Author Topic: Sieging Tips  (Read 18228 times)

Offline Torgal

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Re: Sieging Tips
« Reply #30 on: October 14, 2008, 03:06:42 PM »
Rune of serenity is basically my favourite RP spell! I keep it on cd as much as is humanly possible, but I am Grimnir spec, it accounts for a non-negligible chunk of healing since it's amazingly efficient assuming it hits all it's targets, but you could also say the same for BoValaya.

Every now and again I'll use it as a third HoT on top of a focussed target, sure. I also use rune of mending plenty but I wince every time I have to cast it due to the high AP cost.

True that group heals from a single healer would be unlikely to keep up a single tank with a hero mob + 1 or more champions, but considering a group with 2 healers and 4 tanks - each of whom are tanking an individual mob, group heals and HoTs probably on the hero tank are certainly the most efficient way of getting the job done.

The only caveat to all this is that a keep siege is still a pvp situation, the unexpected should be expected and our theoretical group healing / tank party would be poorly placed to react to such occurrences.

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Offline Pythias

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Re: Sieging Tips
« Reply #31 on: October 14, 2008, 03:11:28 PM »
Your point about the lower HPS is valid though, it is fairly inefficient to keep single targets up with group targeted heals. It's not so bad though, just tends to lead to a bit of AP starvation if you're constantly casting. It's a shame that you can't use the old favourite cast/cancel healing method if you want to regen AP.
I was speaking about 3+ targets taking damage ... and 2-3 healers in the group not a single one ... lets say you mix 3 tanks + 1 WP + 2 AM / RP and you have 4 targets probably taking some damage with 3 healers who can group heal. Plus WP can use single target heals if one target takes significantly more damage than others. IMO the most important point is that healers are not interrupted downstairs. Those 3secs single target heals are nice but take 6+ secs to get off when the healer is taking damage, plus the hero has aoe knockback which interrupts casting completely.

Efficiency / healing throughput:
AM group heal: 1125 / 3sec / 45 AP -> 375 HPS / 25 HPAP
AM single target heal: 540 / 3sec / 65 AP
2 targets -> 360 HPS / 17 HPAP
3 targets -> 540 HPS / 25 HPAP
4 targets -> 720 HPS / 33 HPAP

HPS = healing per second
HPAP = healing per action point

Morale: i would prefer lvl3 morale grp shield instead of single target heal. And i would try to pre-cast it just before the "pull".

Offline Torgal

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Re: Sieging Tips
« Reply #32 on: October 14, 2008, 03:26:21 PM »
Pyth, the part you quoted me on was originally directed towards Warcold who stated that group heals may not be sufficient to keep tanks up vs hero level mobs. I think you and I are in agreement as regards the potency of group heals in this situation.

I think we're still sort of on target, but I'm sorry to sort of derail the thread with healing minutiae! Even if I am enjoying myself ;)

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Offline Warcold

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Re: Sieging Tips
« Reply #33 on: October 14, 2008, 03:57:12 PM »
Quote
An alternative may be to have the healers charge up the second flight of stairs
Isnt this even a longer route through the melee than to the balcony?

Quote
Morale: i would prefer lvl3 morale grp shield instead of single target heal. And i would try to pre-cast it just before the "pull".
You mean this one right? [spell]Divine Protection[/spell]. I use it now and then, but wonder about how much it actually blocks. Only have the spell for a day or two and havent had time to check how long this buff stays. Anyway, I have saved quite some lives with the lvl 1 morale.

Quote
lets say you mix 3 tanks + 1 WP + 2 AM / RP
I like this idea, but lets not forget about the DPS ppl out there   ;)
But to do the calculations: 2 healers healing ~250 HP3S (lets not use the lvl 40 540, eh?) ~ 180 HPS/per target. This should be quite ok. Maybe if the tanks brought (and used!) some healthpotions, this would help some too.
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Offline Jarkko

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Re: Sieging Tips
« Reply #34 on: October 14, 2008, 04:30:34 PM »
There are a couple fundamental differences between Warrior Priest and RP/AM

1) Righteous Fury. It is the fuel used for heals. It is only filled up out of combat, the spell supplication (10 second cooler and is horribly inefficient) and smacking people. Smite is the primary smacking tool, because with each [spell]Smite[/spell] (vs many opponents) it is possible to practically fill the whole RF bar.

2) Buffs. Warrior Priests have an excellent melee-buff [spell]Sigmar's Fist[/spell]. However, it requires us to smack people.

3) [spell]Touch of the Divine[/spell] has a 1 second cast. Yes, the group heal has just a 1 second cast.

4) WP's don't have any lifesaver spells. ToD is the only direct heal we have, everything else are HoT heals.


All this means a WP is intended to keep the on casting ToD for ever, and the WP actually *can* do that. But it requires him to be up front with the melee dudes. For a WP AP's are not an issue, and RF is not an issue as long as the cycle of ToD-Smite-ToD-SigmarsFist can be repeated over and over. And if you look at the cooldowns, it is pretty obvious this is in fact the "intended" cycle for WP's.


So, please, do *not* assume a WP goes up front to be able to cast a lifesaver. There are no such lifesavers in the arsenal. The WP is intended to be the source of a steady and infinite basic healing. When RP and AM have been AP dry for an hour, the WP just keeps going on like the Duracell rabbit. Every three seconds a 400 heal to everybody in the group. It is not enough to keep a tank alive in front of a hero, but it is enough to keep tanks facing champions and players alive, and it is a solid basis of healing for the one tanking the hero which provides the RP or AM time to cast their life-saving heals.

It is important that a RP or AM is available to provide direct healing to the tank facing the hero. Throw in a group heal if needed, but to really supplement each other, the WP needs the RP/AM to take care of the "oh shit" heals. The WP's only "oh shit" button is the group shield, and it has a 60 second cooler, and IMO it is best to be used when the charge upstairs start (there will be a few seconds of chaos and mayhem when the tanks grab their targets, and if somebody throws a heal before the tanks have got aggro, everything will go pear-shaped) to provide that extra little time to get everybody in position. RP/AM need to be sure they don't run AP dry, because they are the ones who will be saving lives.

So, to iterate, by all means do stay downstairs and cast group heals for those upstairs, but the problem is then there is no life-savers available then. WP is *not* a lifesaver class like RP or AM. WP cant save you from the brink of death, because there simply are no such heals available.

Thus the WP needs to be up there with the melee, and to get maximal efficiency of the WP heals, he needs to be in the group being whacked hardest (one additional benefit is the armour bonus from the [spell]Prayer of Absolution[/spell], but I suppose everybody has by now figured that out :) ). But there *has to* be a RP or AM with a LOS to the tank facing the hero.