I came back to the game after being away for a while and found that elite mobs now heal sometimes as a function of rage. I feel like this was a huge mistake.
I could not find a post about this topic but someone told me it was part of the game now.
https://oi1124.photobucket.com/album...ythe/troll.jpg
https://oi1124.photobucket.com/album...lythe/puck.jpg
*note the troll in this picture was on fire the entire combat - so this is a full rage heal with no "natural regeneration".
I often solo the first floor of WN as a level 80 character (limited to lvl 70 snail armor) running battlechemistry/shield. The mobs are trivial and they should be given where I am in the game and that I have a build designed to make fighting them easier.
Is it really the design of the game to have mobs be healing more than double their max health? If this is me fighting these monsters in gear that makes the content a joke ... then what are level appropriate players supposed to do?
Battle Chemistry does not have the big hits of fire damage but is punished by the same criteria of when a mob is on fire it has stupid extra rage. Wih the trolls this is a monster that has a crazy heal rate if it is not on fire.
In the case of Puck he actually killed me as I was leveling Ice. As I am still leveling it this build as not as strong as my main build but I suspect I did well over ~35,000 to a boss who has 13k health (probably closer to 40k) and did not kill it. To me this seems absurd. I came back with my main build and killed it.
Key issues:
1. Damage over time abilities have never been stellar compared to direct damage and now are even worse.
2. Battle chemistry is severely nerfed by this change as a huge portion of the damage comes from a long dot with the mob being on fire.
3. Can we limit how much healing a monster can get as a fuction of rage?
I feel like 25% rage healing max would be enough. After a monster heals 25% as a function of rage it cannot heal more. Let the monster's armor however reset often. There are a lot of really good armor breaking skills that are essentially useless because it is too easy to tear the mob's armor off and leave it in health only for the majority of the fight.