New Stance for Warriors
that stance would heal for more than your heal skill and would be incredibly op
that stance would heal for more than your heal skill and would be incredibly op
Read it again before u call anything “OP”. Right now i /laugh hard from u.
that stance would heal for more than your heal skill and would be incredibly op
Are not op.
The goal is provide a heal few better, that recharge some health and refill adrenaline, but instead make in one single movement, do’ll make without animation and cast(like all stances). In contepart will heal over time, allowing the enemi to finisher before the skill done all heal. Due the risk, i recomend also regenerate endurance for help in survivability.
:)
English man… this forum is in english…
I haven’t good control in this language, all here knows. Make an effort and use good sense if you want help and increase.
thank you
As a healing skill, this would be surprising broken.
A: It provides a 10k heal on a 30 second cooldown, sure. Whatever, I get that. You can get nuked past it.
B: Adrenaline generation? Not sure how broken this would be, but…
C: Max Endurance Regeneration is +100% (or 2x regeneration). This would give you +300% (or 3x regeneration) for 10s, with a 33% uptime. Ridiculously broken.
If this was a non-healing skill, it would be broken beyond belief.
As a healing skill, it’ll be a warrior’s Troll Unguent (albeit slightly better) if the endurance regen was trashed or just turned into 10s vigor.
health/adrenaline and endurance all together is asking too much. if it were to be implemented I think they might make the numbers 10% of what you suggested
Probably a 45 seconds cool-down and a reverse skill of berserker stance
grants defense or heal and reduce outgoing damage for its duration.
something like protection, regeneration and weakness (only the damage not endurance penalty)
I think if an additional requirement was you had to keep still for it to work, from a risk / reward perspective it would be acceptable. However, this goes against the whole basing combat on movement thing.
I think a better iteration, if you want to link it with stances, would be:
Heals x amount whatever happens, with one of the additional effects:
- If in a stance, heals an additional x over y seconds for the duration of the stance
- If in a stance, refreshes the duration of the stance and increases the duration by x seconds.
OR
Heals x amount over y seconds whatever happens, with one of the additional effects:
- If in a stance, reduces condition damage taken and the duration of conditions by x% for the duration of the heal
- If in a stance, provides Vigor and Protection for the duration of the stance
Obviously cool-down would have to be balanced around the effectiveness of the skill. Maybe increasing the cooldown of the healing skill if the player utilities the additional effect.
Time is a river.
The door is ajar.
Replace Healing Surge for Refresh Stance.
Refresh Stance: Regenerates health, adrenaline and endurance for 10s. CD = 30s.
- Health Regenerarion = 1000/s.
- Adrenaline Regeneration = 3 extra strikes per second.
- Endurance Regeneration = 2 extra strike per second.
Even counting the cooldowns, this would be 333 hp/s on average. In comparison, our current best heal, Healing Surge, is 281 hp/s.
And as was pointed out, the endurance regeneration that you’re suggesting would basically be Vigor on performance enhancing drugs.
And that’s not all. Take a look at the Stance-related traits that we get:
- Sure-Footed increases Stance duration by 25%. This would mean that we’d now have 1,000 hp/s regeneration for 12 seconds total. That gives you 400 hp/s on average, which is absolutely ridiculous.
- Vigorous Focus gives 8 seconds of Vigor. Coupled with the natural regeneration offered by the heal, we’re now talking about 400% endurance regeneration for 8 out of 30 seconds, 300% for 4 out of the remaining 22 and 100% for the final 18. That’s an average of 150%, which is ridiculous.