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How to Balance Sage/Sorc and Commando/Merc Healing


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Posted (edited)

Eh, Merc healers already have a "Wandering Mend" style heal called "Kolto Shell"

 

Personally I think Merc heals needs a passive that has a X% chance every time Kolto Shell heals a target to build one charge of supercharge, vent Y heat, with a rate limit of once every Z seconds. This will let Merc's Burst Heal more often, which is what they are supposed to do.

 

(For the actual values, X=50%, Y=1, and Z=3 seconds perhaps.)

 

Oh, and reduce the base cost of Kolto Missile by 5, so that It only costs 10 heat at lv 60.

 

And also maybe give an ability: Whenever you build or refresh a charge of Supercharge, the active cooldown of Emergency Scan is reduced by a second. That would give more mobility to the merc.

 

 

 

As for sorcs, (This is an extreme nerf, since I don't know what else to do with them) All healing abilites cost 50% more force than they do now. Also, the AOE circle of Fun (I forgot the name) now once again requires people to sit inside the circle for healing, instead of it applying a HOT like it does now.

 

 

EDIT: Additionally make the (4) piece set bonus increase the duration of the utility Supercharged Defense by 4 seconds.

Edited by MrGoldsilver
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