Listed from best to worst for end game viability
- Leech
- Ward Gen
- Regen
- Healing
Why this order?
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Leech is by far and wide the strongest health replenishment source. No argument. Why? Because its very proactive, it can protect you 3 seconds into the future and with unlimited amounts. The more damage you do, the more protection for the same amount of leech.
Ill explain. Your at full health, you hit a mob for 100 damage, you leech 30% hit damage, you leech back 30 health over 3 seconds or 10HP/S. If you take a 20 damage hit 1 second after you already hit the target, your 20 health is replenish from the hit you did in the PAST over the next 2 seconds. You are basically increasing your EHP except against a 1 shot. This is why Leech builds push the furthest in endgame content -
Ward gen. Ward generation and ward on hit are very powerful, especially the more of it you generate per second. why? Because its very proactive, it can protect you for long periods of time before you even take a hit, it increased your EHP the more you have against all types of hits even 1 shots. There are soft caps thatās why its placed as number 2 on the list, but its PROACTIVE and thatās all that matters.
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Health REGEN. Health regen in REACTIVE, you must first be hit and missing health for it to be of any good. Like Leech it doesnāt protect against one hits, but unlike leech its very limited in how fast it can replenish your health. While its better than healing because it cost 0 mana and applies instantly automatically, its 3rd on the list because its just not powerful enough as a defensive mechanic to be higher, and IMO it replenishes to slow compared to other sources even if you heavily build into it. The max Iāve ever pushed with it is 1300 health regen/s and while it was very effective on a paladin that has massive DR. A leech paladin pushes further in arena.
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Healing. By Far and WIDE the WORST health replenishment sources in the game. WHY? Because it typically comes with a Mana cost, A cast time, and typically restores to little health to be effective. Two of the best healing skills in the game (IMO) are entangling roots and eterras blessing. Entangling roots can heal a huge area for a good duration of time which makes it a decent healer, but its very mana expensive, 100% uptime is hard, and you usually only healed ever with 300-400% healing effectiveness investment for 200-300 health/s per patch. This healing is applied each second not over a second so unlike leech rate, there is a whole second in-between health replenishment and this leads to deaths. Eterras blessing took a step in the right direction, healing at the start, healing each second, and then another heal at the end of its duration, however it also cost mana, time to cast, targeting can be frustrating in combat, and it still has the problem only replenish health AT 1 second intervals instead of working like leech and regen and applying a constant replenishment effect.
How to fix healing so its more effective
- Healing should be changed to replenish health the same as leech and health regen, a constant current stream of health, not just a pile of health at 1 second intervals.
- Healing should work like leech where it is applied for a duration and that duration is not cancelled just because your health is full. Example. You are healed by smite for 50 health over 5 seconds. after 2 seconds your health is full there is still 30 health left, 1 second later you get hit for 20 damage. the final 2 seconds you get healed for 10/s back to full health instead of the healing spell dissipating after the first 2 second when your health was full.
- This would at least allow it to compete with leech and ward gen at the top.
Ideas? Thoughts?