Buff/rework the healer buff in Gamma dungeons

Because as it is right now, it’s pathetically underpowered compared to the other three.

Tanks get a massive AoE dps/threat boost from the thorns thing, especially warriors and paladins that block really often. It’s to the point where tanks are often top DPS on trash solely because of this buff.

Melee dps get a proc that gives +20% all damage on their target. It’s nuts for bosses.

Ranged get to give the whole group mini-bloodlust for 10 seconds, also nuts.

Healers get…double damage on a few spellcasts, every 30 seconds. Pathetically small and barely makes a difference in overall damage. Also hard for resto druids to use because we have to keep hopping out of tree form to cast damage spells. The fact that this effect has a 30 second cooldown is just baffling. It’s not like it’s overpowered or anything; healers already do really low DPS so giving them +100% damage isn’t going to break balance or nerf things harder than they already are by the other buffs.

It can still work the same way it does now, stacking up to 5 times and then ticking down once you start casting damage spells, and then you have to start from scratch and stack it up 5 times again. Having the 30 second cooldown just makes it really weak.

Or you could just rework it entirely, with a few different ways to turn your healing into extra damage:

-Doing 50k (maybe more?) effective healing causes the whole group to gain 10% crit for 10 seconds
-Healing allies causes damage to nearby enemies equal to the amount of effective healing (so healing someone for 10k effective healing would do 10k damage to nearby enemies)

There’s plenty of ways to go about this. But as it is right now, healers are better off taking the ranged dps buff because +20% haste on the whole group >>>>> a couple of damage boosted healer spells every 30 seconds.

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Healer buff is nearly useless, I just take the ranged one. Should have been obvious to whoever designed it.

2 Likes

I’m sure they will fix that when phase 5 comes out

I take the melee one as rdruid and just go punch things.

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I think they should just add an additional option that gives a short duration crit or main stat buff when you heal (including overhealing). That way healers can add damage indirectly as a support rather than directly.

Does this actually help if your group already has melee? I’ve never tried that one so I don’t know if it has a CD per person or anything.

I usually take the ranged DPS one as a resto druid. In some dungeons like halls where you have infinite mana you can hurricane a lot. In other dungeons depending on the group I either never use it or I try to pop out and proc it after a ranged DPS buff expires since it seems to have an ICD per person (so if you time it you can give your group higher uptime).


edit: after testing that buff as well, it seems both the melee and ranged DPS buffs do not stack (either in effect or duration) and both have a per-person cooldown. This means if you have multiple melee or multiple ranged, their buffs often just clobber each other and are wasted.

I think they should make both DPS buffs stack in duration so they aren’t wasted from multiple players, then healers that don’t want the healer buff can also take better advantage of whichever DPS buff they want to use.

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It was designed thinking wotlk healing is like retail healing.

Do retail healers do any meaningful dmg?

Even before this, I used to throw Chain lightning, lightning bolt, or something to do some dmg during easy fights. The issue is the buff doesn’t improve your dmg much at all…

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