healer [10 range], mage[30 range], warrior [0 range]
Healer when healing mage = 10 + 30 = 40 range
Healer when healing warrior = 10 + 0 = 10 range
Healing Range Extension: ranged classes extend the range of healing classes, making healers play safer, therefore melee classes are at a disadvantage, if warrior wants to be healed, he better have some tools to return to the healer, else he just wipes, the healer won't risk entering mages range [30] when he could just replace the warrior with a mage and obtain 40 range for free
Melee Tools for the job:
Healer when healing mage = 10 + 30 = 40 range
Healer when healing warrior = 10 + 0 = 10 range
Healing Range Extension: ranged classes extend the range of healing classes, making healers play safer, therefore melee classes are at a disadvantage, if warrior wants to be healed, he better have some tools to return to the healer, else he just wipes, the healer won't risk entering mages range [30] when he could just replace the warrior with a mage and obtain 40 range for free
Melee Tools for the job:
- Stealth: temporary escape combat in order to receive healing [Rogue: Vanish, Akali: Twilight Shroud]
- Escape Tool: jump back to healer as escape [Warrior: Intervene]
- Mass Crowd Control: as an escape tool, this effect breaks when enemies take damage, thus cannot be used as a damage tool [Warrior: Intimidating Shout, Rogue: Gouge]
- Ignore Teamwork: become untargetable, ignoring enemy team and forcing 1vs1 duel with the healer.[Fiora: Blade Waltz , Legion Commander: Duel]
- Infeasable To Focus: insane tanking ability, 400-800% health [Warrior: Shield Wall]
- Counter Healing: support role that focuses on debuffing enemy healing [disabling their strengths]
- Shared Healing: share healing received from others, modify healing received range
- Pull Enemy: increases entire team's range [both dps and healers] by pull distance [Dk: Death Grip]
- Rambo: 1/1 hp, 1 trick ponnys that 1shot enemies and invalidate heals
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