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Thread: Something all "Heal" Sprcerors should know (possible bug?)

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    Banned Derezzzed's Avatar
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    Exclamation Something all "Heal" Sprcerors should know (possible bug?)

    Now I'm sure most players know this but for anyone that doesn't here's what's up:

    In the "Heal" skill there are 2 regen upgrades (one for health, one for mana) now if you put these upgrades into your build every time you use heal for whatever reason you will pull aggro on ALL MOBS in the vicinity (they all attack you & not the Tank/ whoever is taking aggro) now I'm not sure how much the regen upgrades actual help but we all now Sorcerors are "squishy" & it's the tanks job to hold the aggro.

    Now I'm not sure if there's a bug with the regen upgrade (possible taunt?) but I recommend if you do use heal that you do not take these upgrades so you don't die as much (especially in elite)

    Hope this helps


    Edit: Mispelled"Sorceror" in the title, sorry :3
    Last edited by Derezzzed; 11-29-2013 at 05:00 PM.

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    Are you sure about this? I recently dropped heal and I've never used those upgrades so I cannot confirm or deny. However, I do know that heal used to pull aggro and they fixed it. That was shortly after the game began though.

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    The HP regen upgrade does indeed pull aggro and tons of it.

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    Quote Originally Posted by kamikazees View Post
    Are you sure about this? I recently dropped heal and I've never used those upgrades so I cannot confirm or deny. However, I do know that heal used to pull aggro and they fixed it. That was shortly after the game began though.
    I'm sure, was running elite earlier with some buddies & tested it

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    Quote Originally Posted by keikali View Post
    The HP regen upgrade does indeed pull aggro and tons of it.
    Thanks for double confirming

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    this skills never help just with mana.. hp regen its insignifically..

    ''Tank'' is the ''Healer'' on this game..

    just to see another ''Healers Games'' u can see the BIG diference..

    just the mana is good here. and i think the tank use to much mana.. TANK IS A PHYSICAL ATTACK not magical so ''TANK'' don't need to much mana..

    Mage USE MAGICAL ATTACK sure need mana..

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    I guess is known tho. In some other threats I've read that healing is an "attractive" skills for mobs... Just saying

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    Quote Originally Posted by Frekken View Post
    I guess is known tho. In some other threats I've read that healing is an "attractive" skills for mobs... Just saying
    Ya, but like I said, most players probably know, but some don't, so might as well let them know (& possibly the DEVs incase it is a bug)

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    Quote Originally Posted by Derezzzed View Post
    Ya, but like I said, most players probably know, but some don't, so might as well let them know (& possibly the DEVs incase it is a bug)
    is not a bug.. all MMORPG have this healers ''agro'' mobs when heals bcus ur regen hp when ur team is receiving attack..

    this don't need be change. just the heal from sorce need be good and ''tanks'' need more taunts skills.

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    Many things should be changed to % or dmg-based instead of constant. 50 mana total from the regen (5*10) with 4k mana pool is nonsense.
    Disclaimer: my lameness is figurative but strong

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    Yea, I mentioned this observation when someone else posted a thread about improving the regen's in the lifegiver tree. One of the dev's said that it likely deserves a second look -- well, the amount of health and mana the regens do anyway. I don't know how they feel about heal pulling tons of aggro.

    It's best not to use the regens, just stick to the first three skills in the tree and you'll be fine. I managed for a long time without them until I switched to shield for elites.

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    Quote Originally Posted by Sirulian View Post
    Yea, I mentioned this observation when someone else posted a thread about improving the regen's in the lifegiver tree. One of the dev's said that it likely deserves a second look -- well, the amount of health and mana the regens do anyway. I don't know how they feel about heal pulling tons of aggro.

    It's best not to use the regens, just stick to the first three skills in the tree and you'll be fine. I managed for a long time without them until I switched to shield for elites.
    Pretty much XD but I think the regen should be turned into a % based HoT

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    Kei, those mobs are scared of you! That's why they always leave the tank and zerg rush you! Gotta get'cha out quick!

