What if?: Atonement as a hot

Hi everybody! It’s been a while since I’ve been thinking about an idea to improve and make discipline a little more friendly spec.

Atonement could work as a healing over time effect.

First all damage done would feed a personal buff for 4 seconds.
When we apply atonement the healing done would be based on that buff.
To be more clear the change would be that we should do damage first, then apply atonement and the player would heal every second based on the damage done in the last 4.

This could reduce our over healing and don’t waste the healing of our radiance because we would use it as soon as the damage happens and not before.

I hope I’ve been explained correctly, so what do you think?

“No, God, no.”

So your on the right track to a much healthier design for the spec but you actually kinda went a bit overboard with how far the change needs to go.

The set up as it is now can work but what needs to happen is first change how we apply atonement to be less hard heals like Radiance/Flash Heal and more PW:S, Renew, PoM style abilities, IE spells that don’t heal immediately but over time or are triggered by damage.

From talents like Harsh Discipline need to go. They are the biggest reason we become a big burst healer instead of a constant HoT based healer that atonement could be. By removing that, we can keep Penance otherwise, we should also look to add additional DoTs, or just let PTW spread with every Penance bolt so it gets out to more targets quicker. I would also either change the atonement conversion for some spells that hit really hard, like SW:D/Mind Games, or adjust their CD and use into being more of a raid CD type burst heal.

Last thing I would do is bring back Weakened Soul but redesign it so that if atonement is applied via a single target ability you don’t get the debuff, but if applied via an AoE spell you do, and what it would instead do is further reduce the atonement conversion so that disc get’s a soft cap on it’s healing, like literally every other AOE healing ability in the game, making it far easier to balance as groups scale up.