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  1. #1
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    Default Radiant Servant Feedback(About Pacifism, Divine Healing)

    almost all things of Radiant Servant are good, but except for two things: Pacifism(Second Core Ability) and Divine Healing(2 Tier Ability).


    Pacifism is not good to use even if someone gave his APs all to Radiant Servant. Penalty is too harsher than profits... oh, yes. It's a overstatement that FULL Radiant Servant would not use, but I wanted to say the penalty is really bad. So I'd like to suggest one profit on Pacifism; "10% class bonus to SP discount for healing spells." I would greatly take this even if there's no profits of 3% heal crit and 25 spell power and with penalties. Of course, ppl would turn on and off often when they needed, then there's a way to give this 25 SP cost to turn on.


    About Divine Healing, This is now useful even at low levels, but I don't want to use this ability when getting high levels. It costs even Turn attempt, but the reward is too low, so I'd more like to say Divine Cleasing(1 Tier) Ability would be better than this. to make it useful, there's only a way to make it affected by healing spell power. I agree that if Divine Healing affected by healing spell power, this could be too powerful and unbalanced. but you already made an exception about Spell Power Formula: Healing Aura's spell power formula is different unlike normal abilities; "Base 2 + 1 per Three Cleric Level + 1 per 12.5 Healing Spell Power". So I suggest a bit similar formula to Divine Healing; "Base 4d4 + 1 per 33 Healing Spell Power"
    Last edited by Targal; 09-18-2013 at 12:33 PM.
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  2. #2
    Community Member guardianx2009's Avatar
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    Pacifism:
    I just recently posted about Pacifism here. In short: It's free +25spell power and +3crit to your aura. That's pretty darned good for 1AP in my book.

    Divine Healing:
    You need Healing Amp to make Divine Healing worthwhile. With 10/20/30%, it tops out around 20 - 40HP per tick... which really is pretty good when combined with it your aura. My only complaint about it is that it cancels out (does nothing) if you move while casting it.

  3. #3
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    Quote Originally Posted by guardianx2009 View Post
    Pacifism:
    I just recently posted about Pacifism here. In short: It's free +25spell power and +3crit to your aura. That's pretty darned good for 1AP in my book.

    Divine Healing:
    You need Healing Amp to make Divine Healing worthwhile. With 10/20/30%, it tops out around 20 - 40HP per tick... which really is pretty good when combined with it your aura. My only complaint about it is that it cancels out (does nothing) if you move while casting it.
    I don't think Devs' intention was not that players turn Pacifism on only when using Healing Aura, and that players set themselves as Full-Healer mode.
    Once I wrote this, which can make sure why I suggested this.

    Cleric would have got more healing power than before, but the class needs more change about healing.

    of course, Cleric has surely higher positive power, but this doesn't mean they can heal allies stably. They're even a bit more unstable than Favored Soul becasue of their difference on SP, even if they have healing aura - having Healing Aura doesn't mean Cleric has stability about heal. Healing Aura SLA forced to them to be next to allies to heal, who are near mobs attacking them. This is dangerous, so can't be said stable. so they should be able to use more healings not by healing aura.

    Yes, difference of SP between Cleric and Faverd soul is matter of course. So I'd suggest a thing on Pacifism, Second Core ability of Healing domain, which would be less-useful at higher level because the effect is not good currently. Put this effect into Pacifism; "all cure spells(or all healing spells) have 10% less cost of SP to cast when Pacifism toggled up." of course, Pacifism still will have some penalties(currently, -50 Spell Power and no crit on non-positive spells, and -1[w]). plus, pacifism will need to take cooltime to turn off and on, or something, to prevent them to change their position often - healing then attacking then healing then attacking in a row.

    Then Cleric would get surely more powerful and stable on ONLY HEALING with untouching offensive powers, as developers intended.
    about Divine Healing, This dose not touch 40 even unless you have about 100% over healing amp.
    0%/ 10%/ 20% / 30% / 150%/ 400%
    4~/ 4.4~/ 4.8~/ 5.2~/ 10~/ 20~
    16/ 17.6/ 19.2/ 20.8 / 40 / 80
    This would be good with Aura, I agree with it. but It's worthless from that it uses Turn Attempt. I would keep Turns for better use instead.
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  4. #4
    Community Member guardianx2009's Avatar
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    Quote Originally Posted by Targal View Post
    I don't think Devs' intention was not that players turn Pacifism on only when using Healing Aura, and that players set themselves as Full-Healer mode.
    Once I wrote this, which can make sure why I suggested this.
    Finding creative and niche ways to make an ability useful is always a good thing, regardless of Dev intention. Not every ability needs to be useful awesome-sauce.

    Quote Originally Posted by Targal View Post
    about Divine Healing, This dose not touch 40 even unless you have about 100% over healing amp.

    This would be good with Aura, I agree with it. but It's worthless from that it uses Turn Attempt. I would keep Turns for better use instead.
    When I tested it, I was consistently seeing numbers in the 20s to high 30s (37). Perhaps there are crit elements involved, I did not dig into the math.

    Nevertheless, Divine Healing is now:
    - Useful at low levels
    - able to be used on yourself (you can't in the original version)
    - A true HoT (original version goes away the second you top off)
    - a good aura supplement at higher levels.

    It is already leaps and bounds better than its original incarnation.

    That it uses a turn isn't a big deal, it gives you the choice of getting more beefy Heal-over-Time at a cost of 2 turns or not. You get to decide whether you can afford to splurge or not. This is a GOOD thing.

  5. #5
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    Quote Originally Posted by guardianx2009 View Post
    Finding creative and niche ways to make an ability useful is always a good thing, regardless of Dev intention. Not every ability needs to be useful awesome-sauce.
    Yes, Using creative ways is regardless of Devs intention, but also the suggestion to change this is regardless of using creative ways. That doesn't make good reason to get refused of this.


    When I tested it, I was consistently seeing numbers in the 20s to high 30s (37). Perhaps there are crit elements involved, I did not dig into the math.

    Nevertheless, Divine Healing is now:
    - Useful at low levels
    - able to be used on yourself (you can't in the original version)
    - A true HoT (original version goes away the second you top off)
    - a good aura supplement at higher levels.

    It is already leaps and bounds better than its original incarnation.

    That it uses a turn isn't a big deal, it gives you the choice of getting more beefy Heal-over-Time at a cost of 2 turns or not. You get to decide whether you can afford to splurge or not. This is a GOOD thing.
    You looks like you already satisfied with current version of Divine Healing... well, at least It's better to use than before suck version. ok I won't complain of it anymore, but affected by spell power would be more good still.
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  6. #6
    Community Member Postumus's Avatar
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    Quote Originally Posted by Targal View Post

    This would be good with Aura, I agree with it. but It's worthless from that it uses Turn Attempt. I would keep Turns for better use instead.
    Depends on how you play and your build. If the cleric doesn't have access to aura yet, or ever, it is actually pretty handy.

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