DPS should be able to outdamage the heals of single healer. now even 3-4 dps cant outdamage healing. PVP is completely broken, no need to do any flanking or anything. Theres no front line, no back line no nothing.
Tanks should be front line who protects dps and healers in the back line. if DPS breaks through or flanks to get to the healer he should be dead in few seconds.
So… i had a nuker build, 380 int. Class cannon 596 firestaff, brash gem for 30 %first hit damage, specced into pillar of fire +40% first hit damage and the 300 int perk for an additional 30% first hit dmg
Yeah, few hours ago before servers went down I was in outpost rush and one dude with a life staff was healing himself rolling around while being hit by 5+ people. We must have spent at least a minute trying to kill him and even then I think we only got lucky because he lagged slightly.
A glass cannon has always been able to solo healers. Any game. Thing is the healer should be protected so the glass cannon gets clapped before he gets there
Conclusion : Anyone who wields Life Staff should have default 1 hp so they will die in 1 hit when DPS manage to touch them.
Btw, why glass cannons are so tanky? I wonder, also need 5+ people to kill, you can see the Fire Staff user rolling here and there. Glass cannons should die in 1 hit.
The thing about the healer, a ton of mouth breathers playing now. That don’t chain their CC’s or spec into CC’s for pvp in their weapon trees. Its not that healing is so op. when you run into a player that knows how to play dps pvp verse a healer. Also heal debuffs are your friend.
The Paladin build has been way too strong and a huge meta I’ve seen for PVP. Amazon needs to make it so that while flagged for PvP, or in a PvP area like Outpost rush, all healing circles deactivate when the life staff is swapped off.
I think Amazon should think like in any game, I think it is fair and necessary that for Wars, Outspot rush, these are nerfed by 50% of their base healing. And for the PVE issue, all your heals will be reduced by 25%
what good is the cc’s if healing is aoe spell that is not being chanelled? you cc all you want, all he needs is split second to roll back into circle to get full hp again.
In Outpost rushes I did yesterday I was often top 1 of my team (score) only focusing on heal and control.
I did from 300k to 650k of healing, depending on the duration of the game.
Most of the time we were 2-3 heal in each team, never seen more than that.
And with what people said about the damages they did, it’s about the same as what an healer can heal.
So 2-3 heal only nullify 2-3 dps impact in a game …
Doesn’t seem that broken to me.
This is the problem that actually exists. When braindead DPS are shrugged off, they post on the forums. There is a problem with damage tanking, but its not from the life staff, its from the 22.5% damage reduction players are getting from a resilient faction set that is supposed to affect crit damage and not all damage absorption.
I know they’ll never do it but make heals and damage friendly-fire enabled (in the case of healing it will heal the enemy then) . No more mashing into a group will happen then.
Healers can’t be good at attacking, because they are healers.
Healers can’t be good at defending (tanking 2-3 guys), because they are healers.
What can healers do then? Just insta die (because we are the primary targets) and search another mmo?
Healers are defense focused and hard to kill in every mmo i know. They are naturally tanky and stationary, due to AoE skills and cast times. Remember, they give VERY LITTLE DMG.