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Ultimate medpac in War Zones, not healing enough


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Posted (edited)

I really enjoy playing two games these days if I want to experience an entire MMO. One PvE game, and one PvP game, with neither being able to mingle anymore.

 

It's too bad Warhammer didn't focus some time on PvE, because their gear system ended up working quite well in regards to the PvP vs PvE predicament (see: Wards).

Edited by StealthStalker
Posted
I really enjoy playing two games these days if I want to experience an entire MMO. One PvE game, and one PvP game, with neither being able to mingle anymore.

 

It's too bad Warhammer didn't focus some time on PvE, because their gear system ended up working quite well in regards to the PvP vs PvE predicament (see: Wards).

 

I dispute the fact that any aspect of Warhammer Online worked well out of principle alone.

Posted
When your involved in PvP you gain a debuff called Trama.. this reduces your healing recieved by 30%.

 

ugg, I was unaware of this. Well, that stinks. thanks for the info.

Posted (edited)
I dispute the fact that any aspect of Warhammer Online worked well out of principle alone.

 

Dual Targeting was amazing.

 

Wards, while in their first incarnation were quite bad, ended up being great.

 

http://warhammeronline.wikia.com/wiki/Ward

 

Each tier of content required wards from the previous tier. With no wards, you took 300% damage from and did 40% damage to the creatures in that encounter.

 

There were 5 wards for each tier, one for each primary armor piece. Each ward lowered damage taken by 40%, and increased damage done by 15%.

 

So with full "Wards", you took 100% damage and did 115%.

 

At the start you had to actually wear the gear that contained the ward to do the encounter. Eventually they removed this requirement, and instead the Wards became unlocked in your Tome of Knowledge (eg: Codex, here).

 

You could then also unlock Wards with various different ways, such as:

 

Loot a certain piece of armor containing the correct ward from the previous tier (eg: Head slot).

Kill a certain boss X amount of times in the Previous dungeon.

Perform a certain feat in RvR Y amount of times.

 

This allowed you to obtain wards even if you couldn't get the drop you needed. The Kill X bosses, and Perform Y feats could take quite some time... but you would get the ward.

 

This allowed the gating of progression content, and also allowed gear to remain competitive in both PvP and PvE without affecting one or the other adversely. Not only does this solve the need for "Expertise" or "Resilience", but it also does away with ridiculous amounts of gear-inflation required to improve PvE gear for future content.

 

Now I'm not saying this system should be copied identically. eg: Using RvR feats for Wards, but still. We'd no longer need expertise (or uh, a healing debuff?), and PvE still requires Progression/work to get through.

Edited by StealthStalker
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