Gregen
12-28-2022, 12:18 AM
There are some issues with Chain Cure. On paper, this is a good ability and a nice tool for a healer to have handy. Unfortunately, it has a couple major issues that make it virtually unusable.
The Good
Hits hard
Long distance (great w/o enlarge)
Can affect a larger area than Mass Cures
The Bad
Slow travel
Doesn't home-in
This should be a great way to save someone (or even a few people) who is very far away and just took a lot of damage.
Or heal a group of melees on a boss, but one or two of them are moving out of the fray to avoid damage and end up missing the mass cure. It's fine to heal them individually, but in a scenario where a two-shot kill is a possibility, having this available would be a boon.
Mainly, this should be the go-to ability for healing someone/people far away without enlarge. Divine Wrath is also long range, but it also has slow travel. It can be cast on a far player, but if they're moving (as one typically does), they'll be out of the area before it hits the ground. There is at least Healing Pillar, but imo Sun Pillar is the better option and Chain Cure has the benefit of hitting multiple people.
This is the issue with Chain Cure. When cast, a very slow bolt travels towards the target and continues to move in a straight line even when the target is moving. It is practically guaranteed to miss. There have been many times I found this would have been the perfect ability to use, but it fails to perform. I've even seen people move out of the way of it, probably thinking it's a lightning bolt.
I want to love it, but unfortunately the bad doesn't just outweigh the good, it eliminates it. I don't know if this is working as intended or not. Even if it is, I think it should change.
I'd be really grateful if a dev could look at this ability and consider making this travel as fast as a ray spell and lock on to its target.
The Good
Hits hard
Long distance (great w/o enlarge)
Can affect a larger area than Mass Cures
The Bad
Slow travel
Doesn't home-in
This should be a great way to save someone (or even a few people) who is very far away and just took a lot of damage.
Or heal a group of melees on a boss, but one or two of them are moving out of the fray to avoid damage and end up missing the mass cure. It's fine to heal them individually, but in a scenario where a two-shot kill is a possibility, having this available would be a boon.
Mainly, this should be the go-to ability for healing someone/people far away without enlarge. Divine Wrath is also long range, but it also has slow travel. It can be cast on a far player, but if they're moving (as one typically does), they'll be out of the area before it hits the ground. There is at least Healing Pillar, but imo Sun Pillar is the better option and Chain Cure has the benefit of hitting multiple people.
This is the issue with Chain Cure. When cast, a very slow bolt travels towards the target and continues to move in a straight line even when the target is moving. It is practically guaranteed to miss. There have been many times I found this would have been the perfect ability to use, but it fails to perform. I've even seen people move out of the way of it, probably thinking it's a lightning bolt.
I want to love it, but unfortunately the bad doesn't just outweigh the good, it eliminates it. I don't know if this is working as intended or not. Even if it is, I think it should change.
I'd be really grateful if a dev could look at this ability and consider making this travel as fast as a ray spell and lock on to its target.