Bakemaster wrote:
That would just force everyone to waste even more mastery points on force. Seems counterproductive to me.
The beauty of a heal-over-time skill is that right now healers sit there spamming heal constantly. They can't move, if their target runs they have to stop healing to follow them, and they can't fight. It just pissed everyone off. However, if the heal-over-time has a duration of 5 seconds and cooldown of 10 seconds, the healer can not only heal AND fight, they can use it on themselves right before they begin to fight for an added boost.
If your reason is to allow the healer free time to throw in an attack, the options seem more limiting.
A healer can instant heal 1000, then attack, then heal again. Whether to constantly spam heal or throw in a few attacks is the player's choice.
A heal of 200 per second for 5 seconds with a 10 second cool down isn't going to be very effective in healing. That acts like a very limited vigor that you cannot spam. The cool down forces healers to do something else for 10 seconds which may very well mean a dead tank.
If you completely remove the cooldown to be spammable, then it acts like an additional vigor and the player gets to choose when to heal or when to attack.
But, overall, instant heal with the option to spam has more potential and versatility...it's great for emergencies and is easier to gauge.
The +3 crit passive though is interesting. The only reason to give strength users more crit is if you think they are weak now and in need of it. With force, strength users will have convenient access to heal which would mean even more survivability. They'll also have access to resurrect and stay at the battlefield even longer resurrecting each other as they're already tanks.
Force is supposed to be the cleric and it's viable if there's poison imbue (regardless of what it says), then 90 spear/sword 90 force (+ poison nuke) 5x light 5x fire.
More so, the solo grind needs to be fixed as does the jobbing system.