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BoL and balance
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Post by
MegaVolt
Paladins usually are seen as the best tank healing class. The main reason for that imo is Beacon of Light. I'm wondering ... how can such a spell ever be properly balanced?
The thing is that in any serious raid content you need 2 tanks anyway. So the Paladin will always heal both tanks fully.
So either Blizzard balances Paladin healing on one target. Paladins can keep the MT up like any other healing class. Problem is: The OT will get 100% of those heals too, making Paladins far superior to all other healing classes on tank healing.
Or Blizzard balances Paladins with regard to the BoL. Then Paladins will be inferior to other classes on the MT but make up for it by also healing the OT a lot. Which leaves them in quite a bad spot since "proper" heals will most probably be preferred.
Do you also see this as a problem? And how would you try to fix it?
What do you think of:
- Shortening the duration of BoL (so something like 10 seconds)
- Giving BoL a long cast time (duration at 1min and ~5s cast)
- Putting a cap on the maximum healing transferred by BoL
I like the cap idea most. Something like: BoL will be removed after (10k + spellpower * 4) total effective healing was transferred to the target of the beacon.
That way the BoL will guarantee about 22k to 25k effective (= no overheal) healing which is really awesome for an instant cast. Still it needs to be refreshed often if it really heals much which I think is a good thing. Maybe even a cooldown (30s or 60s) may be justified.
Post by
388951
This post was from a user who has deleted their account.
Post by
pezz
Your "cap" is already in place. Overhealing doesn't count, so if the Beacon has taken more damage than the OT, you're not playing with a full deck. Raid healing with BoL is good stuff, but it's no game breaker. Nobody I know of insists upon bringing a Holy Pally in Every. Raid. Ever.
Uh, yes Overhealing does count. This happened either last patch or the one before, forget which.
To the original point: If every encounter was 'the tanks are going to take x damage per second as a constant stream for y amount of time' yes maybe we'd be OP with beacon. The nature of encounters though means that dividing your attention between two tanks at all weakens your ability to heal them both, slightly. Not to mention that other classes can heal two tanks. A druid with plenty of spell power, for example, rolling LBx3, Rejuv and Regrowth on two tanks is going to have a lot of healing just from that, with a few GCD's left over to cast when s/he needs to.
Post by
Brique
3.3 Nourish v Holy Light: Tank Heal Shootout!
That's a thread I think you should look at. It shows the effective HPS/HPM of a Holy Paladin with 100% effective healing on a single beacon target (the tank) is nowhere near the HPS/HPM of a Resto Druid in the same situation, and we'd also need about double the regen in order to sustain it for the same amount of time. We are not the dominant tank healers, and we are stuck in a very bad place with beacon being our "gimmick". While it's very nice and gets the job done, there is no reason why, as a class with no AoE potential, the only thing that puts us anywhere near another class is something that
doubles
our healing.
Switching Beacon is crucial when a tank dies; a cooldown would be terrible. Beacon is the only thing that balances out healing for us without access to an AoE heal or an arsenal of HOTs; a cap would also be bad. In 5 seconds of no healing, a tank will die by virtue of the fact the boss will do something to them; the cast time is also a bad idea.
There are terrible problems with Paladin healing. If you think otherwise, your other healers have slacked terribly.
Post by
MegaVolt
Uh, yes Overhealing does count. This happened either last patch or the one before, forget which.
To the original point: If every encounter was 'the tanks are going to take x damage per second as a constant stream for y amount of time' yes maybe we'd be OP with beacon. The nature of encounters though means that dividing your attention between two tanks at all weakens your ability to heal them both, slightly. Not to mention that other classes can heal two tanks. A druid with plenty of spell power, for example, rolling LBx3, Rejuv and Regrowth on two tanks is going to have a lot of healing just from that, with a few GCD's left over to cast when s/he needs to.
Yes, overhealing counts. It was changed a few patches ago and this change made BoL overpowered.
A Druid has to spend a LOT of GCDs to keep all those HoTs rolling. Way more then it costs to keep BoL active.
And how does just keeping BoL on the off tank divert your attention? It's not like you are timing your heals anyway. You generally spam heal the tank, right? So the off tank will take the same spam healing as the main tank through BoL, he will just miss out on the procs.
@Brique:
Paladin spells may not have the HPM of Druid spells but you have to take into account that Paladins generally have a LOT more regen then Druids. Paladins also have a talent that makes them get a benefit from int which gives them extremely high base mana. For Druids on the other hand (which lack such a talent) int is a bad stat and very much inferior to spellpower which gimps their mana regen further. In other words: Druids need to have spells with very high HPM because their mana regen sucks compared to all other healing classes.
