The more I think about this, the more I agree:
The primary healing class (Shadowmage) NEEDS a Heal Over Time.
Almost every MMO game I've played (certainly every one of the newest 3 or 4 MMO's I've played) have at least one, if not multiple HOT for the primary healer.
When you're working with large groups in raid-style encounters (large numbers of people with very high end MOBs or powerful PvP chars), the ability to HOT the main group and focus on your serious heals on your main tank is critical. Without that, it changes the dynamics at the high end dramatically... and others have said it better than me
I can agree with this.. but they better fix heal first. Main heal have 4 second cooldown + 1 second casting, Team heal have 15 sec cooldown + 2sec casting, Critical heal has no casting and no cooldown and all these heals r strong enough to heal almost anybody to full. If they add HoT as it is.. We will be un-killable or make someone else un-killable.
I know that SM wasn't originally a healer in KR version and in fact I don't think SMs need to be only heal oriented.. but if they are going to push SM into a healer I suggest:
1. Make our main heal No Cooldown, Slightly weaker heals.
WHY: By doing so, those who choose to be a healer, can and will have to focus on healing due to weaker heals we will have to cast heals more often. Which makes us focused on healing.
2. Group heal is fine as it is, But if they reduce the over all amount of heals done, I suggest reduce its Cooldown slightly as well. If they do add HoTs into the game also, I honestly think its good as it is even if they reduce the healing amount.
WHY: If they reduce healing amount and lets say they didnt change our main heal and didnt add HoTs, It will be nearly impossible to keep up the heal for entire party alone with a heal with Cooldown that is 4 secs long, But if they do remove heal's CD and add hots, the variety of heals can make up for the lacking heal amounts and the delay between group heals. It would make healing the party more entertaining by choices of heals at the same time it wont be over powering.
3. I think it is a **** good idea to add cooldown time to Critical heal by 10-15 seconds.
WHY: If and even if they dont change the cooldown time on our Heal spell, Critical heal is INSTANT cast with no Cooldown time, which means its spamable heal that has no delay. Even tho the mana consumtion is a bit high, you cant really die and/or let anyone else die long as your paying attention and willing to use Critial Heal as main heal. A instant casting heal such as this should be emergency heal and NOT a main spamable heal.
4. Again about Group heal, I think the range of group heal should be increased.
WHY: People move around all the time and group heal have 2 seconds of casting time ( worse if add the frame times ) it is impossible to catch anybody with group heal if they are on the move.
5. It would be most interesting if they do decide to add HoTs into our trees. but if they do, please dont make it over powering.
WHY: Heal as it is now, is TOO STRONG for our HP + damage out put. without stuns and other types of interruptions, we can out heal anybody. By adding HoTs with this much Heal, I could probably tank several warriors with my eyes closed. (Heal calculation is 200% of your magic attack + skill description /// Magic damage calculation is 1/3 of your Magic attack + skill description)
6. Last but NOT least, Let our DOTS and HOTS work with % of your magic damage.
WHY: So if your weak, the spells r weak, you get stronger so will the spells. Anything and everything you do should grow as well as your growth. Nobody wants a spell that is useful at low level but when you get to high level, it is completely useless. I know when I mentioned this before someone at top just made his own assumtion saying 20% of magic attack. THAT IS NOT WHAT IM SAYING. I only asked for your DoTs(if HoTs r added then HoTs too) to have some % of your magic attack. It could be 1%, 5%, 10%... To be honest, every spell should be different. Some spells are suppose to be stronger than other spells correct?
Conclusion : I knew Healers in DKo isnt original, but since they are deciding to do it, I think they should give us a tree with a stable healing abilities. How things were was at CBT is that, SMs were killers and healers (some like my build was also main tank while healing and damaging). Heal was very overwhelming so we didn't need to focus on heal, not to mention the cooldowns on our heal gave us no choice but to attack on our cooldown times. If SM is going to be the main healers of DKo I think we need to have very steady healing abilities that wont make us too powerful so they we will only focus on healing. I noticed alot of players are asking for things that will just make SMs better BUT I would much rather ask for BALANCE. I'm not argueing that SMs cant be DD, but it really shouldnt be good DD while it still remains as good Healers. What it means is whatever side that you choose from SM builds, they should be able to focus what they choose to be good for, not stuck on both.