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On YT got some video where the formula got writen down.
With time you can increase your skills range just get some range increase so for wand you can reach 15m or more in the future and the range increase is just make every current and upcoming dungeon way to easy.
Dont chase them to heal them they need to learn position them self properly instead to run like a headless chicken.
Not even say most of the time when dps got damaged its because they constantly make mistakes and stand in dmg skills.
so you want new players to already know what to do? huh? standard wand range is 14, with skill specialization, you can get 21, thats not far enough if you stand at range and the other player is at range on the other side of the boss. Plus when people run in dungeon they just go where monsters are, especialy melee heroes. Sometimes they fail to block fury attacks, got a lot of damage, you go heal them, meanwhile someone on the other side of the room also gets damaged and you as a healer can't do anything about it. If everyone know what to do you don't need healing at all, but I am talking about new players therefor your comment make no sense since its just "get good"
I believe that the skill Judgment lighting adds cast time but guarantees a second cast, which is only a chance to occur otherwise, based on burn stacks (this is from memory so could be wrong).
Having a glossary would be very important. Games like path of exile have it and its very useful. Last epoch also deals with it relatively well i think. The problem is that these games have strong emphasis on mechanics and character buillding, so i'd assume that its not really a priority here, as odd as it sounds.
As for range, as a healer myself i understand your pain. However that is more of a player skill issue, some arenas are massive but you don't really need to be spread out. Temple of slaughter is a good example of this, people will fly while dying to poison or stay each in a different corner >.>
its especially punishing since the boss loves to spam poison pools and those are guaranteed hits.
Given how easy the game is and theres a decent amount of action combat mixed with the tab target, some of these classic mmo strategies like grouping behind the tank aren't very clear for the players.
thanks, I tried to make it comprehensive. Altho i no longer have issue with healing, with almost 200 hours in game, the suggestion was for new players who are undergeared and just trying stuff for first time. The game mechanics are punishing and its hard to focus on both your skill rotation and game mechanics until you run the dungeon couple times and get used to cooldowns of your skills. The game should help them rather than making it too hard. Its like with fishing, at lvl 1 its hard, now I am lvl 13, I miss maybe like one in 20 fishes and catch the rest