May 17, 2008, 07:28 PM // 19:28
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#1
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Furnace Stoker
Join Date: Dec 2006
Guild: [Bone]
Profession: Mo/
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New Healer
When I play guildwars I mostly have the problem there aren't enough monks around. There are Rt's and Paragons, but they just dont do it
So I suggest to GW2:
Make a second healer, something like a P/Rt.
I haven't worked out my attributes etc, but it should be something with prevention,direct heal, chants which aim at the whole team, but nothing to boost your weapon.
So like
Harmony (prevention)
Divinety (healing)
Singing (chants)
Spiritism (support spirits)
But i think this way we won't have a shortage of monks anymore!
If you got any ideas about weapon, attributes and skills please post them.
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May 17, 2008, 07:32 PM // 19:32
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#2
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Krytan Explorer
Join Date: Mar 2008
Location: Hall of Monuments
Profession: N/
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I never have a problem finding a monk, because there is always 3 under my hero tab And, when used right, Paragons and Rits can do a good enough job healing to get by without another monk.
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May 17, 2008, 07:51 PM // 19:51
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#3
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Jungle Guide
Join Date: Jun 2005
Guild: None
Profession: Mo/
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There are already 3 healer classes (well, 4 if you coun't derv) :P
Why would we need more? there are plenty of them.
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May 17, 2008, 08:15 PM // 20:15
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#4
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Jungle Guide
Join Date: Feb 2007
Location: America.....got a problem with that?
Guild: [Lite]
Profession: W/
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read what the devs said. they are making it so monks will be less esential (so either buffing self-heals, or making other classes more capable healers)
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May 18, 2008, 04:08 PM // 16:08
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#5
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Ascalonian Squire
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totally agree with natural causes and miskav. theres no need for more.
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Jun 03, 2008, 07:00 PM // 19:00
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#6
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Academy Page
Join Date: Mar 2008
Guild: FINE
Profession: Mo/E
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Quote:
Originally Posted by Alex the Great
read what the devs said. they are making it so monks will be less esential (so either buffing self-heals, or making other classes more capable healers)
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This could hurt the large population of monks out there, in my opinion there are already alot of monks in the game, if you remove their "essentiality" you're imbalancing the gaming environment.
Who needs a monk when Heal Sig removes all conditions/hexes and heals for 500 health?
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Jun 04, 2008, 02:57 AM // 02:57
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#7
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Wilds Pathfinder
Join Date: Apr 2008
Guild: The Raging Cadavers [rage]
Profession: R/
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mo/p/rt?
no thanks
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Jun 04, 2008, 12:25 PM // 12:25
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#8
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Frost Gate Guardian
Join Date: Feb 2007
Profession: A/
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We already have plenty of healers. We have monks, rits, paragons, and in some cases, dervs. And on top of that, we have their respective henchmen AND customizable heroes. We don't need ANOTHER healer class.
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Jun 04, 2008, 05:41 PM // 17:41
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#9
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Desert Nomad
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and GW2 especially needs hopefully not again special healer classes. Sure some should exist, but they should not play the primary role of groups for survival again hopefully
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Jun 04, 2008, 06:01 PM // 18:01
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#10
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Forge Runner
Join Date: Jun 2006
Location: VA
Profession: Mo/
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hmm i haven't used a monk in a while. why would we need another type of healing class?
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Jun 05, 2008, 01:17 AM // 01:17
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#11
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Lion's Arch Merchant
Join Date: Mar 2008
Location: New England
Guild: Warriors of Wynd [WoW]
Profession: W/
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If you always seem to be looking for healer, ask yourself why you can never seem to find one? I'll tell you: No one wants to babysit your health bar and then hear how bad ass you are for killing that mob all by yourself.
Making another healing class isn't the solution. Appreciating your healers is.
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Jun 05, 2008, 07:44 AM // 07:44
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#12
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Jungle Guide
Join Date: Oct 2006
Location: Tripping in Holland
Guild: My guild died :`(
Profession: N/
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Quote:
Originally Posted by Phoenix Tears
and GW2 especially needs hopefully not again special healer classes. Sure some should exist, but they should not play the primary role of groups for survival again hopefully
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I don't know with GW2's for mentioned buddy(1 hero per player system) I think my ideal partner would be a dual boon smiter(perhaps with a bit of prot) on pretty much any build.