That topic you linked also shows almost exactly the same HPS on both Druid and Paladin. With the major exception that the Paladins BoL was not taken into account at all! So in an ideal environment you'd have to multiply the Paladin HPS by 2 which puts him FAR FAR FAR ahead of the Druid. Even considering a "bad" environment and only 20% effectivity on the BoL the Paladin still clearly wins.
Even a BoL on any random raid member that takes occasional damage (in case there is only 1 tank) will put the Paladin clearly ahead of the Druid.
But that's exactly my point: If the Paladin is balanced without BoL (which he will be) then he automatically has to be overpowered with the current BoL, there is no way around it.
If he is balanced with BoL then he will automatically suck on single target sustained healing, there also is no way around that.
Which leads me to the conclusion that BoL needs to be reworked or it is impossible to maintain healing balance.
Post by
Brique
We're not overpowered! That's just it, for tank healing we are *not* the powerhouse. In fact, we need Beacon to be competitive.
Certain fights will be skewed to a certain class of healer no matter what.
If there are two tanks that will take massive damage at the exact same point, then that's the fight's gimmick. The Holy Paladin cannot keep them up alone, by the way. There are certain fights in ToC are very paladin-centric, I won't lie, using several tanks that will both take massive damage, but the sad fact is they won't take the exact same damage at the exact same time. You've seen the raids recently, you know they aren't completely the tank taking damage. Beacon doesn't deserve a nerf, it's the only thing making our healing competitive. HPS only matters in tank healing, and tank healing is about timing and anticipating incoming damage. The beacon effect isn't utilized 100% of the time on either the target of the heal you cast or the beaconed target. It already has a large cost, but there shouldn't be any restriction if a tank swap occurs, no other healer has to deal with that sort of restriction. Healing can end up being completely reactive, and how you can react makes you a better healer.
In order to have that much output, we will need to Divine Plea a few times. That will kill a tank if it's not timed with a cooldown.
Paladin mana regen sucks, don't you dare say it isn't.
It's been kicked so hard so many times that we need to rely on those tank-saving cooldowns to get any back. The BURST lull BURST cycle of WotLK boss fights means we're SOL if that BURST happens before we can cancel DP.
Paladin healing is still in a poor, super niche, place. Our single-target triage is really all we have to counter it,
and any healer can do that.
Post by
174266
This post was from a user who has deleted their account.
Post by
Rouen
Paladin spells may not have the HPM of Druid spells but you have to take into account that Paladins generally have a LOT more regen then Druids. Paladins also have a talent that makes them get a benefit from int which gives them extremely high base mana.
Divine Intellect
you mean? A whopping 10%? By reading your posts, you've proven that you don't know anything of the changes to holy paladins since 3.0 was released. Divine Intellect was nerfed from 15% to 10%,
Illumination
, our primary source of regen up until 3.1, was
cut in half
from 60% mana back from a critical heal to 30%, forcing holy paladins to drop a large portion of the crit from gear and take on MP5, which holy paladins avoided like the plague until that point. This change forced us to replace much of our gear to keep from going OOM. I personally found it odd that they nerfed Divine Intellect AND Illumination because it simply made intellect even more valuable and caused us to stack it more. We stack intellect for longetivity, which we need for 8-10 minute boss fights where the tanks are taking an ass beating for 20-25k hits. For hard modes, this grows to 30-35k tank hits and forces me to swap in a second intellect trinket to allow for longer Holy Light spams since we cannot keep it up indefinitely anymore.
As for your claim that Druids mana regen sucks, I've never seen a resto druid go OOM. Not even a fail one. You are aware that Lifeblooms refund half the mana cost and usually a resto will use their own innverate on a priest in a raid setting, right? I've seen more holy paladins go OOM in hard modes then restos. My co-worker whose main used to be a druid (after the resto nerfs) constantly boasted about how he would just spam Wild Growth on the raid and would have all his mana back before it finished ticking.
Somehow I don't believe you've ever played a resto druid or a holy pally, which you really should ask more questions about the class, learn about the class, or maybe just play it before you state "NERF BACON CUZ ITZ OP." Our only AoE heal is an expensive glyphed spell with only an 8 yard range FFS. Our only HoT was given to just last patch and it is reliant that our target has Sacred Shield before we hit them with Flash of Light and even if it crits, the HoT is still weak. Our gimpness is somewhat compensated by our 51st talent point in Holy. I don't mind where Paladins are right now, but if they want to nerf Beacon, they have to buff other areas or given us additional spells because otherwise we would not be worth our raid slot.
