-Whenever a player has a sword from the wrench wand line equipped in his/her wep slots, an empty bar will appear between the health pips and the shield bar on the UI.
-Striking any mob with the wrench wand (or variants) will fill up the bar by 1/10ths with gold pips. The third swing in a successful combo will fill up the bar by 2/10ths.
-The wrench's charge attack completely empties the bar, and will heal players if the projectile connects with said player. Amount of health healed depends on how much the bar was filled prior to the charge attack. An empty bar will heal 0 hp. The charge has no effect on mobs.
-After 10 or more seconds of no connected attacks against monsters, the bar depletes automatically.
-If there are no other players in the party, the charge attack will self-heal for x amount of hp depending on bar size, and will not fire a projectile.
I'll get the actual alchemy line later, kthxbye
You are talking about balanced healing ... ... ... if this is balanced healing my idea is just (as people see it) the most op thing ever... (aka anything that heals you in this game is too op as people like to instantly answer)