Deadlands: Healer Notes - Tasear's Tree House

Former Class Rep and Community Ambassador

Tuesday, September 28, 2021

Deadlands: Healer Notes




The Deadlands


Overview

Overall the biggest change is a new mythic set for healers that will have some usage in PvE . The charged trait means a lot of potential for more status effects in game play for healers and for those using infused it's time to move on. 


Updated 11/2/2021

Sets

  • Eye of the Grasp (Light)
    • 2 – Adds 1096 Maximum Magicka
    • 3 – Adds 129 Weapon and Spell Damage
    • 4 – Adds 657 Critical Chance
    • 5 – When you deal Critical Damage, generate 7 Ultimate. This effect can occur once every 5 seconds.
Notes: My gold shalks isn't happy with with the changes, but defiantly is an option to replace that set since you can get minor heroism with pots and cp passive.
 
  • Spaulder of Ruin
    • 1 – Activating Crouch toggles on and off a 12 meter Aura of Pride. Up to 6 allies in the aura gain 260 Weapon and Spell Damage. This set now reduces your Health, Magicka, and Stamina Recovery by 70 for each ally in the area, benefiting from your Aura of Pride.
    Developer Comment:
    Spoiler
    Only activating Crouch toggles Aura of Pride on or off. Exiting crouch will not toggle this set on or off.
Notes: This is just an amazing set for all healers to use to support allies. 


  • Kynmarcher’s Cruelty (Heavy)
    • 2 – Adds 1206 Maximum Health
    • 3 – Adds 129 Stamina Recovery
    • 4 – Adds 1487 Armor
    • 5 – When you deal direct damage, you apply one of 5 random Major Debuffs to enemies within 8 meters of you for 18 seconds. This effect can occur once every 8 seconds and only if an enemy is in range. Eligible debuffs are Major Breach, Major Cowardice, Major Defile, Major Maim, and Major Vulnerability.
Notes: A strange comb of debuffs, while intended for tank it is listed down for it's support possibilities. 
  • Earthgore
    • This set now better follows standards for Over Time effects and has a 2 second delay before starting to heal, up from 1 second.
    • Reduced the frequency to 2 seconds, up from 1, while increasing the healing per tick to ensure the total healing over the duration is approximately 5% less as intended.
    • The tooltip now more accurately states the behavior of this set's healing sorting.
Notes: I am not sure this is a good idea. 2 seconds people will have moved out of aoe or died no? 

Classes

Dragonknight
  • Ardent Flame
    • Combustion:
      • Increased the resources granted from this passive to 500/1000 Stamina or Magicka, up from 250/500.
      • Added a cooldown of 500ms to each effect (which are separately tracked from one another) to make up for the above increase and the massive buff the Charged trait is getting.
  • Earthen Heart
    • Ash Cloud:
      • This ability and its morphs now cost 378 Magicka every second while active, rather than having a MASSIVE upfront cost of 5670 – keeping their cost per second relatively the same, while removing the penalty of having to recast the ability aside from losing a global cooldown.
      • These abilities now tick 15 times over their duration, down from 16, while their total damage or healing per cast remains relatively the same.
      • These abilities now last 15 seconds at base, rather than 12.
      • These abilities now rank up in 1.1% healing or damage done per rank, rather than 1 second.
        • Eruption (morph): This morph’s initial hit damage now has a 10 second cooldown to prevent it from turning into an incredibly low costing AoE spammable.
    • Battle Roar: This passive now restores 25/50 Health, Magicka, and Stamina per Ultimate consumed, rather than 23/46 Health, Magicka, and Stamina per the Ultimate’s cost.
      Developer Comment:
      Spoiler
      This change should help even out your sustain when sitting on an Ultimate cast, and be less punishing when doing such.
Notes: Dragon Knights Deserve this buff to sustain. It was a long time concern for them especially as healers. 