Blizzard specifically stated that they want us to have a niche as tank healers, but not just single target, so they buffed Beacon to account for overheals. Even if Blizzard felt that the buff was a problem, it must not be a major issue because they are not changing it (so far) in patch 3.3. Beacon provides a Holy Paladin a way of keeping up two tanks by himself and allowing other healers to devote their attention elsewhere. Otherwise, we'd be competing even moreso with Disc Priests for our raid spots. I'd also like to note the Beacon of Light is not a cheap spell, it is 35% of our base mana which comes out to be (correct me I don't have the base numbers handy) over 1300 mana.
Post by
161859
This post was from a user who has deleted their account.
Post by
MegaVolt
Beacon is just fine. Ever see a Paladin try to raid heal compared to a druid, shammy, or priest? It's far worse than the difference in tank healing between a Paladin, druid, shammy and priest. Far far worse.
Yet, you don't see Paladins complaining about raid healing, and asking the druids, priests, and shaman get nerfed.....do ya?
Paladins are not supposed to be raid healers. Their spot is tank healing.
Druids are not supposed to be tank healers. Their spot is raid healing.
Druids suck at tank healing but you don't hear them complain about it. They have their niche and they know it. Same goes for Paladins.
But Priests and Shamans are supposed to be valid tank healers. They have to be balenced with Paladins.
Divine Intellect
you mean? A whopping 10%?
No, I was referring to
Holy Guidance
. 20% of int as sp is just beyond awesome and makes int stacking for Paladins extremely effective. They get mana, mana regen, throuput (sp) and crit (for procs), all from a single stat.
As for your claim that Druids mana regen sucks, I've never seen a resto druid go OOM. Not even a fail one. You are aware that Lifeblooms refund half the mana cost and usually a resto will use their own innverate on a priest in a raid setting, right? I've seen more holy paladins go OOM in hard modes then restos. My co-worker whose main used to be a druid (after the resto nerfs) constantly boasted about how he would just spam Wild Growth on the raid and would have all his mana back before it finished ticking.
Somehow I don't believe you've ever played a resto druid or a holy pally, which you really should ask more questions about the class
My main is actually a resto Druid. And when healing hard modes I nearly OOM almost every fight. I'm in full t9, my gems are pure SP in red sockets but I use int/sp or spi/sp gems in yellow/blue slots to get a socket bonus since they also help with mana issues. I use Innervate on myself in every single fight and most of the time it is barely enough to keep me sustained.
If your co-worker just spams WG on the raid then he either hasn't played a Druid healer for month or he sucks at it. It has a cooldown and the only way he could regen the mana before it finished ticking is if he didn't cast any other spells in between.
I have to admit that my healing experience on my Paladin alt is very, very limited. I haven't tried healing a single hard mode with him and to be honest I don't play him seriously, I prefer raid healing on my Druid over tank healing as Paladin and my guild as enough good tank healers anyway.
Still I know quite a few things about Paladin healing. Our main healer is a Paladin, also in full t9 and stacking int. I had several long conversations with him about their healing style and the major problems he is facing. Believe me, mana regen is not one of them. I have never ever seen him ask for an Innervate and his mana bar hardly ever goes below 50%, even if he has to spam heal for minutes in hard mode ToC. A Paladins mana regen is far superior to a Druids and the only reason why raid healing Druids usually didn't have mana issues in the past was the
Idof of Awakening
and additionally
Spark of Hope
. It's not the Druid class that made them have no mana issues, it were those two items which are not available to Paladins. However, since those items provide no throughput they have to be replaced eventually (for me it was ToC HC that forced me to go for spellpower trinket and idol), leaving Druid mana regen in a very bad shape. Much worse then Paladin mana regen.
But mana regen is not the topic here. This is about BoL.
Now you say Paladins are not overpowered with the current BoL. Other classes are the tank healing powerhouses, Paladins are not.
Assuming that statement is true, please explain this to me:
http://www.worldoflogs.com/rankings/players/Crusaders%27_Coliseum/hps/
Click on the 10man heroic and 25man heroic tabs.
Amazing, isn't it?
Holy Paladins are the
only
tank healers in that list. The ONLY ONES! Not a single other healing class is even remotely close on tank healing to make it up there.