Provided that, GW2 will still have monks that can smite or Necro's that have only conditional self healing.
A do agree a heal only class in not too interesting, while its fun to be the center spill of the team, which is where I get my fun when N/Mo glimmer healer'ing.
A class with a bit more build options is more fun, I opt for a protter with a pet.
Although because of the 8 skill limit its somewhat logical to cover an entire bar with 3 or 4 heals and prots 1 condition and 1 hex removal and fill the rest with energy management and a rez.
It also means that the lack of switching targets between allies and foes makes for a healer that doesn't suffer from: "Oh sorry, I was UBT'ing their NT, didn't notice them spiking you"
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Jun 05, 2008, 10:51 AM // 10:51
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#13
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Lion's Arch Merchant
Join Date: Mar 2008
Location: New England
Guild: Warriors of Wynd [WoW]
Profession: W/
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Quote:
Originally Posted by System Crush
Although because of the 8 skill limit its somewhat logical to cover an entire bar with 3 or 4 heals and prots 1 condition and 1 hex removal and fill the rest with energy management and a rez.
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Rez?
/grimace
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Jun 05, 2008, 12:56 PM // 12:56
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#14
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Jungle Guide
Join Date: Oct 2006
Location: Tripping in Holland
Guild: My guild died :`(
Profession: N/
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Quote:
Originally Posted by Red Sand
Rez?
/grimace
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I usually roll with a team of part players part heroes, sometimes some1 even brings a henchy.
If that does not make it clear enough that there are enough AI quality IQ's around for me to need a rez if things get awry, then... you are probably one of the reasons I need rez
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Jun 05, 2008, 08:48 PM // 20:48
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#15
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Lion's Arch Merchant
Join Date: Mar 2008
Location: New England
Guild: Warriors of Wynd [WoW]
Profession: W/
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Quote:
Originally Posted by System_Crush
If that does not make it clear enough that there are enough AI quality IQ's around for me to need a rez if things get awry, then... you are probably one of the reasons I need rez
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Sounds to me that with all the AI quality IQ's surrounding you, you wish you had more players like me.
You definitely wouldn't need to carry a rez: you'd forget that you had one available. Hope that's clear enough for you.
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Jun 05, 2008, 09:25 PM // 21:25
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#16
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Unbanned
Join Date: Jan 2008
Guild: Trinity of the Ascended [ToA] -- IGN: Swirly
Profession: Mo/
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Quote:
Originally Posted by Phoenix Tears
and GW2 especially needs hopefully not again special healer classes. Sure some should exist, but they should not play the primary role of groups for survival again hopefully
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healer classes always take on the primary role for keeping a party alive. just as damage dealers take on the primary role of killing enemies. damage dealers shouldn't have to worry about keeping themselves alive any more than healers should worry about killing.
/notsigned
there are already plenty of options for healers in the game. use heroes or henchies if you can't find real people. adding another class set up for healing doesn't mean that one of them will be around any more than they are now.
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Jun 06, 2008, 01:07 PM // 13:07
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#17
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Desert Nomad
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Quote:
Originally Posted by joshuarodger
healer classes always take on the primary role for keeping a party alive. just as damage dealers take on the primary role of killing enemies. damage dealers shouldn't have to worry about keeping themselves alive any more than healers should worry about killing.
/notsigned
there are already plenty of options for healers in the game. use heroes or henchies if you can't find real people. adding another class set up for healing doesn't mean that one of them will be around any more than they are now.
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thats imo wrong, just implement in GW2 a traditional system based on healing consumeable items, like Potions, Tonics, Herbs and Elixiers ect. and automatically would be all professions able to keep themself for some more or less fixed time alive, without being forced to rely on the powers of healing classes, that have the advantage to heal much stronger, more targets than 1 and can nearly unlimitately heal due to regeneration of energie.
Thats only one example to show you, that healing classes must not be automatically ever the primary role for group survival. Not as long all other professions could use something consumeable, or certain effective self heal skills to compensate the lack of healing classes in the group.
But how GW1 is in the moment, you won't live very long, when you have no single monk or healing ritualist in your group, because the self heal skills certain classes have are too weak to survive without healing classes.
