50M is a huge range so 'standing right next to someone' is still your choice. I'm an Archmage and stopped hardcore healing at 60. currently the skill is at 80 withuot my ever 'trying' to level it. I use it when we need rez etc. for ads that took out the many 100+ healers we have in the back.
In my guild we have more healers than anything. Our requirements are typically to get 100+ in heal for everyone. The only reason I've been excused is that I'm the lowest archmage and am still effective at getting the kills done really easy.
Healers can not complain. The main reason being that heals never miss. You can level a level 1 in a 250 group and be fine as long as you cast one heal other spell. It's impossible not to level this fast with some decent damage dealers. The only downside is that it can not be leveled solo. Most people level 150+ can tell you that leveling solo sucks. I my self have to use terrain to my advantage to get more than two kills in without using melee protection and instant heals.
If any Destroyers 100-130 ever need a group please let me know in-game at /tell 1-800-22B-ALDY
Patch 40..
Re: Patch 40..
OK now I am confused.cerest wrote:Hi guys,
"-Healer will get their group xp as long as they are in healing range."
I had to ask on this one. It seems that some healers could and would stand up to 150 or more meters away from their group, heal, and get the xp without any of the risk of group fighting and the aggro that comes with it. To change this healers must now be within a certain range (we believe it to be 50 meters) to gain xp from their group's kill. Healers can still be far away and heal if they feel like it, but won't gain any team xp from it.
Hope that clears it up a bit.
1.) I do not know how you can heal past 50 meters as 50 meters seems to be the range of most of my heals without using any range credits.
2.) I tought that note was in refernce to a healer getting 0 xp for healing at times which has happened to me often. And yes it has happened after this little patch althought less than before (tho more playing will be needed to determine).
Now someone please clarify my confusion o_O.
Re: Patch 40..
The thing I'm confused about with is this.
"It seems that some healers could and would stand up to 150 or more meters away from their group, heal, and get the xp without any of the risk of group fighting and the aggro that comes with it." Cerest
Unless someone is casting a heal and then running to this distance, which seems useless to have them in the group anyway as a healer, then how is this being accomplished? Obviously, it could be used to level "beginner" characters, but I have rarely seen a group that is out leveling not attacking something that they and their grouped healers can handle as a team. Apparently someone needs to explain this to me. Granted I am only a level 65 healer. Are there range increases you can get at higher levels that make it possible to heal outside of 50meter range?
"It seems that some healers could and would stand up to 150 or more meters away from their group, heal, and get the xp without any of the risk of group fighting and the aggro that comes with it." Cerest
Unless someone is casting a heal and then running to this distance, which seems useless to have them in the group anyway as a healer, then how is this being accomplished? Obviously, it could be used to level "beginner" characters, but I have rarely seen a group that is out leveling not attacking something that they and their grouped healers can handle as a team. Apparently someone needs to explain this to me. Granted I am only a level 65 healer. Are there range increases you can get at higher levels that make it possible to heal outside of 50meter range?
Re: Patch 40..
I am a bit confused on this also. Why and how is someone able to heal from so far away? I thought the max range was shorter than that.
Limiting the range on XP in the manner I see stated here simply does not make much sense. It would be much more logical to give a healer XP the way it was before, based on whether they healed during the fight. The range limit would simply be limited by the range of the heal spell. Higher level healers should be able to heal and get XP from further away. If someone is able to heal from a range further than the spell should then this is a bug, not something that should be changed in this manner.
I do think it is rather trivial though. I just think it would be much more logical to build it into the range of the spell, not as an after thought.
AnimD
Out Of Cavern
Limiting the range on XP in the manner I see stated here simply does not make much sense. It would be much more logical to give a healer XP the way it was before, based on whether they healed during the fight. The range limit would simply be limited by the range of the heal spell. Higher level healers should be able to heal and get XP from further away. If someone is able to heal from a range further than the spell should then this is a bug, not something that should be changed in this manner.
I do think it is rather trivial though. I just think it would be much more logical to build it into the range of the spell, not as an after thought.
AnimD
Out Of Cavern
Re: Patch 40..
Logic? You are speaking of Nevrax here. They have no concept of what logic is! This is why they are determined to ruin the game and destroy their company in the process; another example of their lack of forethought.animd wrote:I am a bit confused on this also. Why and how is someone able to heal from so far away? I thought the max range was shorter than that.
Limiting the range on XP in the manner I see stated here simply does not make much sense. It would be much more logical to give a healer XP the way it was before, based on whether they healed during the fight. The range limit would simply be limited by the range of the heal spell. Higher level healers should be able to heal and get XP from further away. If someone is able to heal from a range further than the spell should then this is a bug, not something that should be changed in this manner.
I do think it is rather trivial though. I just think it would be much more logical to build it into the range of the spell, not as an after thought.
AnimD
Out Of Cavern
Re: Patch 40..
cerest wrote:Hi guys,
"-Healer will get their group xp as long as they are in healing range."
I had to ask on this one. It seems that some healers could and would stand up to 150 or more meters away from their group, heal, and get the xp without any of the risk of group fighting and the aggro that comes with it. To change this healers must now be within a certain range (we believe it to be 50 meters) to gain xp from their group's kill. Healers can still be far away and heal if they feel like it, but won't gain any team xp from it.
Hope that clears it up a bit.
I'm guessing that the people were healing someone else that was with them, away from the combat. Thus, when the mob died, they'd get XP. I did notice a couple of times when a team I was in got split up by a distance, we'd often get XP for the others' kills even though we weren't fighting the same mobs.
Oshido - Tryker
Aylwyne - Matis
Cenwulf - Fyros
Kazutoyo - Zoraï
Aripostle server
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Aylwyne - Matis
Cenwulf - Fyros
Kazutoyo - Zoraï
Aripostle server
High officer of Ballistic Mystix
Maps / Encyclopedia / MOBs / Crafting Resources / Atystrology / Armor Gallery
Re: Patch 40..
uh-huh..... so... what happens... when say.... oh... I dunno... a useless ranged fighter runs about with a mob shooting at it, while ducking in towards a healer every so often for a heal. Unless you are kiting a VERY slow mob, all of your paths will be over 50-80+ meters... and even that is pushing it.josephm wrote:50M is a huge range so 'standing right next to someone' is still your choice.
If the healer tries to follow along and heal when it's good to heal, then the healer quickly dies when the mob switches to him... If the healer tries to move about a good bit, so they stay within 50M or so, then there is a very good chance that the guy kiting the mob around will get beat on a lot more or completely miss the healer on a pass where they expected the healer to be there.
There are many valid reasons why you don't want to hard code a limit with a kill switch on exp, with the hardcoded value being right at what is currently possible to cast at.
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