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MMO Ashes Of Creation has a lot of discussion and debate around it. Recently on our Voices Of Verra Podcast we discussed the topic of if the Cleric’s heals were too similar or needed more buffs or additions to make them stand out from each other.
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0:00 Introduction
1:32 Forum Post
2:41 My Cleric Take
7:26 SawmanUK Take
8:19 How Isth3reno1else Changed My Mind
11:40 My New Take
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0:13 hey I know that guy
Personally, I feel the variety of spells are to compliment different play styles. Such as running to a player to heal is probably part of the "melee healer" kit. I am sure that they did not spend all time and energy on the different if they were not important to the character. I don't see a 8 cast rotation while the rest sit idle. I feel each will have their place, but we will learn more as time goes on.
My guess is that these abilities will have talents we can put into them to change their function. This will lend more to people creating their own type of healer like Paladin, single target, AoE main, HoT main.
i think they need to learn something from old mmos for me Tera online have the best healing system ever maded.I agree with him about that to many unnecessary spells maybe put in one and add maybe more combat spells too for easyer lvl up and fight like in other mmorpg!
@2:05 Steven was just showing the skills Clerics have to choose from, you won't have all 18.
The skills are clearly for specific builds, based on weapon choices.
Keep healers skill based
I like this conversation, but I think you guys are forgetting something important. These are just base skills, what happens to them when you add your augments? The gap closer with a rouge augment may become a backstab, or a tank augment may place you in front of an ally to absorb damage. What would happen to the AOE spell you don't care for, when a mage augment is added? I think its important to remember there are 64 classes that need unique skills.