I’m trying to figure out how to use Healing Hands with Warpath, but it’s just not working
It’s lame, but the Cleric Hammer node says it procs when you USE a melee attack, not hit with it. So a channeled melee attack will proc precisely one time until you release and re-press the button. I hate it when things are limited this way. Surely they could have just had some kind of adjusted proc rate for Warpath like it has with DoT application and stuff like that.
So, this is a bit of why Warpath has the nodes to trigger Smite and Abyssal Echoes inside of it, instead of the other way around.
Channeled skills don’t count as “cast” or “used” outside of the first hit of them, in respect to triggered effects. Disintegrate is very similar, in that it has plenty of triggers to cast spells while channeling, but nothing outside of it’s tree will trigger (if they can be), outside of the first hit.
All in all, it is just how channeled abilities are coded. If Healing Hands triggered “per hit”, your mana would evaporate. They would need to put a check in similar to Smite’s effect in the Warpath tree, where it only triggers once per second. Maybe they could add to the Smite node, that it also applies to Healing Hands if the Cleric Hammer node is taken.
That isn’t true, considering you can use both Healing Hands and Warpath at 0 mana cost.
On a side note OP, if the idea is to heal yourself while spinning, Smite can heal too. Just be aware you need to stand really close to your target.
Without wanting to be pedantic, while you are correct re “on use” compared to “on hit”, it’s the initial button press that counts as the use, not the first hit (or tick of damage), and since Disintegrate has the DoT tag, it can’t hit which is why any chill/ognite/shock on hit/etc doesn’t get applied (unless it has a node in it that takes those stats & applies them per second while channelling).
There really is no reason for it not to work, the wording is ambiguous at best as quite a few people have confusion over this ability. If for some reason you really want to say something about a skill using multiple skills shouldn’t happen I will gladly point you to warlock. Warpath has had way to many nerfs over the last 2 years and the seperation of skills to force people to not use the skill is a blatant way to force a specific way to play, reduction in choices by deliberately making some bad is always a bad design, it makes people not want to play.
it should totally work. the node says “healing hands chance on melee hit”. even if you just tap it once without channeling it doesn’t work. need a bug fix asap
Well the reason its worded the way it is, is specifically to stop warpath frankly.
if warpath could trigger it, you would trigger 10+ HH per second. So they would what, instead add a cd to it? hurting potentially other minmaxed builds? imagine getting 3-4x the attack speed as warpath but proccing the same amount.
its the opposite, if warpath is let free reign of procs, there is no balance, warpath just becomes the hands down best mechanic to proc so you just always run that.
Right now HH is a problem in of itself imo, where you run a second skill to proc it, becuase it has no cooldown, lets you bypass any speed penalties, and also get extra skill points towards speed/proc rate in the proccing skill while still getting full damage of HH. HH is basically as melee never run alone, which feels extremely forced and out of place.
No, thats what the shortened version says, they should clarify the shortened version. The wording is
"When you directly use a melee attack and hit at least one enemy, you have a chance to cast Healing Hands "
So it only procs when you directly use and hit atleast one enemy. if you use, it does not proc, and it does not proc on hit, it procs when both those conditions are met. So warpath only triggers the second condition unless its the first hit after pressing it.
You use the skill. It hits an enemy. It should proc. this isn’t D3. you shouldn’t have to stutter step to get skills to work
you dont, only if you use warpath.
But be my guest, change it, so instead it has a 3 per second cap, so every build gets nerfed so that you can use it with warpath. : ^)
Cause you will never see the day where you get to use a fullpowered melee attack that triggers on every hit of warpath with no cooldown. it would be broken beyond control.
im personally glad the devs decide to choose to atleast understand warpath shouldnt shackle every potential proc combo to itself.
and this is why whirlwind is bad in almost every game
why not put a cap on it? because some other precious skill would be “nerfed” ? omg cant have warpath be good artifically make it bad. I mean if a skill can exceed WP attack speed then it hits to fast and should be nerfed. That is the mirror of the strawman you are saying. The skill already has built in stops, the mana regen is massively cut down, a ton of investment is needed to make it not be trash thereby preventing what people are saying OMG MEGAOPLUZPOWER.
A compromise could be that channeled skills have a hard cap (3 per second) or even a reduced chance to proc (50% chance to proc indirect casts). I’m pretty sure that Warpath already has a reduced proc rate from the description of Flame Burst in the Holy Aura tree. So applying that to indirect casts could be feasible
its because flame burst is an ailment, so because warpath has ailment penalty it has a penalty.(The stacks you build up before the pop count as ailments its sorta like spark charges warpath also has a penalty to apply spark charges)
You could do that, which would i guess work, but at the end of the day, we are still fighting tooth and nail to make sure the numbers are correct JUST for warpath.
I think its okay warpath is some of the best for proccing smite off palarus and a few other cases and be weaker for others.
Warpath does not need buffs despite everyone saying it sucks. it does exactly what it is supposed to do, which is be an extremely easy to play lazy skill. You can do 700+ corr with ignite warpath, it is boring, but it works.
BIG SAD. I want it to work, I don’t care if you have to put “reduced effectiveness” or max proc per second or something just like how Warpath can proc Smite once every second if balance is the main issue. Or if “1 button” builds are so trivial. I honestly don’t know. At least use better/accurate words for tooltip/descriptions.
So what you are saying is that if something is semi ok (and we differ on opinions of what ok is) in one thing then you should never be able to change it or do anything else with it because REEEEEE? look at warlock, look at falconer, both can approach things differently, your not forced to do a single build you can go bleed, poison, crit, ignite on both of them. You are saying NO warpath one way no other must force to be played the way you want.
Oh, my suggestion was for all channeled skills, not just Warpath. I don’t think Warpath sucks, just trying to come to a compromise lol
That’s not what it says, you missed the few words before that:
When you directly use a melee attack and hit at least one enemy
The wording is not ambiguous. Every time a skill, effect or node says “when you directly use …” that means you have to press a button & a skill is used. Channelled skills are only counted as being “used” when you start channelling in LE. It has ever been thus. Just like the difference between more/increased. Once you learn the terminology you’ll have a better time understanding what’s happening.
If not more.
The only way they could do that is to use the full version & that defeats the purpose of having a shortened version.
It does.
You see, even Smite, which is a single target spell, is limited to 1 proc per second. If they allowed Healing Hand to also proc off it while channeling, they would most likely limit it to at least 1 proc every 2~3 seconds, which would be really bad and completely not worth the skill slot spent on it.
If you want if to work no matter how harsh you get punished for it, you can already do that.
You can just spam click the Warpath button and it will make you use HH every second or so.
From the passive, not the sword.