Yes, there are Priests, Druids and Shamans in the list. But they are all raid healing and obviously getting high HPS from that. But neither Druids nor Shamans can come even remotely close to the healing power a Paladin has on tanks. Not by a long shot!
Another thing:
I did not make this topic to QQ and cry "nerf Paladins!". Yes, I think with BoL as it is now Paladins are overpowered but the current state of the game is
completely and utterly irrelevant for the point I was making
.
My point is a completely abstract one and has nothing to do with the current patch and other classes. It doesn't even necessarily have anything to do with WoW, it would just as well apply to almost every other RPG.
Again, this point is:
Assuming you have several healing classes that are supposed to be good at healing a single target.
If one of those classes has the option to just "copy" all their heals to a second target it is completely impossible to maintain balance without taking away some serious healing power on a single target from that class.
There are just two options and I just don't see any way of ever getting out of it:
1) You can give them all the same single target healing capabilities. That way the "copy" class (BoL) will always unavoidably be overpowered, the ability to just double their heals can never be matched by the other classes.
2) You give the "copy" class less single target healing. That way the overall healing is balanced with the other classes but they are always unavoidably weak on single targets, there is just no way around it. And being weak on single targets is really, really bad for a single target healer.
It has nothing to do with Druids or Shamans or Priests. It's a very general and (imo) unavoidable problem:
The very nature of BoL as it is right now makes it impossible - in any encounter, any environment, even in different games if some other game had a spell like that - to ever maintain balance between a class that has such a spell and classes that don't.
That's why I'd change the nature of BoL in a way so that it allows for balance. Having it not count overheal would be one solution. Capping the amount transferred to something like 20k or giving it a long cast time or making it so that it can't have a 100% uptime are other possibilities. At the same time the single target heals may be buffed so that the weaker BoL will be compensated by better single target heals (let HL proc something like Inspiration and give them back their old 15% Divine Intellect for example).
Post by
172720
This post was from a user who has deleted their account.
Post by
blademeld
There are several flaws in your statements, as far as contradicting yourself.
But let's forget about that, assume that paladins are the only viable tank healers for a second and answer this:
What do paladins get in terms of raid healing in exchange for the nerf in this niche as you propose?
I'm curious as how you want to balance this situation out?
Take away our niche, and you must give something back, no?
Post by
179128
This post was from a user who has deleted their account.
Post by
MegaVolt
Quick question. Is he fully geared in 258 gear? Or 245 gear. If you'd be so kind, could I get a PM of his armory? Just curious to the setup, as HL/Int isn't the only setup for hard mode healing. SP/FoL is an increasingly popular setup for paladins that choose to use 4 piece T9. The setups use seperate gems, gear choices and glyphs, to different degrees. So an armory would be nice to get an idea of where your idea of a paladin's job is coming from.
Armory isn't responding right now, sorry :( But I can just tell you:
245 gear, not 258. Gems pure int except for the very juicy socket bonuses ofc. He isn't only HL spamming though, only for situations with very heavy tank damage on two tanks. In less tank heavy fights he is using FoL mostly and he will also throw the occasional heal at the raid then.
And the reason you would change the nature of BoL is essentially so that you get #1 on the healing meters every fight? It's not about the healing meters. It's about maximizing the abilities of your class to provide the best overall coverage for the raid. Druid healers are not unnecessary for tank healing, stacking a couple hots on the tanks still provides an excellent buffer that can save a tank from death by 2 big hits between holy light casts. Additionally, priests and shamans both provide an armor increase for tanks that neither paladins or druids can provide. You're looking at a very small niche, and promoting silly changes.
You are right, it has nothing to do with healing meters. It also has nothing to do with Priests and Shamans. It's just that an ability that doubles a classes potential healing output on its own can never ever be properly balanced without gimping that classes single target heals.
Having it not count overheal: This got changed after naxx and a bit of uld for a reason. All the other classes could raid heal so well, paladins could ONLY tank heal.
So what? And how did the new BoL change that? Paladins still are not viable raid healers. The only thing that the BoL change did was make them better tank healers. Why do you want to "fix" the Paladin raid healing problem by making them OP on tanks?
Capping the amount transferred to something like 20k... Something like 20k? Even in ToC gear, HL hits land for 13k and crits land for 18-19k. The amount transferred is already limited to what it's cast for. If you land a HL on something with like, 50% healing taken like a tenacity pet (say a hit for 18K), that 50% is already being ignored, and that HL hit that landed on the pet for 18K will only hit the beacon for 12k.