GW2 will be based alot more on Solo Gameplay, than GW1, so when Anet wants to do that, they must give all professions good enough self heal skills either, or when Solo Gameplay should have some kind of a hook, then the ability of playing solo without healing classes should become a traditional gold sink, letting players to have to buy consumeables, that heal you and I'm somehow a bit sure, that it will be exactly that, what we will see later in GW2, because its the most easiest solution, that balances also the games economy a bit and offers the developers also to give GW2 some kind of Alchemy System to manufacture those healing consumeables, without having to buy the stuff from NPC's for those players, which want to avoid buying the stuff from npcs and love it more, just to collect certain trophies from mponsters or to search in the environment for certain plants and herbs to mix them together for your tonic whatever...
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Jun 06, 2008, 10:02 PM // 22:02
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#18
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Lion's Arch Merchant
Join Date: Mar 2008
Location: New England
Guild: Warriors of Wynd [WoW]
Profession: W/
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Quote:
Originally Posted by Phoenix Tears
thats imo wrong, just implement in GW2 a traditional system based on healing consumeable items, like Potions, Tonics, Herbs and Elixiers ect. and automatically would be all professions able to keep themself for some more or less fixed time alive, without being forced to rely on the powers of healing classes, that have the advantage to heal much stronger, more targets than 1 and can nearly unlimitately heal due to regeneration of energie.
Thats only one example to show you, that healing classes must not be automatically ever the primary role for group survival. Not as long all other professions could use something consumeable, or certain effective self heal skills to compensate the lack of healing classes in the group.
But how GW1 is in the moment, you won't live very long, when you have no single monk or healing ritualist in your group, because the self heal skills certain classes have are too weak to survive without healing classes.
GW2 will be based alot more on Solo Gameplay, than GW1, so when Anet wants to do that, they must give all professions good enough self heal skills either, or when Solo Gameplay should have some kind of a hook, then the ability of playing solo without healing classes should become a traditional gold sink, letting players to have to buy consumeables, that heal you and I'm somehow a bit sure, that it will be exactly that, what we will see later in GW2, because its the most easiest solution, that balances also the games economy a bit and offers the developers also to give GW2 some kind of Alchemy System to manufacture those healing consumeables, without having to buy the stuff from NPC's for those players, which want to avoid buying the stuff from npcs and love it more, just to collect certain trophies from mponsters or to search in the environment for certain plants and herbs to mix them together for your tonic whatever...
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Why group? Why play an online game at all? GW wasn't designed for us to primarily solo, but features were built in to allow you to solo if you couldn't get a group. I hope that these features transfer over to GW2, although personally I hope that they make it much more advantageous to play in groups.
Each profession has it's advantages and disadvantages. Playing a team of damage dealers and healers, of melee fighters and ranged fighters is what makes this game interesting. All professions have a heal, can heal themselves, but not as good as the healer class. This makes great sense when building a cooperative RPG.
If you're looking to break free of the yoke of being forced to rely on someone else to keep you alive, you're playing the wrong game.
Guild Wars isn't Runescape.
Last edited by Red Sand; Jun 06, 2008 at 10:04 PM // 22:04..
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Jun 19, 2008, 06:04 PM // 18:04
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#19
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Wilds Pathfinder
Join Date: May 2008
Location: Volterra, Italy
Profession: A/
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I really don't think we need yet another healer class...in fact, I don't think Ritualists should be played as healers unless EXTREMELY NECESSARY(ie need another healer for gvg) since its more fun to be a spirit spammer than jacking up restoration points.
Besides, stick HB on a monk now and 2 monks = 3
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Jul 07, 2008, 04:57 PM // 16:57
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#20
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Furnace Stoker
Join Date: Dec 2006
Guild: [Bone]
Profession: Mo/
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Quote:
Originally Posted by Red Sand
If you always seem to be looking for healer, ask yourself why you can never seem to find one? I'll tell you: No one wants to babysit your health bar and then hear how bad ass you are for killing that mob all by yourself.
Making another healing class isn't the solution. Appreciating your healers is.
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Ok why was this insult necesary... You're kinda stupid yourself since I play monk, which you could have seen...
I agree at the end you are right, since heroes do the job..
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