WOW, remove this toxic mana cost from WoG for Ret and Prot

I’ll try to say this as dumbed down as humanly possible so that even you may be able to follow… it isn’t happening regularly because there is still a mana cost to WoG., therefore prot and ret cannot continuously heal without going OOM. How can you possibly not grasp this? You can’t be this dense.

Ironically, this is also why you could barely complete 20 keys until after ret was reworked and overtuned. Funny how that happened.

It wasn’t happening before lol, if you got some proof lets see it otherwise you are just lying and spreading misinformation.

Says the person hiding their profile lol. Barely complete lol it was hard to find a group as Ret before rework, and WoG has absolutely NOTHING to do with any of it.

Why shouldnt they be able to? Because other specs cant? Paladins are holy warriors and their entire theme is holy light…so why shouldnt they be able to heal more? Should they just be like every other class?

If so…where is the paladin charge? Its aoe grip? Its singular grip for that matter? ANY movement displacement abilities at all?! How about its damage reduction actually moving with them instead of it being stationary in one area on a timer…wheres that? Monks can move people with 2 different abilities, heal others in multiple ways, and has aoe taunts. Druids off healing is extremely powerful and can keep a group alive and still manages to have a charge plus all its utility. None of those classes are healer centric or healer themed like a paladin is.

Your entire argument that a class shouldnt be able to do something just because you feel they shouldnt all because other classes cant do it is completely…oh whats your word…“disingenuous”…because yet again you are picking and choosing what to ignore.

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Almost like Death Knights…wonder where Death Knights got it from…maybe from a previous life or something.

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This is exactly why they shouldn’t. It’s people like you with this garbage take that also can’t figure out why devs don’t listen to the forums about balance.

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a dps spec shouldnt be able to top hps meters or replace the healer. this is how you get 4 dps comps and phase out healers from the game. this is unhealthy for the overal game and promotes degeneracy. fantasy and rp has a place in tuning until a point.

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you guys gotta stop feeding the troll. every topic i see aybarras posting on is just him trying to argue a point hes wrong about. all he does is lie spread misinformation and when you call him out he doubles down. dude doesnt even know about any of the things he argues about. hes either a troll or just likes to argue. this will get less toxic if we just ignore his comments and go on

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except hes correct, its unhealthy for the game for a tank spec and dps spec to out heal or replace a healer. this is how you get 4 dps comps and completely screw things over for healer players

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Stuff like that is the reason why enrage mechanics exist.

DPS loses too much dps trying to fulfill a portion of the healers role.

But any case paladins should be able to self heal better then currently.

except this whole post isnt about that. hes trying to make it about that. this post is just removing the mana cost from it. nobody is trying to make rets word of glory so strong it out heals the healers

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youd think but people are still able to pump out enough dps to beat it, hence the 4th dps replacing the healer cause the ret and prot can offheal enough

thats what the mana cost does, because prot and ret wog is strong enough to out heal healers. hence why it got the cost to begin with in season 1. the real answer is rework dungeons to have more intensive healing checks next expansion to give healers more relevancy but that is a very unpopular opinion within m+ spaces for some reason, so the next best thing is put a cost on prots and rets offhealing capabilities.

pve wise, ret can offheal still along with prot. just not in a oppressive way, infact prot and ret can still replace a healer in season 3 in very organized content

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Then rage timers needs to be changed to prevent that.

how can rage timers be changed for 4 dps in a group? and even then tank damage as much as i hate to admit it, doesnt matter in keys. so the problem is still there

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This is 2024. They could potentially have a program to see how many dps is in the group and have the system compensate.

i dont really understand what your suggesting.

a rage timer that adapts on how many dps there is in a group?? cause thats not fixing the issue, thats just adapting and welcoming the issue as a feature. which isnt good.

Depends on tuning, if they add an algorithm and having the timer too fast to punish 4 dps, then yeah it does solves the issue.

it would have to be a low timer. 4 competent dps is a ton of outgoing dps

Yes, yes it would.

It’s either that or a damage dealt tuning change to force groups to have a dedicated healer.

Or they just require the standard 1 tank 1 healer 3 dps group comp to start a keystone.

Dynamically changing timers is far more work.

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It’s very telling that you didn’t point out what misinformation I was spreading. Even more hilarious, you got called out on it by someone else who also pointed out I’m correct. I love the forums.

Dungeon packs don’t have enrage mechanics. Your “solution” is dead before it ever existed.