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BALANCE Ephemeral Mending RELICS please

STAR WARS: The Old Republic > English > General Discussion > Suggestion Box
BALANCE Ephemeral Mending RELICS please

dscount's Avatar


dscount
05.29.2013 , 06:48 PM | #1
Bioware STATS Team-

For the love of healers in game that avoid these like the plaque.. Please make them a viable HEALING Relic.

NOBODY actually uses these Relic's that should be balanced for dedicated healer and BiS. (They are not BiS)

Even the new KELL DRAGON version has some poor stats:
106 Endurance < > 36 Power
+50% Chance of 689 heal over 3 seconds. (20 second CD)

Give is some MEAT and make it better than the old ELITE WAR HERO (120 power) and keep the xxx over 3 seconds. Shouldn't conflict with the Serendipitous relics (Wording seems to show it would).

Suggestions:
A) 106 Endurance + 136 Power + 50% Chance to 689 heal over 3 seconds
B) 94 Endurance + 36 Power + 1,689 heal over 3 seconds (Proc Relic - doesn't conflict with others)
C) 86 Endurance + 46 Power + 50% CRIT HEALS ONLY over 3 seconds (20 sec CD)

NOTE: These are PVE specific RELIC's so splash the "Doesn't work in PVP" stuff into all them.
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Kuronan's Avatar


Kuronan
05.29.2013 , 10:31 PM | #2
I cannot tell you how USELESS these 'Proc' relics are to me as a Sorcerer Healer... I don't have the luxury of picking who gets it, because my Static Barrier heals anyone affected by it, and I shield everyone, plus revivification hits 8 people over ten seconds... And the 20 second cooldown makes me benefit more from my War Hero Stat Relics than these new Proc relics...

I think the relic should have one of the following changed about the way it works, in addition to removing the cooldown (and possibly applying to multiple targets):
A) The relic should only proc on single-target heals, so that guy with only 3 damage taken doesn't steal it from the tank constantly taking 2k every half second.
B) The relic should be able to heal instantly, rather than over three seconds, because the heal itself is so weak I can get more out of Resurgance procs than I can get out of it most of the time.
C) Scrap these Proc Relics, just give us back Pure Stat relics, because I find those work a lot better.
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dscount's Avatar


dscount
05.30.2013 , 10:07 AM | #3
Kuronan I totally agree with you and would LOVE to have a pure power static relic(s). I would love to see the healing relic be worth a crap instead, but it's not likely.

I'm personally going with UW Serendipitous and good ole faithful EWH Relic myself. While I have a clickly relic I don't actually use it as often as I should and lose out of power overall.

The problem is a static power relic would be OP in both PVE and PVP. That's why I suggested one that is not PVP capable and centered around the healing one to keep DPS from going OP on that. (They have great DPS relics, but the healers one is lacking some kick)

You might want to check on that Static Barrier healing everyone comment. I think it's only YOU that gets the heals. Maybe I missed that in the healing tree, but I've not seen that feature. (Would be GREAT if we actually have one)
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FuulishOne's Avatar


FuulishOne
05.30.2013 , 01:14 PM | #4
The same folks that thought "hey a proc extra dmg relic would be great!" made a proc heal relic... *sigh*

Some off the wall alternatives.
- 30% chance to proc a +6% bonus healing buff lasting 8 seconds This effect cannot occur more than once every 20 seconds. (might be a little op as it's a multipler buff and thus scales with gear, won't be BiS until end game)

- 30% chance to temporarily increase alacrity rating by 100% for 8 seconds. This effect cannot occur more than once every 20 seconds. (similarly scales with gear, so not great for low alacrity folks, but it makes people think about their gear/stat choices)

- 30% chance to cause critical overheals to be redirected to friendly group members within 5 meters of the intended target. (for this one... I dunno, perhaps I'm just being silly)

mastirkal's Avatar


mastirkal
05.30.2013 , 01:38 PM | #5
1,689 over three seconds. I can feel my sin tanks survivability becoming amazing.

