I glanced at your post and thought it to mean heals a % of max health per pulse, which I took to mean heals 13% max health of anyone in range every pulse. So a barb with 1k HP would heal 130 per pulse, a sorc with 200 HP would heal 26 per pulse.
But now I see it's 13% of the paladin's HP which is why it says flat 14(this in and of itself is odd as the paladin has 100 hp and it should be 13), which is better for healing lower health damage dealers but worse at healing anyone frontlining a boss.
I actually like this change, but then you ruined it by removing their ability to slot a med aura on equip. Personally, I would of let cleansing/meditation fully heal prayer's value, and had a shield to run an on equip cleansing/meditation aura. This allows the healer paladin to essentially have the ability to heal at all times, giving them flexibility to run a second heal aura for more pulse healing, an offensive aura like conc/fanata/might/conviction, or a defensive aura like one of the resist auras without compromising their ability to heal.
Also I probably would of removed holy bolt. If there is a functional way to make an aoe pulse that healed a large amount on a decent cooldown, like casting the spell would FoH all allies in range and heal them, it would be a decent substitute. But holy bolt trivializes a lot of content because it's spammable and it makes you immune to most bosses.
Aside from the above description of why I think holy bolt sucks, it's a huge point investment which essentially forces the healer to not take a playable route beyond healing. If the ability to be a healer was only a 20 point prayer investment and a runeword for a paladin shield that gave you cleansing or meditation, you could effectively run a hammerdin or any variety of melee builds. And if you based the strength of a paladin's shield based on uniques, a hammerdin using a crafted shield to double as a healer would be weaker than a pure hammerdin because less +skills or magic pierce. Same could be said for melee builds, the shields could be a strong source of %ED, DS, maybe even some CB.
It would remove the tedium of the build, allow the player to actually contribute beyond following and providing auras. But even if you just added the shields at some point, it gives them at least critical thinking in the sense they have options to choose what aura they're going to use.
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