Wait, you want to heal pets? Seriously? Come on!
And no, the amount transferred is not limited. I wasn't talking about limiting it for one cast. I was talking about a TOTAL limit. So after 20k transferred health (total) the beacon is used up and disappears on the target. It has to be cast again then.
That way Paladins get 20k effective healing at the cost of 1 GCD. It will be the single most effective healing spell in the game, no other class can have 20k healing guaranteed without overheal and just use 1 GCD to cast it. But it would be possible to balance that, Paladins couldn't dual heal tanks "for free" anymore since they have to spend several GCDs over the fight.
Not 100% uptime: Are you really that butthurt by beacon's effect on tank healing that you are willing to compromise the raid in a heavy tank damage/raid damage scenario?
Butthurt? Get a hold of yourself. This is really not the appropriate way to discuss things.
Any nerf will always compromise the raid. Who cares? The game is supposed to be a challenge and balanced. If an OP gameplay mechanic makes certain fights way easier then they should be then it has to go. And if the fights are supposed to be not that hard then the fights themselves can be adjusted in difficulty. After taking away a bit of the OP tank healing that player have in this game Blizzard can just lower the ToC boss damage a little bit to compensate if the heavy tank damage scenario is really your main concern.
Do you really want to keep an obviously OP gameplay mechanic in the game that is messing up the balance and making Priests and Shamans on tanks almost obsolete only because it makes the fights easier? Or do you maybe just enjoy being OP?
Better give us more mana. The last thing healadins need is better single target heals. We're already kings of the overheal meter.
Anything really. Might as well increase mana reg, make Illumination 60% again or something like that. Any buff to keep Paladins on par with healing and sustainability with Priests and Shamans with a weaker beacon is fine for me.
Post by
172720
This post was from a user who has deleted their account.
Post by
Nystali
Lemme impersonate MegaVolt from another perspective:
Chain heal, CoH, Wild Growth, and Tranquility all make raid wide damage trivial. They're OP and must be removed! Blizz intended for there to be lots of raid wide damage, diverting healer attention from tanks, just to create a greater challenge. These spells make it seem like that raid wide damage never happened. All healers must only use single target heals.
Post by
OscarDivine
Wow Mega, it's nice to see that you've found a new home for your arguments. but... putting up a post saying "Nerf Beacon of Light!" is just trolling in the paladin forums. Did you forget that we all work together? this is nothing short of your wild claims that Renew has unbelievable HPS potential. I think you need to re-read your own statements a bit more carefully before you post. You're contradicting yourself a lot. Again. Just here... and not on the priest forums.
Post by
MegaVolt
Lemme impersonate MegaVolt from another perspective:
Chain heal, CoH, Wild Growth, and Tranquility all make raid wide damage trivial. They're OP and must be removed! Blizz intended for there to be lots of raid wide damage, diverting healer attention from tanks, just to create a greater challenge. These spells make it seem like that raid wide damage never happened. All healers must only use single target heals.
Thanks for proving that you are not capable of understanding even the most simple arguments.
Wow Mega, it's nice to see that you've found a new home for your arguments. but... putting up a post saying "Nerf Beacon of Light!" is just trolling in the paladin forums. Did you forget that we all work together? this is nothing short of your wild claims that Renew has unbelievable HPS potential. I think you need to re-read your own statements a bit more carefully before you post. You're contradicting yourself a lot. Again. Just here... and not on the priest forums.
Then please go ahead and point out where exactly I am contradicting myself. As long as you are not doing that I have to take your post as trolling and nothing more.
You should also try to read my posts more carefully. I am not putting up a post saying "Nerf BoL!". Quite the opposite actually, I did put up a post in which I was hoping to be able to discuss the implications on balance a spell like BoL has. Paladins happen to be the only class with such a spell and that's why I made this post in the Paladin forum. The deeper issue however (that a spell which allows a healing class to copy all their healing to a second target can never ever be properly balanced) doesn't even have anything to do with Paladins and you are ignoring this issue and just assaulting me and trying to place words in my mouth. Bad manner, dude.
The BoL change didn't make us better tank healers. They made throwing heals on the raid viable. That 4000 heal on a raid member when the tank was half health wouldn't result in a tank death a half second later. BoL enables paladins to help with raid healing significantly. We're certainly viable raid healers, but certainly not the best at it.
That's exactly the problem:
It is not viable for any other tank healer to just throw heals at the raid.
