The skill "breath of heaven" states that it heals/deals 4790 to 6387. Is this max hp for characters? That seems like a lot more hp then diablo 2. If this is not max hp then the demons that we're going to be fighting would have even more hp. A boss fight like Diablo could take a long time to finish. Are we expecting "wow" like hp totals?
The skill "breath of heaven" states that it heals/deals 4790 to 6387. Is this max hp for characters? That seems like a lot more hp then diablo 2. If this is not max hp then the demons that we're going to be fighting would have even more hp. A boss fight like Diablo could take a long time to finish. Are we expecting "wow" like hp totals?
I am assuming we are looking at large HP totals, even though some of the skill damage totals don't seem that high (this is of course without items). I think in the end it'll be balanced and a boss will take no more than 2 minutes to kill if your build is set up correctly (this better be the case)
I was thinking about the crappy damage on skills versus the high life heals... and I figured something out. In diablo 3 we have the attack stat that is going to increase our skill damage. In some of the streams I watched, I saw level 8 players with weak gear getting +29% damage from the Attack stat. My assumption is that this is not level dependant and only gets higher with more attack, and we can expect to see +300-600% damage. BoH probably is not modified by this stat.
I was just going through the skill calculator and noticed this too.
High HP heal vs Low damage output (even for a wizard who shouldnt rely on weapons as much as a barb)
We know very little about the PVP arena format. But from the skill calculator, the large amount of group hp heal, it seems like at this moment, at least 1 monk with Breath of Heaven will be on every team fighting in the arena, especially for mid level PVPs (level 30-50) where people are more skills dependent than gear dependent.
As for PVM, I am sorry but i'll just mention skill swapping briefly (this was discussed to death), a monk can have all his 6 skills filled with offensive skills (or 5 + dash). and when health is low, blind/dash/run out, switch to Breath of Heaven, heal, switch back, and come back fighting again. Even without a rune in the skill, Breath of Heaven still heals tons of HP. Not sure if blizzard prefers this playstyle
If while playing the PVM, characters only deal a tenth of that healing power (wizard meteor + level 7 crimson rune is 469-641), I am assuming monster damage shouldn't be too far off? Even with a 600% damage multiplier, the damage is still below the healing power of a unruned Breath of Heaven.
Maybe a really long cooldown to balance the skill?
Anyhow, just sharing my thoughts hopefully we'll get a better idea of how this works when we have more info.
I was just going through the skill calculator and noticed this too.
High HP heal vs Low damage output (even for a wizard who shouldnt rely on weapons as much as a barb)
We know very little about the PVP arena format. But from the skill calculator, the large amount of group hp heal, it seems like at this moment, at least 1 monk with Breath of Heaven will be on every team fighting in the arena, especially for mid level PVPs (level 30-50) where people are more skills dependent than gear dependent.
As for PVM, I am sorry but i'll just mention skill swapping briefly (this was discussed to death), a monk can have all his 6 skills filled with offensive skills (or 5 + dash). and when health is low, blind/dash/run out, switch to Breath of Heaven, heal, switch back, and come back fighting again. Even without a rune in the skill, Breath of Heaven still heals tons of HP. Not sure if blizzard prefers this playstyle
If while playing the PVM, characters only deal a tenth of that healing power (wizard meteor + level 7 crimson rune is 469-641), I am assuming monster damage shouldn't be too far off? Even with a 600% damage multiplier, the damage is still below the healing power of a unruned Breath of Heaven.
Maybe a really long cooldown to balance the skill?
Anyhow, just sharing my thoughts hopefully we'll get a better idea of how this works when we have more info.
The cooldown is nonexistant, currently. This could change before the release, of course.
Considering the massive difference between the numbers on healing abilities and damaging ones, I'm guessing that healing abilities either don't currently or won't ever scale with gear. They only scale with leveling. Of course, this is 100% speculation, so take it for the guess it is.
Considering the massive difference between the numbers on healing abilities and damaging ones, I'm guessing that healing abilities either don't currently or won't ever scale with gear. They only scale with leveling. Of course, this is 100% speculation, so take it for the guess it is.
Yeah, Attack specifically says "Increases damage by x%" on the character screen, so I think it's safe to assume that heals won't scale with most gear (there's always a possibility of +healing effects affixes and the like).
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I am assuming we are looking at large HP totals, even though some of the skill damage totals don't seem that high (this is of course without items). I think in the end it'll be balanced and a boss will take no more than 2 minutes to kill if your build is set up correctly (this better be the case)
High HP heal vs Low damage output (even for a wizard who shouldnt rely on weapons as much as a barb)
We know very little about the PVP arena format. But from the skill calculator, the large amount of group hp heal, it seems like at this moment, at least 1 monk with Breath of Heaven will be on every team fighting in the arena, especially for mid level PVPs (level 30-50) where people are more skills dependent than gear dependent.
As for PVM, I am sorry but i'll just mention skill swapping briefly (this was discussed to death), a monk can have all his 6 skills filled with offensive skills (or 5 + dash). and when health is low, blind/dash/run out, switch to Breath of Heaven, heal, switch back, and come back fighting again. Even without a rune in the skill, Breath of Heaven still heals tons of HP. Not sure if blizzard prefers this playstyle
If while playing the PVM, characters only deal a tenth of that healing power (wizard meteor + level 7 crimson rune is 469-641), I am assuming monster damage shouldn't be too far off? Even with a 600% damage multiplier, the damage is still below the healing power of a unruned Breath of Heaven.
Maybe a really long cooldown to balance the skill?
Anyhow, just sharing my thoughts hopefully we'll get a better idea of how this works when we have more info.
Yeah, Attack specifically says "Increases damage by x%" on the character screen, so I think it's safe to assume that heals won't scale with most gear (there's always a possibility of +healing effects affixes and the like).