![]() Now consumes all Martyrdom to apply additional healing, scaling based on how much Martyrdom was consumed.Īfter casting Redemption, for 3 seconds all your Blood Magic abilities behave as though you have at least 61 Marytrdom. You can only affect a specific target this way every 15 seconds. When Sanctuary is cast on a target with less than 50% Health, Sanctuary both heals and applies its barrier for the same amount. ![]() Healing increased by 300% when used to heal the caster Overhealing increases the strength of the target’s active barrier, up to a set limit that scales with the caster’s HealPower, Crit Chance, Crit Power and Martyrdom. No longer tries to cast a barrier as its primary objective now immediately does healing. No longer deals Martyrdom damage when cast within an anima well. While 51%+ Healing AA: Generates 1 extra Martyrdom per cast. Now heals for 2.5% of maximum health every time your Corruption or Martyrdom attempts to damage you, up to 375. “Tainted Blood” is removed when you leave combat. This can be see through the buff “Tainted Blood” in the player’s buff tray.Īctivating Blood Magic abilities while your Corruption is below 90 will remove stacks of “Tainted Blood”. Originally posted by Blood Magic:Mechanic: Corruptionĭamage bonus for being at high Corruption reduced.ĭamage dealt to the caster when above 90 Corruption increased.Ĭorruption deals gradually increasing damage the longer the caster stays above 90 Corruption. To keep Assault Rifle’s gearing expectations in line with other healers, while at 51% or higher Healing Anima Allocation Assault Rifle’s healing abilities cannot glance and will not trigger dungeon reflect shields.and If the defensive target is at full HP, then the full healing amount will be allocated to whoever has the lowest health %. This was done to shift healers to a more tactical playstyle and make power abilities and elites feel impactful while achieving the new balance level.Īs part of this shift, all healer basic abilities now generate a higher contribution to the weapon mechanic (Martyrdom, Grenades, Wrath) to ensure that the mechanics remain relevant for healers.īasic healer abilities will now direct half of their heal to the healer’s defensive target, and the other half will seek out the raid member with the lowest health % (possibly the defensive target). Group Power heal abilities now cost 10 Energy. Single target Power heal abilities now cost 6 Energy. Rebalanced coefficients of all heal abilities.Ĭharacters who have 51% or higher Healing Anima Allocation have 30 Assault Rifle, Fist, and Blood Max Energy. Rebalanced Healing Anima Allocation to better match a Healer’s healing output with a tank’s Health across Elites. Originally posted by Role: Healer (Assault Rifle, Blood Magic, Fist):Rebalanced value of Heal Power. ![]()
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