Suggestion for Melee Healer Weapons.

  • Suggestion for Melee Healer Weapons.

    Hello fellow Gamers,

    i am myself a person that focuses a lot on PvP Combat and while i am completely happy with the amount of weapons that are in the game and the versatility that creates, i still feel that we miss a Melee Frontline Healer. Something like a Paladin/Cleric Weapon.
    I didnt find anything on the web about weapons that are planned for the future so i thought id open this thread to discuss this idea/possibility.
    In the way Albion works in PvP Engagements, a frontline healer would most probably wear mostly plate to endure on the frontline. For that matter it would be good to maybe have weapons that grant extra health (like Hammers) and do healing based on the Base or Max Health of the character.

    So lets break this down:


    Why Healing based on HP?

    If we focus the Healing done around the damage done, then it would most likely cause Balance Issues due to a Healer Class being able to go full cloth and dish out somewhat good damage while healing for insane amounts only sacrificing tankiness. Would make for a great backline Healer but most probably not suitable for the frontlines.

    Base Healing on MAX or BASE HP?

    This is something that could be open for discussion as a Weapon that does Healing based on base HP, would consistently deliver their HPS and open up possibilities for a other utility spells on the side. On the other hand a weapon that does healing based on Max HP would make for interesting synergies with certain buff foods and HP increasing Cooldowns that could then be used as offensive healing cooldowns. (Giant f.e.)

    Should the weapon still do damage?

    A melee character should definitely do damage. Seeing as your weapon will be considered a healing weapon, its damage should be on par with Tanks or maybe even less.

    What weapons should be available?

    Just like the current ranged healing weapons group, i feel like we could supply 3-4 Melee Healing Weapons with different toolkits that focus on different healing playstyles.

    Example: Holy Hammer. 2 handed Weapon. Focuses on doing direct healing to close friendly targets depending on the amount of targets that he hits with his abilities.
    Q = Holy Strike, Hits the enemy and smites him for X holy damage. Does Y% of your max health as healing to the lowest health friendly party member within Z yards. 2 seconds cooldown.
    W = Holy Chains, cleanses a X yard area within Y yards range. After 1 second delay Chains burst out of the middle of the circle and pull every enemy target to the center of the area and roots them in place for 5 seconds. 20 seconds cooldown.
    E = Holy Smash, The wielder lifts the Hammer above his head and smashes down onto the ground in front of him. All targets within an W yard range are slowed by 30% for 3 seconds and are struck with X holy damage. Does Y% of your max health as healing to the 3 lowest party members within Z yards for every enemy hit. 10 seconds cooldown.


    This would be an exemplary toolkit for such a melee healer. Other toolkits could be also one handed weapons that allow for an Offhand to be worn with them.
    For example as HoT based builds.

    Example: Holy Blade: 1 handed Weapon. Focuses on granting Healing over time effects to nearby targets while doing damage with abilities.
    E= Sanctification, Sanctifies the ground beneath you by ramming your sword imbued with Holy Power into the ground. All allies that touch the ground get healed for Y% of your max health over the next 10 seconds and move 20% faster for the duration of the Healing over Time effect. Purges movement impairing effects for all friendly targets that move through. 8 seconds duration, 30 seconds cooldown.


    Another possibiliy would be utility based builds that evolve around granting buffs to friendlies in range, debuffs to enemies in range and absorb effects instead of direct heals to friendly targets within range.

    Example: Holy Flail: 2 handed Weapon. Focuses on strengthening friendly players and weakening enemy foes.
    Q = Pound, Pounds the ground beneath the enemy target for W Holy Damage. Everytime you strike an enemy, all enemys within close proximity get their movement speed decreased by X. Stacks 3 times. Also grants an absorb effect to the lowest hp friendly target within Y range for Z% of your max health. 2 seconds cooldown.
    E= Roar of the Crusader, Lets out a bellowing roar that weakens the enemys resolve and motivates friendly units. All enemys within range of the Roar get their resistances decreased heavily. All Allies within range are granted 30% increased movement speed and 10% increased damage. Lasts 8 seconds. 30 seconds cooldown.


    Last but not least we could introduce a weapon that grants selfbuffing abilities through doing damage (stacking resistances f.e.) and a core mechanic that evolves around sacrificing Health to mitigate damage towards friendly targets within close range.

