Warpath + Healing Hands

Healing Hands with the node Cleric’s Hammer doesn’t seem to be working when channeling Warpath. It doesn’t mention anything about channeled abilities but rather only “direct” melee attack, but Warpath IS a melee attack AND a direct use, right?

I think the only time it works is after you channeled Warpath for a second or even less and procs only once. I can confirm it isn’t procing when I did monolith run and held warpath button from start to finish and my mana stayed the same amount.

Was happy to see a new “proc” skill I can replace Javelin with banner for my ignite-warpath build. A bit disappointed. But I understand if it was intentional for balance reasons. But maybe at least put a clear indicator if the skill works or not for channeled abilities.

Edit: Is this intentional or an oversight? I really would like to be able to proc healing hands through Warpath. Pretty please :slight_smile:

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If its not intended for channeling, that feels odd. With Rive i`m attacking really fast, and every hit triggers. Channeling skills i think should trigger healing hands also but just like twice a second.

It’s not, only starting the channel counts as “using” the skill, this has always been the case so it;s the intended functionality.

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Well… Sounds stupid tbh… I’m literally using the skill while i’m channeling, but for some reason for the devs that does not count :smiley: Well thanks for the lights up :smiley:

Yeah, it is not intended but that sucks.
I guess the general idea is that the designers don’t want single skill builds which automatically trigger the other skills.
Casting however breaks the Warpath flow: HHs casting time and HOT duration makes it impractical for Warpath (It works with the “flag thing” from Javelin, but I believe the casting time is slower and the duration is much longer).
So what I would like to see is some kind of compromise, perhaps only the HOT component for example.

its just a wording thing.

Warpath for example can proc dozens of divine bolts. The points inside paladin are on “melee hit” not “when you use a melee skill and hit an enemy” the second is 1 proc per skill use so channeling skills only ever get 1.

on hit works with warpath with no downsides.

HHing hands is probably specifically worded that way because it can get tons of healing/ward and if you let it proc on warpath, warpath builds will become functionally immortal while also getting to proc a spell that is quite strong damage wise a lot warpath basically hits at double base attack speed, so while most builds can with enough juice get 4-5 attacks per second(3-4 more realistic) on warpath you double that. So healing hands would become bound to warpath as the most efficient logical way to play it, you get to move and attack twice as fast as every other version of HH.

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Two of the most recently released masteries (Runemaster and Warlock) have taken the “skills trigger other skills” idea to the extreme. In fact so extreme that it seems to narrow the build options massively because it feels sub-optimal not to exploit the rather obvious chain triggers built into the skill design. So I do not think this is the case.

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Not every build is supposed to proc every skill for free, thats just how it works. They have tons of single skill builds that proc other multiple skills, but it still needs to be balanced. Theyre not just gunna shove even more stuff on an already strong synergy build, you have to choose which synergy combo you want to play.
If warpath could do ALL the builds no one would ever play anything else.

I’m personally planning to play a multistrike build that procs HH and Smite on melee hit for many procs, I think it will be way more fun than a warpath build personally (and I care way more about how fun it is to play than how much I can min-max it)

I think it’s already balanced by Warpath’s mana cost and HH 110% mana comsumption on procs.

Consider this: Rive proccing HH doing almost the same thing as Warpath should. They both are AOE skills centered on character. The only difference is - Warpath is more smooth, because you can move and attack simultaneously. With Rive you need to stop moving to attack and you’re pinned down while you swing your stick. And many times (even with the box to run to enemies checked) character swings just outside of his reach, making me to release RMB, press LMB, and press RMB again to continue fighting. It’s annoying. Warpath just feels way better to use.
Number-wise: Rive with Time and Faith maxed restore 10 mana, making procs of HH practically free. If Warpath procced HH, you would need to go out of your way to make both Warpath and HH free, investing points in mana cost reduction in both skills. Or make Warpath your mana spender.

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Have you tried holding both LMB & RMB down, you’ll stutterstep but this does allow you to move into range if you’re not quite close enough without releasing, pressing the other then RMB again.

At the very least if you are a Paladin, Warpath should be able to proc Klerics Hammer/Seraph Blade.

I was thinking the same thing. You have no mana regeneration when channeling Warpath either. Also if they’re concerned about it proccing 100% of the time per hit, maybe reduce it to 60% chance only like how Warpath normally functions with ailment. Or reduce healing potency to 60% and power. Or add a new HH node for Warpath with the said reductions. Idk, I just want to proc it while spinning2winning. Also more builds to play with. I’m happy, you happy, everyone happy.

But you can take the node that gives mana generation, it’s an option.

I kinda would like to see more nodes that allow other skills to proc or something, in other skills.

If they did allow Warpath to proc HH it’d probably be on a per second basis like the Smite & Forged Weapons proc.

I tried that node and to me it felt bad. First it triggers only every 3 (I believe) seconds and secondly the amount you gain is rather low.
What I love about Warpath is its “smoothness”, for lack of a better term. This node feels, to me, as the exact opposite. I doubt this node is selected very often, I’d say its a trap.

Yeah, I’ve said before that it’d feel nicer if it were once per second, or if it enabled an appropriate amount of mana regen while spinning. At max points it’s 11.7 mana per second.

channeling warpath and triggering HH Seraph node will be overpowered. i played warpath then changed to rive/vengeance, with warpath it was much easier to survive, with HH warparh will be really OP.

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