NoFishing's Avatar


NoFishing
05.30.2013 , 02:29 PM | #6
I agree the proc relics are crap, because we cannot control them. They can proc on someone at full health just standing in our AoE. If they could be guaranteed to only proc on someone at <80% health or so, they would be fine.

Quote: Originally Posted by Kuronan View Post
because my Static Barrier heals anyone affected by it, and I shield everyone, plus revivification hits 8 people over ten seconds
Small correction here...your static barrier does not heal *anyone* affected by it. I *only* heals you if you apply it to yourself. Applying it to everyone in an operation is just wasting force, unless you can be relatively sure they are about to take substantial damage (e.g. Titan-6 Lots of Missles).

GeckoOBac's Avatar


GeckoOBac
05.30.2013 , 03:00 PM | #7
While I agree with the sentiment, I don't think any of those options is viable, for a couple of reasons:
1) Proc heals are unreliable, especially on such long cooldowns. This is especially true for sages and scoundrels as they will always have multiple heals going on on multiple targets. Less so for commandos but still likely not worth taking. Even boosting the proc heal would be pointless as it would boost it to a random target and, at the same time, would benefit way too much shadow tanks (for whom the relic is amazing)

2) A plain power boost would likely make the relic extremely valuable for DPS and would probably conflict with PVP as well (since there would be no way to "block" that relic in a PVP environment, and being scaled to 72, or 75, or even higher item levels, it would quickly surpass the power boosts from PVP proc relics).

I think the best option is to do something like this:
  • Leave Ephemeral Mending alone. Its usefulness for shadow/assassin tanks shouldn't be touched.
  • Add a new proc power relic, "Resplendent resurgence" or something like that, which stacks with serendipitous assault BUT procs only from healing AND, like triage adrenals, reduces outgoing damage by some 20%. So it cannot be abused by DPS and it cannot be abused by shadow/sin tanks in dps gear to achieve enormous power boosts.

This would allow healer to safely have two power boosts, for similar amounts as what was possible before, while not giving dps a new option and without messing with the existing shadow/sin balance.

[Edit: a simpler option would be to just give a boost to healing power rather than raw power, but I'm not sure THAT can be done, while the adrenal mechanic already exists]
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dscount's Avatar


dscount
05.30.2013 , 06:27 PM | #8
I like GeckoOBac's ideas, but today we do have several filtered PVE relics to be PVE only so it's possible.

At the end of the day these are supposed to be the "HEALERS" Relic. It needs to be fixed and actually become a healers relic in the same fashion many of the DPS relics provide DPS only related boosts. I don't care what they (BW Relic Team) do, but it should make it so healers want to use them instead of having to find creative solutions to this failed relic.

Having a BAND-AID Relic system for healers has been a problem for a while now. They need to just buckle down and tackle the problem to resolution. Can't affect PVP and can't boost DPS (Other relics for that).

BAND-AID reference includes having to chase PVP relics for BiS (EWH and Dual Stacked Serendipitous examples).

Additional Ideas some folks have shared with me to keep them "HEALER ONLY" relics:
  • Force/Energy REGEN % Increased (FLAT static % that increases DREAD 1%, ARK 2%, UW 3%, KELL 4%)
  • Flat Static 10% all HEALS CRIT BOOST (Healing Allies only) - like Force Bending with scaling %
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GeckoOBac's Avatar


GeckoOBac
05.31.2013 , 05:59 AM | #9
Do remember that Ephemeral Mending is BiS for Shadow Tanks, and by a HUGE margin. Changing that relic directly will have a big impact on shadow tanks gear and survivability.
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dscount's Avatar


dscount
05.31.2013 , 07:17 AM | #10
Quote: Originally Posted by GeckoOBac View Post
Do remember that Ephemeral Mending is BiS for Shadow Tanks, and by a HUGE margin. Changing that relic directly will have a big impact on shadow tanks gear and survivability.
While I agree in general with not shafting Sin/Shadow Tanks I still think this is a "HEALERS" Relic and needs to be correctly balanced as such. We have several defensive relics today for tanking class and not really any "HEALER ONLY" relics that are worthy of a mention. SA and BA do have several benefits, but not dedicated like several of the DPS Relics (Internal, Energy, etc.).
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