the healing you are right, the damage reduction is good but the damage reduction only helps when you are immobile and healing with your channeled heal over time spells. I mean, yeah our channeled heal over times are great but we are already healing ourselves already, and no one it going to one shot us with that Blood Aegis already. Also moving while healing is a fun thing and yeah as you stated you can hide near obstacles. Also in a group when you have allies or when someone pulls you and you need to get out of the damage over time fields but also need to heal people, it would help more than %15 multiplicative damage reduction.

Blood Aegis is %50 considering you are the one who is focused and there is a wounded ally near you. After %50, the %35 (Defense) of the remaining %50 is decreased, another %17.5 becomes %67.5 damage reduction. When you are taking %32.5 damage from attacks, reducing that %32.5 damage further while you are healing yourself is not really worth it in my opinion, but you can move to get out of the damage fields, boss AoE attacks and really being mobile in a fight is really, really fun.

I have something like yours as well, My talents are the same but I have a little more rubies I think.

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