BoL doesn't make Paladins good raid healers. It does not help at all with raid heals. What it does is help with tank heals - Paladins can be quite good tank healers and quite good raid healers
at the same time
. No other class can do that. If a Shaman stops spamming the tank and throws CHs at the raid his tank healing throughput will suffer tremendously. If a Paladin does that his tank healing throughput almost doesn't change.
And even worse: Instead of putting BoL on the MT and going for raid healing a Paladin can also just spam the MT while keeping the beacon on the OT (or the other way around, depending on who is taking more damage). That way a Paladin can (in most fights) solo heal two tanks at once! No other healing class is even remotely able to do that (unless of course they are doing old content which they outgear by a lot).
But as I said numerous times here: I do not want to discuss current Paladin balance and their OPness. I seem to have underestimated how emotional people get when you try to take their shiny toys away. That's why I'd really like to go back to the initial statement (the current Paladin situation is a result of Blizzards decision for case 1):
There are just two options and I just don't see any way of ever getting out of it:
1) You can give them all the same single target healing capabilities. That way the "copy" class (BoL) will always unavoidably be overpowered, the ability to just double their heals can never be matched by the other classes.
2) You give the "copy" class less single target healing. That way the overall healing is balanced with the other classes but they are always unavoidably weak on single targets, there is just no way around it. And being weak on single targets is really, really bad for a single target healer.
Now here is a challenge to everyone who said BoL is just fine in this topic:
Provide a third option. Or show in some meaningful way (try arguments instead of personal insults, you might not believe it but I do respond better to the former than the latter) that having case 1 can result in some sort of balance. I just don't see any way out of the problem, I don't see any more possibilities then those two cases and both are bad, case 1 leaving the "copy class" overpowered and case 2 leaving them in a very bad spot on single targets. I don't want either, I don't want one class to be overpowered for tank healing but I also don't want them to be bad on single targets. That's why I'd change BoL.
Unless you can't argue against this (imo quite trivial and very intuitive) observation you just can't say BoL is balanced, at least not with any logic to that claim.
Post by
161859
This post was from a user who has deleted their account.
Post by
Nystali
Very very simple:
Paladin casts Beacon on Tank A.
Paladin heals Tank B.
200% heal. Ok, not always going to be that, but 200% is the maximum amount of healing that can be done through beacon.
Druid casts HoT on Tank A.
Druid casts HoT on Tank B. HoT ticks on Tank A.
200% heal.
Ok, looks even to me. But wait, there's more!
Druid casts HoT on DPS A. HoT ticks on Tank A. Hot ticks on Tank B.
Druid casts HoT on DPS B. HoT ticks on Tank A. Hot ticks on Tank B. Hot ticks on DPS A.
Druid casts HoT on DPS C. HoT ticks on Tank A. Hot ticks on Tank B. Hot ticks on DPS A. Hot ticks on DPS B.
I think you're way over 200% at this point as the HoTs are constantly ticking on previous targets. Yes each spell casts on a GCD is not performing at 200% on that GCD, but over the course of the single spell you can apply healing to other targets before the one HoT expires which is way more than a Paladin can do. For example:
Druid casts HoT #2 on Tank A. HoT #1 tick on Tank A, Tank B, DPS A, DPS B, DPS C.
Druid casts HoT #2 on Tank B. HoT #1 tick on Tank A, Tank B, DPS A, DPS B, DPS C. HoT #2 ticks on Tank A.
Druid adds stack of HoT #2 on Tank A. HoT #1 tick on Tank A, Tank B, DPS A, DPS B, DPS C. HoT #2 ticks on Tank A, Tank B.
Druid adds stack of HoT #2 on Tank B. HoT #1 tick on Tank A, Tank B, DPS A, DPS B, DPS C. HoT #2 ticks on Tank A (increased), Tank B.
Druid casts Wild Growth on Group 1. HoT #1 tick on Tank A, Tank B, DPS A, DPS B, DPS C. HoT #2 ticks on Tank A, Tank B both increased.
I think you've crushed the 200% healing we can do at a time. Yes your not doing crazy HPS on a single target, but you're still capable of spiting out the same if not more HPS than we can.
Paladin has Beacon still on Tank A.
Paladin heals Tank B.
Paladin heals DPS A. Tank B gets no Heals.
Paladin heals DPS B. Tank B, DPS A and Tank B gets no Heals.
No matter what, a Paladin can only max out at 200% heal per GCD because our heals will only hit the Heal Target and the Beaconed Target. When we're off healing another non-beaconed target, the previous non-beacon target is still not receiving heals.
That's how Beacon is balanced.
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