Cleric's and Group Heal...
Cleric\'s and Group Heal...
Ok, here is something that baffles me.
Cleric's the supreme healing powerhouse, in
any version of any mud, does not get a group healing spell? Does this seem wrong to some of you?
I mean you don't have to give them a super powerful, full group heal, maybe a mass cure critic. Anyways, anyone care to throw in there comments in regards to this?
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Jezlic "follower of Lloth"
Cleric's the supreme healing powerhouse, in
any version of any mud, does not get a group healing spell? Does this seem wrong to some of you?
I mean you don't have to give them a super powerful, full group heal, maybe a mass cure critic. Anyways, anyone care to throw in there comments in regards to this?
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Jezlic "follower of Lloth"
Well, personally I am busy enough casting full heal on the tanks to have to worry about healing the group also.
On that note however, I so think we should get some spanky 10th circle 'mircale' type spell that is stronger than full heal (say up to 800hps instead of the normal ~400hp full heals).
Or actually, I have another idea that I'll post in a new thread.
On that note however, I so think we should get some spanky 10th circle 'mircale' type spell that is stronger than full heal (say up to 800hps instead of the normal ~400hp full heals).
Or actually, I have another idea that I'll post in a new thread.
give clerics the chance to "critical heal" just as people critical hit. This means every once in a while a full heal would heal for 750+ or something instead of 400. It would have a similarly low chance of happening (in the 5-10% range for orders of magnitude).
To *really* make them healing powerhouses, you could allow this random bonus chance to extend to heal and cure critical; i.e. heal could, instead of healing 100, heal 200 if you got lucky, and cure crit could heal 80 instead of 40. But again, those would be the exception rather than the norm.
To *really* make them healing powerhouses, you could allow this random bonus chance to extend to heal and cure critical; i.e. heal could, instead of healing 100, heal 200 if you got lucky, and cure crit could heal 80 instead of 40. But again, those would be the exception rather than the norm.
Anyone else remember when cleric full heal acutally healed ALL the target hitpoints? That was nice....
Any reason why it still does ~400?
While doing zones, It is pretty pathetic when a mob can do 400 in one hit and 3 full healers casting simultanious full heals cannot keep him alive
Having some extra would be nice, say a ~600 hp full heal, or anything of this nature.
Whatcha think?
Nitania
Any reason why it still does ~400?
While doing zones, It is pretty pathetic when a mob can do 400 in one hit and 3 full healers casting simultanious full heals cannot keep him alive
Having some extra would be nice, say a ~600 hp full heal, or anything of this nature.
Whatcha think?
Nitania
Hrmm..
I dont like the idea of creating a new heal spell. If one cleric has too many heal spells then groups might end up not taking two clerics to their zone.
I think Nitania makes the best point. Full heal should do what the name implies... fully heal whoever it is cast on. Be it 200hps or 1000. No need to create a new circle of healing.
Corth
I dont like the idea of creating a new heal spell. If one cleric has too many heal spells then groups might end up not taking two clerics to their zone.
I think Nitania makes the best point. Full heal should do what the name implies... fully heal whoever it is cast on. Be it 200hps or 1000. No need to create a new circle of healing.
Corth
Yeah, would definately be nice if full heal did more healing.. there -should- be a limit on it, as a max heal would mean a mob at awful would be at full hps with 1 spell too.
Maybe crank up the amount that full heal does based on yout level and skill.. so when clerics first get it, it does the ~300hps, and at lvl 50 with max skills it'll do 800+ instead of the current 400-450.
Corth, I think even if a cleric has more than enoguh healing spells, people would still take more than 1 to zones.. It takes more than 1 to keep several tanks healthy, especially when we get bashed etc. Plus our vits rock.
Maybe crank up the amount that full heal does based on yout level and skill.. so when clerics first get it, it does the ~300hps, and at lvl 50 with max skills it'll do 800+ instead of the current 400-450.
Corth, I think even if a cleric has more than enoguh healing spells, people would still take more than 1 to zones.. It takes more than 1 to keep several tanks healthy, especially when we get bashed etc. Plus our vits rock.
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