Jan 2, 2008

new healer mechanics

If the first hero class is going to be able to tank because of "tank drought", I'm betting the second hero class is going to be able to heal. But at the same time there still needs to be mechanics that exist that make them seperate and unique from the other healers. Additionally, Healers will probably be dissapointed if Blizzard doesnt introduce new gimmicks in Wrath that alter how they have to heal, if only a little bit.

IDEAS

Charged Healing: The priest T4 4/5 set bonus has an interesting mechanic where using flash heal several times stacks a charge that reduces the casting time of greater heal. Why not make this into a learnable mechanic? Using a mana inefficient heal to build the charges isnt the best idea though, as then it really becomes more of a way to mitigate the hurt of using them and less of an interesting mechanic to use. Instead you make it an ability that costs little/no mana, but used the global cooldown to build charges, and when fully charged it can reduce the casting cost of the spell to an instant.

"Rage" Based Healing: Druids have Omen of Clarity, but Tree druids are far too immobile to make full use of it in a raid situation. Paladins on the other hand, could benefit from a simmilar ability, as to turn them into something a bit more complex and interesting than deciding "use the big heal" or "spam the little heal". Perhaps a way to spruce up the retribution tree?

Reward for Healing well: One interesting idea is to have an ability that will refund the healers mana based on how much they are actually healing, to discourage them from overhealing. This is a bad mechanic for Paladins (they have this mechanic in reverse), Druids (why bother healing accurately when you can self innervate?), and Shaman (have totems that will refund their mana). It would be best as a high tier Discipline talent for Priests, or good for a new healer class that is fundamentally mana inefficient, and thus to only be useful at healing they have to play smart.

Front/Backloaded HoT: Druids have a nice backloaded HoT, but the HoT component is stack based. A frontloaded HoT would give the healer the dilemma of deciding over whether to continue having the HoT up, knowing that it is healing less and less, or to refresh it. A backloaded HoT would also be nice, its usefullness would be mostly in healing the raid, as a healer could throw it on a target and switch to their next -- but it would also create the dilemma of "is this person going to die before the HoT gets good!?". Perhaps a "Mid"-loaded HoT would combine the best of bost worlds?

Area Shield: A sort of AOE version of Power Word: Shield, where they designate an AOE area or point blank drop an invisible totem that creates a bubble around the area. All damage taken by people in the area reduces from the total amount of damage the shield absorbs, until it breaks.

Situational Shielding: Power Word: Shield blocks all types of damage, but what about shields that can only block certain elemental types? A good class to receive this would be the Shaman, since it fits their "elemental master" role well.

Damage Supression: A buff that prevents the first X of damage from a source but adds a stacking debuff, that on expiration deals X times the number of stacked damage. Alternatively, a buff that functions like inner fire but can be cast on other people. (Allow priests to cast inner fire other people, but they can only have one inner fire up at any time?)

Healing Exhaustion: Power Word: Shield and Blessing of Protection throw on debuffs that prevent them from being used again in rapid succession, and BoP has a nice large cooldown. Perhaps some new healing mechanic could be introduced with this where it reduces the effectiveness of the spell the more it is used. With this in place, Blizzard could give a healing class an awesome new healing spell that is fast, efficient, and bursty, but at the same time only situationally effective and reserved.

Contagious Healing: Simmilar to how some boss effects penalize players for standing too close together, why not make a healing spell that heals the intended target, and gives a little extra healing to those around him/her.

Channeled Healing Spells: Tranquility is ok, but I'm thinking something more along the lines of how warlocks can heal their pets.

Pave the Way First: Healing Way is an interesting Shaman talent, but a more interesting mechanic is a healing spell that requires first a buff to be placed on the target before it is fully effective. For a new class, for example, the buff would be slow to cast, and only placeable on one target, but the benefit would be that buffed target would receive extra healing and/or the spell would would have increased mana efficiency.

A Healing Pet: If only to get more pets in the game. This would go good with the Channeled Healing Spell. While the player is busy focusing on one target, they can order their pet to go spot heal somone else. Make it a small Naaru as to increase their relevance in a post BC world.

1 comment:

timj11dude said...

nice ideas here like the thoughts... some of the things you said though are all ready in the game.. but i like the idea of a healing pet... but it would have to not be too powerfull so that the healer doesn't just sit back too much... i'm not doing much as it is with my priest... through on a HoT and I'm done.