
I hate this forum. My original post was lost because my login session timed out. This post is about PvP and has been reduced to a rather lazy arguement in my own frustration at losing the original.
Anyhow, let's discuss giving monks a new HoT to increase their PvP survivability.
DoT's hurt. Not a problem for rangers, they may root the target and scamper away while using regrowth to spam heal themselves which has no cooldown timer. Rogues may mez their target and also spam heal themselves using bandages made by pickpocketing for the "Fun with lint" book. Bards may mez their target to get away while playing a heal over time song that roughly ticks for 180-350 hp.
So there you have it, 3/4 of the offensive fighters have a pretty reliable way of healing DoT damage once they have left the area and confined their target to standing stupidly in place. So what do monks have in this area? Well a ~1500 pt heal on a 5 minute cooldown which if it should be on cooldown, in all likelyhood you will die to a single DoT as you run like hell using soaring leap. Also, with melee DoT damage being increased come next patch to live I imagine Bite of Nag-Suul, Hammer of Penance, Hand of Censure, Knife Hand, Tearing Claw, Sundering Claw, Throat Rip... all these lovely melee DoTs, to be rather absurb in damage to the class that cannot either heal himself constantly for small amount or once for a large amount. Granted the changes to the monk heal I'm sure will help tremendously. Sure you can volentarily dodge these melee attacks if you aren't on global cooldown, have endurance, and are completely aware of your surroundings etc etc, but you cannot dodge spells.
Albeit I have my doubts and propose the following:
a 700-1000 heal over 8-12 seconds using 3-5 jin on a 1-4 minute cooldown.
Time for the number set:
700hp over 8 sec = 87.5hp/s 700hp over 10 sec = 70hp/s 700hp over 12 sec = 58hp/s
800hp over 8 sec = 100hp/s 800hp over 10 sec= 80hp/s 800hp over 12 sec = 66hp/s
900hp over 9 sec = 112.5hp/s 900hp over 10 sec = 90hp/s 900hp over 12 sec = 75hp/s
1000hp over 8 sec = 125hp/s 1000hp over 10 sec =100hp/s 1000hp over 12 sec = 83.3hp/s
So as you can see this ability really doesn't even come close to half the HoT the other 3 classes have acess too, which is fine. It's intention is just so that we do not die to a single spell/dot as that makes for some very gimp pvp. I mean as is. without the melee DoT increase I've had shaman hit me with DoTs that tick for 1k, bloodmages ones that tick for 500, cleric ones that tick 600. So anything that may slightly decrease the onslaught by healing classes is welcome in my game.
Oh and change "Spirit of Jin" to 15 minutes instead of 30.
thanks for reading