Healing effectiveness debuffs (similar in design to DAOC’s disease effect) are abilities that reduce the effectiveness of heals on a target for a short duration. As of beta 3.3, there was no way to cure these healing effectiveness debuffs if you became afflicted with one - you had to ride it out. And with incoming heals being halved (or worse) in effectiveness, it generally indicates a dirt nap is in your immediate future. But who has the advantage: Order or Destruction? warhammer
Destruction
Chosen:
-25% aura on Discordant Turbulence. 30 foot AE ability.
Marauder:
-25% on Tainted Claw (increases to -75% with Deadly Clutch tactic.)
Zealot:
-50% PBAE on Windblock (level 4 morale.)
Disciple:
-100% on any crit with Curse of Khaine tactic. warhammer powerlevel
Witch Elf:
-50% on Black Lotus Blade.
Chance to proc -75% healing done with Path of Suffering abilities on Healer’s Bane tactic.
Squig Herder:
-50% on Rotten Arrer.
Order
Rune Priest:
-100% on any crit with Rune of Nullification tactic.
Bright Wizard:
-50% on Playing With Fire.
Warrior Priest:
-25% on Absence of Faith.
Witch Hunter:
-50% on Punish the False and -100% on Excommunicate (level 4 morale; 15 second duration. ) warhammer power level
Archmage:
-50% on Scatter the Winds.
Shadow Warrior:
-50% on Shadow Sting
-50% on Fell the Weak if Vengeful.
White Lion:
-50% healing done on Thin the Herd.
Destruction Pros
- Destruction has access to the Chosen’s AE healing debuff, Discordant Turbulence, the only AE healing debuff in the game that is from an AP ability.
- The Marauder’s Tainted Claw is the only baseline healing debuff in the game - everyone else must obtain these abilities from mastery paths.
- The Marauder’s Tainted Claw can also be augmented up to a whopping -75% with the tactic Deadly Clutch, which is more than any other on-demand healing debuff in the game.
- The Witch Elf could potentially have access to both of their healing debuff abilities, depending on mastery choices. Note that the Witch Elf’s Healer’s Bane tactic reduces the damage that they heal for, not the amount that they can be healed for. warhammer powerleveling
Destruction Cons
- Destruction has only 6 classes with healing debuffs, which is less than Order.
- Of these 6, 4 of which have access to “on-demand” healing debuff abilities.
- However, of those 4, the Zealot’s Windblock is a level 4 morale ability, which makes it of very questionable usefulness.
- Destruction has only one healing debuff that can be applied from long range, the Squig Herder’s Rotten Arrer.
Order Pros
- Order has 7 classes with healing debuffs, which is one more than Destruction.
- Of these 7, a whopping 6 have “on-demand” healing debuff abilities.
- 4 Order classes can apply their healing debuffs from range, 3 of which can do so “on-demand”. Order is far superior to Destruction in this department.
- The Witch Hunter’s Excommunicate not only blocks 100% of healing, but also lasts an incredibly brutal 15 seconds. warhammer power leveling
Order Cons
- Order has no AE healing debuff.
- The Warrior Priest’s Absence of Faith only debuffs a meager 25%.
- The Shadow Warrior’s Fell the Weak has a short 5 second duration.
- The White Lion’s Thin the Herd debuffs the healing done by the target, not the healing done on the target. This certainly has a unique use, but it could be less desirable than a standard healing debuff in many situations as well.
Who wins the healing effectiveness debuff war? Tough to say. I think I would personally give the edge to Order, but Destruction’s tools could be perfect for a well-built group. warhammer gold
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