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View Full Version : Can't Heal Allies Under Sanctuary


Drah
10-10-2007, 10:23 PM
Not sure if it's been reported yet, but conjurers, while under 'Sanctuary' cannot heal allies.

G40st
10-10-2007, 11:18 PM
I can also confirm this, i casted sanctuary today and tried to heal a warlock friend but i got a message saying that it was impossible to do so.

ArcticWolf
10-11-2007, 12:08 AM
Just to tell you, there's a post on the Spanish forum too, so I think NGD knows about this issue by now. The only thing we can do now is wait :(

Drah
10-11-2007, 09:23 AM
In case it helps.. The message I'm getting states that I can't cast spells on myself while under sanctuary (but I'm casting the spells on others).

pmrivas
10-11-2007, 07:44 PM
Hello:
I think it will be patched today.

Cheers.

Pablo-Tuquito.

octopus
10-11-2007, 08:27 PM
It appears that we conjurers can again heal others while in Sanctuary. However, we cannot cast Mana Communion or Greater Healing while in Sanctuary. Also if you cast Mana Communion and/or Greater Healing, then go into Sanctuary, it cancels these spells immediately. :(

Previously we could cast these, and they would benefit our allies but not ourselves, which I think is how it should be. I hope NGD sets these two spells back to how they were.

bigjim
10-11-2007, 09:42 PM
Wow, conjurers have been slowly been getting hacked down as of late. :ohill:

G40st
10-11-2007, 09:57 PM
Previously we could cast these, and they would benefit our allies but not ourselves, which I think is how it should be. I hope NGD sets these two spells back to how they were.


I disagree. I think its good that you can't cast AoE spells while in sanctuary because then conjurers can't just stand there and do AoE after AoE and then take some dmg and go into sanctuary and keep doing AoE.


And to be honest, if any conjurer i face has his/her setup built around sanctuary, Mana com and Greater Healing then i have to call him/her a noob :biggrin:



But not being able to cast Greater Healing and Mana Communion while in Sanct is a good thing, Sanctuary is a last resort, and should only be used when you are trying to save your own ass or reviving a ally, otherwise i think its a abuse to give allies life and mana while being unkillable to the enemy, this makes it overpowered because there is no way to counter it. But... if this should be enabled again i propose a increased cooldown for Sanctuary to 90sec.


Regards

octopus
10-11-2007, 11:07 PM
Here's a major problem I see:

You're a conjurer inside a fort, making a last stand with your teammates. You have just cast Mana Communion, and are saving Greater Healing for when the door crashes down. When it does, you cast your big healing spell. 5 seconds later, the enemy comes through, sees the conjurer, and attacks. You cast Sanctuary, now have some peace to do some miscellaneous healing... only to find that your two most powerful spells have just been canceled.

IMHO, this makes conjurers far less useful. We already have pathetically wimpy attacks, we're slow, our summons are useless in war, and we have no defenses against warlocks. All we have going for us is the ability to heal and buff others, and having Sanctuary cancel the two most powerful conjurer spells just kills it. If it stays this way, I probably won't play conjurer anymore. who wants to play a class that has no strengths to balance their weaknesses?

Drah
10-12-2007, 09:45 AM
And to be honest, if any conjurer i face has his/her setup built around sanctuary, Mana com and Greater Healing then i have to call him/her a noob :biggrin:

Greater Healing and Sanctuary is a viable strategy when your side start getting hit with Sultar's Terror. Put them both on and get in for some additional heal/regen spells before retreating... you might just save your team when they get hit with multiple Terrors this way.

Mana Communion is usually loved by all your allies and gives them a much needed boost, especially archers.

Sanctuary is vital for reviving people who've fallen on the frontline or to provide 1-on-1 support to someone on the frontline that's taking a hammering.

Using those 3 is effective strategy and teamwork, it's also great for RPs.. is that "noobish"??

otherwise i think its a abuse to give allies life and mana while being unkillable to the enemy, this makes it overpowered because there is no way to counter it.

Would it be fair to call someone a "noob" if they disregard the existence of Confuse, Darkness, etc. and make the flawed claim that, when it comes to conjurers doing their job... "there is no way to counter it"?

G40st
10-12-2007, 10:21 AM
Greater Healing and Sanctuary is a viable strategy when your side start getting hit with Sultar's Terror. Put them both on and get in for some additional heal/regen spells before retreating... you might just save your team when they get hit with multiple Terrors this way.

Mana Communion is usually loved by all your allies and gives them a much needed boost, especially archers.

Using those 3 is effective strategy and teamwork, it's also great for RPs.. is that "noobish"??

I would have to say that its noobish if a persons setup are built around those 3 spells yes. But using them in a smart way is in no way noobish but if someone are one of those conjurers in a fort fight that doesn't do anything except casting mana com and greater healing then yes i would call that noobish because that person doesn't help his side at all, he just wants rp which i think is lame :thumb_down:



"there is no way to counter it"

Yes, imo a spell is overpowered when it can't be countered, if i go into sanctuary i can't be killed, if i then cast a AoE spell like mana com the enemy can't prevent me from casting it which makes casting those spells in sanctuary overpowered.



Regards

Drah
10-12-2007, 10:32 AM
I would have to say that its noobish if a persons setup are built around those 3 spells yes. But using them in a smart way is in no way noobish but if someone are one of those conjurers in a fort fight that doesn't do anything except casting mana com and greater healing then yes i would call that noobish because that person doesn't help his side at all, he just wants rp which i think is lame

Oh... you meant pretty much exclusively using those 3!! (I thought you just meant any conjurers who use those spells a lot... because I use those in practically every fort battle at some point.)

In that case... yes, I'd agree... and it'd be lazy conjuring that only uses a part of the conjurer's capabilities.

Angelwinged_Devil
10-12-2007, 10:35 AM
oh it's nice that it has been fixed :D

NightTwix
10-14-2007, 09:24 AM
Here's a major problem I see:

You're a conjurer inside a fort, making a last stand with your teammates. You have just cast Mana Communion, and are saving Greater Healing for when the door crashes down. When it does, you cast your big healing spell. 5 seconds later, the enemy comes through, sees the conjurer, and attacks. You cast Sanctuary, now have some peace to do some miscellaneous healing... only to find that your two most powerful spells have just been canceled.

IMHO, this makes conjurers far less useful. We already have pathetically wimpy attacks, we're slow, our summons are useless in war, and we have no defenses against warlocks. All we have going for us is the ability to heal and buff others, and having Sanctuary cancel the two most powerful conjurer spells just kills it. If it stays this way, I probably won't play conjurer anymore. who wants to play a class that has no strengths to balance their weaknesses?

i think you are overreacting a bit.
Generations of conjuners played without being able to cast the AoE under sanctuary.
Sanctuary is still very powerfull with being able to cast heal and resurrect.

i can only agree with Ghost and ADW.
I feels more that they fixed a bug to me

Morr
10-14-2007, 09:03 PM
Protecting the field medic from being beaten down by mad barbarians sounds more like the job for a knight or two than some pathetic "I win"-button of which there are too many in this game.