Nightblade

Malevolent Offering:
  • This ability and its morphs now have an upfront Magicka cost of 3510 and a residual Health cost of 1080 over 3 seconds, rather than a Health cost based on a mixture of your Spell Damage and Max Magicka over 8 seconds.
  • These abilities can now target yourself and allies, rather than only allies.
  • Reworded the tooltip for these skills, now with 100% more edge factor, to help you get the blood dripping when using the skill.
    • Shrewd Offering (morph): This ability now ranks up in cost reduction rather than 1.1% healing done, and its base cost has been reduced to 3240. The residual Health cost also lasts 1 second less causing it to drain less Health, to ensure its total cost is reduced to the expected level.

Combat


Abilities and item sets that heal, deal damage, or restore resources on a set frequency while in an Area of Effect will no longer display visual effects on each impact for targets in their areas. Below is a list of the affected sources:
Spoiler
  • Aegis Caller
  • Auroran's Thunder
  • Bahraha's Curse
  • Blood Mist
  • Budding Seeds
  • Dragonknight Standard and morphs
  • Draugr's Rest
  • Grand Healing and morphs
  • Hurricane
  • Elemental Storm and morphs
  • Embershield
  • Frozen Watcher
  • Grothdarr
  • Hiti's Hearth
  • Impaling Shards and morphs
  • Leeching plate
  • Life Amid Death and morphs
  • Nightflame
  • Overwhelming Surge
  • Restoring Tether and morphs
  • Secluded Grove and Enchanted Forest
  • Sentinal of Rkugamz
  • Sleet Storm and morphs
  • Solar Barrage
  • Stone Husk
  • Stormfist
  • Unstable Familiar and morphs
  • Wrath of Element

Notes... surely someone notices the problem with people walking out of heal aoe right especially when the healing aoes are some small....


Item sets that scale off Weapon Damage, Spell Damage, Max Magicka, and Max Stamina can now again Critically Strike. Item sets that scale in order of magnitude, or based on additional modifiers such as Relequen or Zaan, will not critically strike. Many of these sets have received adjustments to their power as well. Below are the sets that can Critically Strike and have had their scaling values reduced by approximately 5%. If another number is listed next to a set name, that is the true value change:

Healer sets: 
  • Redistributor
  • Draugr's Rest
  • Hiti's Hearth
  • Chokethorn
  • Earthgore
  • Nightflame
  • Trinimac's Valor
  • Winter's Respite
  • Almalexia's Mercy

Notes: I don't fully understand implications of this one, but overall a buff to sets like hiti's as it made the scaling list and any other set that scaled based on Max Magicka or spell damage

Other


Critical Damage and Healing now has a hard cap of 125%. Note that this value can go beyond 125% but your Critical Strikes will not deal more than 125% damage or healing in total.

Notes: In some cases this means a few people using shadow mundus might have to look careful at total. Remember base critical damage is 50.

Charged: Increased the potency of this trait to 480%, up from 220%, to ensure it is more competitive with other traits in terms of effectiveness.
Developer Comment:
Spoiler
Currently, this trait is being engaged with mainly by Dragonknights trying to get as much sustain as they can, and we’d like the trait to be a bit more than a one note wonder. Now, it should help empower those crafty status effect builds out there and have some better synergy with effects that activate off of them.

Notes:


So 11/4/20

I realized how amazing how amazing this is change is for support. Just weapon glyph alone with all status effect buffs (minus warden) means 128 chance to proc status effect of said glyph. There's 102 chance to proc what ever destro type status effect you are using by using Pulsar (little know fact plus triples chance to proc status effect). 

* Some other calculations

64.1 chance to proc concussion ( 5 percent more damage towards enemy) with just twilight 
64. 1 chance To proc sundered ( Minor breech) from Crystal weapon
128 or 108 chance (not on destro) chance to proc overcharged (aka magicka steal) with absorb magicka glyph 

What this means is most healer will use at least charged trait on one bar now instead of infused. Any healer using absorb magicka glyph is likely to proc overcharged aka magicka steal, so can get rid of elemental drain on bar if still using that in this scenario. There's a lot of potential here to be explored.

Reminder:

 

Chance to apply Status effects = Base Chance*(1+% increases)

Weapon enchants 20%
Standard ability 10%
Area of effect abilities 5%
(Single Target ) Damage over time abilities 3%
Area of effect damage over time abilities 1%
Light and Heavy Attacks 0%
                    60 percent change to magical status effects
                    60 percent change to Physical status effects









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