    Example: Mace of Light: 1 handed Weapon, Focuses on strengthening yourself to sacrifice parts of your health to mitigate damage to friendly units around you.
    Q= Repent, Makes a nearby enemy target repent their sins from close range (a tad farther than melee range) smiting them for X Holy damage raising your hammer into the sky. The damage done to the enemy player gets converted into healing and heals you and 2 nearby friendly targets for the amount dealt. 3 seconds cooldown.
    W= Radiance, Emits radiating light from yourself that temporarily strengthens the resolve of your comrades. Increases the maximum health of yourself and up to 3 friendly targets around by 50% for 3 seconds. 12 seconds cooldown.
    E= Sacrifce, You sacrifice yourself for the sake of your battle brethren. All damage done to the 4 lowest health targets in an X yard range around you is reduced by 30% and directly transfered to you. This ability lasts for 5 seconds and can be cancelled 20 seconds cooldown. This ability can kill you.



    These are just examples of how such weapon kits could be designed and i am sure theres lots of possibilities how these can be enhanced with the existing armor pieces.

    Let me know what you guys think. I think Frontline Healing/Buffing should definitely be a thing in Albion and would enhance the game very nicely.
    killin' shit since 2004.

    The post was edited 3 times, last by Cruzify ().

  • Okay sry let me rephrase the last bit of my post:

    "Let me know what you think if you are able say anything constructive".

    For one, they would have to be somewhat tanky to even be viable as frontline healers. Doesnt mean they have to be as tanky as a Flail/Greathammer Full Plate Tank.

    Secondly i very clearly said their damage can be lower than all the other classes dps. "Seeing as your weapon will be considered a healing weapon, its damage should be on par with Tanks or maybe even less."

    Last: Yes they heal, theyre healers, of course they heal.

    If you had 5 of those weapons against each other simply nothing would die because none of them do any noteworthy damage and all of them heal. This is simply a matter of values and balance, not a problem of the idea/concept behind it. Making your argument completely obsolete.


    Youre simply hating on the idea and made a rash uneducated post. Read - Think - Post. Not the other way around and dont skip any of those steps. Jesus.
    killin' shit since 2004.
  • Cruzify wrote:



    Youre simply hating on the idea and made a rash uneducated post. Read - Think - Post. Not the other way around and dont skip any of those steps. Jesus.
    Hmmm. Read your whole post and was about to give you a full reply addressing all of your points in detail and then I read your last paragraph so I'll say only this ....

    Screw you, you pompous, arrogant prick.
    Midgard
    T8 Fibre, Ore, Hide, Wood & Stone Gatherer
    T8 Gathering Gear Crafter
    T8 Bags & Capes Crafter
  • I like the idea of applying a heal depending on the number of people you catch in a given AoE, it is a much more dynamic and fun-to-play healer, of course combined with a reliable Q-spell that provides easy to land small heals. Plus with the appropriate X and Y values these healers stereotypes could totally be balanced.

    Given the fact they are wearing plate armor though, I guess they shouldn't be able to heal themselves as efficiently as they can heal their mates, otherwise it would be a priority target that is way too hard to take down. I guess something like a 30% heal decrease on their spells when healing themselves could do the trick.

    Would love to see that in game, we need more healer diversity :O
  • Midgard wrote:

    Cruzify wrote:

    Youre simply hating on the idea and made a rash uneducated post. Read - Think - Post. Not the other way around and dont skip any of those steps. Jesus.
    Hmmm. Read your whole post and was about to give you a full reply addressing all of your points in detail and then I read your last paragraph so I'll say only this ....
    Screw you, you pompous, arrogant prick.
    Never been called pompous, interesting :D. And sorry if my answer upset you but tbh you were being the bigger dick by instantly casting off my idea in which i spent effort and a lot of thoughts, while you were not even giving it a thorough read to begin with before you judged it. Kind of poor then to criticise my attitude afterwards.

    Voryson wrote:

    I like the idea of applying a heal depending on the number of people you catch in a given AoE, it is a much more dynamic and fun-to-play healer, of course combined with a reliable Q-spell that provides easy to land small heals. Plus with the appropriate X and Y values these healers stereotypes could totally be balanced.


    Given the fact they are wearing plate armor though, I guess they shouldn't be able to heal themselves as efficiently as they can heal their mates, otherwise it would be a priority target that is way too hard to take down. I guess something like a 30% heal decrease on their spells when healing themselves could do the trick.

    Would love to see that in game, we need more healer diversity :O

    Exactly my thinking! The healer meta in the game is just really one-sided as of now. Would be cool to have some more options than just 10 different healing Staffs as opposed to 65 different damage weapons.
    killin' shit since 2004.