    As for the pulling aggro, as mentioned above, all MMORPG's have Heal Hate, I personally enjoy it. It brings a different aspect into the role of Sorcerer. Also a different aspect into Warrior. Both classes must try a little harder to 1. Stay alive, and plan skill rotations (Sorcerer) and 2. Understand skills and rotations to maintain aggro/hate (Warrior) Also, it allows a certain degree of variance between Sorcerers.

    Well, there's your 15 seconds inside my head!
    Last edited by Dartangion; 12-02-2013 at 06:16 AM.

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    And i thought we were already over the whole "mana pls" phase...

    Mages need shield to survive in elites even with full mythic, sad but true.

    If people ask me to use heal ill have 2 defensive skills and just 2 offensive which would suck for the entire team

    Dear elite runners of arlor, learn to use mana pots, its those cute little blue bottles eva sells =]

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    I have actually thought about the "lifegiver" skill a lot since I started trying for the PvP APs. This is my ideal adaptation of it:

    ---

    Lifegiver: returns hp.

    upgrade 1- increase area.

    upgrade 2- lifegiver now returns mana aswell.

    upgrade 3- convert all hp and/or mana returned by lifegiver to an overtime return.
    * similar to the over time heal of warriors, but lower overall output since this skill is cast by a low hp class.

    upgrade 4- increase all beneficial effects of life giver by 20%.
    * percentage of skill strengthening is debatable. I don't know what is apropriate.
    Last edited by Crowsfoot; 12-02-2013 at 11:25 AM.


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    Queenotshade once told me about this agro thing when he tested my skills to be in guild, and told me that I should leave the heal skill but I didnt believe him (though I still leave it because in elites people use pots ) because I dont see it in description.

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    Quote Originally Posted by Crowsfoot View Post
    I have actually thought about the "lifegiver" skill a lot since I started trying for the PvP APs. This is my ideal adaptation of it:

    ---

    Lifegiver: returns hp.

    upgrade 1- increase area.

    upgrade 2- lifegiver now returns mana aswell.

    upgrade 3- convert all hp and/or mana returned by lifegiver to an overtime return.
    * similar to the over time heal of warriors, but lower overall output since this skill is cast by a low hp class.

    upgrade 4- increase all beneficial effects of life giver by 20%.
    * percentage of skill strengthening is debatable. I don't know what is apropriate.
    I like the idea of upgrade 4 mostly because the mana upgrade we currently have is sad and pitiful -- at lvl 36 and 0% mana you use Lifegiver to regain mana and it heals for 20%.

    I'll say that again for emphasis, 20%. Hardly worth the skill point at endgame for sure, but a necessary evil for anyone running a heal build.

    With a pot on hand it's an extra 30%, but the real question here is, should a pot heal more than a skill?!

    No, is the answer to that question. LOL

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    Quote Originally Posted by matanofx View Post
    And i thought we were already over the whole "mana pls" phase...

    Mages need shield to survive in elites even with full mythic, sad but true.

    If people ask me to use heal ill have 2 defensive skills and just 2 offensive which would suck for the entire team

    Dear elite runners of arlor, learn to use mana pots, its those cute little blue bottles eva sells =]
    Oh don't get me wrong I'd much rather have a Mage with shield that can stay alive lol IDC if they give mana that's what pots are for xD just giving PVE heal users a heads up is all

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    Senior Member Crowsfoot's Avatar
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    Quote Originally Posted by Derezzzed View Post
    Oh don't get me wrong I'd much rather have a Mage with shield that can stay alive lol IDC if they give mana that's what pots are for xD just giving PVE heal users a heads up is all
    My first forum thread said they should drop heal for shield.

    Cookie cutter elite mage build:

    Clock
    Shield
    Ice
    Fire


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    I use heal, instead of shield, and survive.

    Aggro is less with mana regen than heal regen. Still, use spells wisely for the situation and there shouldn't be a problem. If still dying too often, get better/tougher gear.

    It depends how you play, pve I go for cc/dotting and have higher strength gear (i.e. hps) so I can run through a crowd and manage mobs as needed. Slightly slower at killing than full dmg gear? Yup. But the worst dps is always death.

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