Thought of a new possible 'Power' called
'Chain Heal' and an
Arona included ideia.
Instead of the normal aoe heal wich normally heal all and but for a weak/moderate amount (
+scaling) it would be an aoe heal but it would act as being the healing of an single target heal power so it is an 'Power' but with an twist.
Lets use
Great Heal for this ex. wich heals ("
Heal an
ally by [45
% of their Max HP * (Splpow HealAmp)] HP)" so the heal would be an total of 45
% (we will use this % value as an example for calculation ahead) [
+scaling], '
Chain Heal' when casted would dived that [45
% of their Max. HP * (Splpow HealAmp) HP] between the three most injured party members as followed:
Firstly it would create an orderly 'TeamThreat' array and an 'TeamHP' array with each respective current HP's, than it would prompt for the PC to select an target in the group wich would save that members position in the 'TeamHP' array as
X and it would respectively heal it by [21
% ({45%/2} rounded down} - 1) of their Max. HP * (Splpow HealAmp) HP] and update the current health of that healed target to it's respective position's value in the 'TeamHP array'.
Than for the 2º and 3º targets it would run an heal check for the two lowest HP's in the 'TeamHP' array of the now respective updated array and save their positions orderly (as in lowest first) into
Y and
Z.
Begin
{
If position value of
Y =
X it would firstly swap it's position atribution with
Z (thus
Y =
Z and
Z =
Y, because independently if
Y has the lowest current HP if
Y's position is equal to
X position value it cannot be selected as an target again twice in a row) and thus heal
Y for [14
% ({45%/3 rounded down} - 1) of their Max. HP * (Splpow HealAmp) HP] and
Z for [10
% ({45%/4 rounded down] - 1) of their Max. HP * (Splpow HealAmp) HP];
else
If the HP value of 'TeamHP' array of position
Y =
Z's position HP value in the 'TeamHP' array it would run an 'TeamThreat' array check for the respective threat of Y and Z's positions to see wich has the 'highest threat' and save those positions now orderly by the highest threat first in
Y and than
Z and finally heal
Y for heal
Y for [14
% ({45%/3 rounded down} - 1) of their Max. HP * (Splpow HealAmp) HP] and
Z for [10
% ({45%/4 rounded down] - 1) of their Max. HP * (Splpow HealAmp) HP];
If not
heal
Y for [14
% ({45%/3 rounded down} - 1) of their Max. HP * (Splpow HealAmp) HP] and
Z for [10
% ({45%/4 rounded down] - 1) of their Max. HP * (Splpow HealAmp) HP];
}
end.
It than could also instead of what some normal single target heals do that is cleansing debuffs add some offensive or defensive buffs to the healed targets for an few of turns.
It could be an 'At-Will' 'Power' and due to it acting as if an aoe (while in truth being an single target) it would also build threat for each target healed separately.
-As for an 1º ex., it could occure that the 1º most damaged target could be the Tank (having the most threat) with [
10/
200 hp] and in 2º the Healer with [
60/
100 hp], while 3º was the Damage Dealer with [
70/
100 hp].
So in essence the player's first target would be the Tank and it would heal the Tank by [
42 hp -> leaving it at
52/
200 hp] and than it would run the healcheck and even though the Tank would appear as the second target it wouldn't heal the tank, as the second target can never be healed twice in a row as in this case it was previously selected as an target so it instead heals the Healer wich swaped places with the second target from it's initial third position thus healing it for [
14 hp -> leaving it at
74/
100] and afterwards the Tank is healed for an second time again for [
20 hp -> leaving it at
72/
200 hp].
-For an 2º ex. i am gonna demonstrate how threat would work with the Healer and Damage Dealer tied in HP but the Damage Dealer would be above in threat, 1º the Tank [
100/
200 hp] and in 2º the Healer with [
50/
100 hp], while 3º is the Damage Dealer with [
50/
100 hp] aswell.
So in essence the player's first target would be the Tank and it would heal the Tank by [
42 hp -> leaving it at
142/
200 hp] and than it would run the healcheck and would find that the second target and third were tied in current HP so it now would have to run an threatcheck and find that the Damage Dealer had more threat than the Healer than it would swap their positions in the current healing order and thus heal the Damage Dealer first for [
14 hp -> leaving it at
64/
100] and the Healer is healed as second again for [
10 hp -> leaving it at
60/
100 hp].
P.S. - (In both of the previous calculations i did not take in account the [Splpow HealAmp] scaling added healing bonus for the simplicity of the ex's.).
It could be an new PC 'Power' or... maybe for an new Arona healing sets (she already is messing with holy powers with her
Spirit Totem set, so maybe she's getting good at it, she even has a little aoe healing from
Smite Evil), or both Pc and the
Arona ideia (like
Rime Veil is learned for both
Cait and the PC).
For Chieftain
Arona it could be the
'Battle Seer' wich could be adquired through an mini series of events/quests from
Hretha and/or
Lumia wich would be an mainly healer role focused set,
and for Exiled
Arona it could be the
'Shaman' wich could be adquired from the
Windy Peaks from the Vulperines and the Harpies there probably also through an mini series of events/quests from 'Natalia', 'Charline' and/or
Matron Shaedra wich would be an support (offensive healer) role focused set wich would use healing and elemental 'Power'(s).
Or for both
Arona's it could be just the
'Shaman' wich would be an mix of the above previous ideias.