I’ve seen several other posts on this topic, but I just missed getting comments on them before they closed. I think this one summed up my feelings pretty well:
In short, these self healing mobs are a major annoyance for musketeers. It takes a small act of god to get the timing right to weaken them, poison them, freeze them, kite them, and stun them before they heal themselves, and when they heal you have to start the process all over again. Other classes have the damage burst to get through these mobs, but musketeers do not.
I don’t think you can get around this by pumping up the dps for musketeers, because that would make them OP. However, I can see a couple of ways this could be improved.
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Decrease the healing these things can do. This could be done by reducing the amount of each heal or increasing the cooldown on the heal. Mobs that can heal like the guys in the jungle are fine in a dungeon, but they are nearly invincible when going 1v1 against a musketeer.
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Give the musketeer some kind of counter to healing. If I could keep an orb on an enemy to prevent it from healing itself, or severely limit it’s self healing, then I would be able to kill these things. This could be worked into an existing orb as an additional effect, or added as an entirely new orb. Later game dungeon/raid mobs could be immune to this type of orb as needed to keep the end game content working properly (assuming there are healing mobs in there). Perhaps something in the new talent system could help with this.
Things can still work the way they are, but for it to work well you really need to level a second class along with the first. That is doable currently, but requires a lot of grinding to keep up. Having additional optional low level quests to help level up a second (or third or fourth) class would help this become a better solution.