PDA

View Full Version : Inquisitor Suggestion Discussion - UPDATED 1/08


Ssinu
12-08-2006, 09:18 PM
<div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div>    We have been doing a lot of arguing among ourselves lately, but not much helpful that if someone wanted to try and help us they would be at a loss. I'm starting this thread so we could get a positive discussion going of things we would like to see.<b><font color="#ff0033">No discussion/arguing here, just post your suggestion list and I'll compile it into one big one. If you think we are fine and don't need anything you are free to post that, but no arguing with others about their ideas.</font></b> The most popular suggestions will get sorted to the top of the list. Please try to keep things realistic - things that a developer may look at and go - "That's reasonable I can do that". Try to think of affects on other classes as well.  <i><b>Post your list and your level and your playstyles (solo, group, raid, pvp) so that I can sort the list appropriately. I.E if something is a PvP only concern, I'll separate the list into pieces.</b></i><b>To start here is my list - level 70 raider/grouper:</b>    -<font color="#ccffcc"> </font><font color="#ccffcc"><b>Re-add in reverse damage shields to our reactives.</b></font>    - <font color="#ccffff"><b>Remove some of the penalties and fix bugs associated with Enhance:Fanaticism</b></font> such as affecting power drains, hearts, reactives that were in place before casting, the casting speed increase - leaving the reduced healing and increased power cost is good. Could we also get exact percentages of the effect similar to the text on Energy Vortex? Alternatively, just make this spell only remove stifle for the CA. Also this spell is buggy in that it has been reported it is affecting other Inquisitors in group who do not have the Achievement.     - <font color="#ccffff"><b>More text logging around verdict</b></font> - for resists, how much it hit for - even if its unattributed damage to the Inquisitor, I would like to see more information on this spell in the logs.    - <font color="#ccffff"><b>Rethink the stats we buff for</b></font> - group divine isn't useful (as heat cold poision or even mental) in the current game (unless there is a whole bunch of raid mobs coming soon that use it), we have a power drain, but are the only class that cannot buff our power or wisdom in some fashion. I would like to see a self buff even if small.     - <font color="#ccffff"><b>Rethink making maldroit more useful outside of raid mobs with uncurable stat debuffs, or its boosting power </b></font>on mobs that do have uncurable 30 second AE that reduces your wis/int (or other stats) by ~170 and then using maldroit to gets it to ~126 - that's still a lot of damage. Also if stat debuffs are going to be rare outside of EoF raid encounters, take this into account as well. The more rare these events are the better the spell should be or rethought all together.    - <font color="#ccffff"><b>Rethink our intended DPS methods </b></font>- in KoS much of our damage came from spell proc's. Now in EoF we have been given combat arts as an achievement path. Switching between healer mode and DPS mode on a raid is a lot more work than someone switching between a casting mode and healing mode. We have to up our strength , get various buffs from others and our gear isn't normally str/int oriented. Yaulp/Fanatacism drains our power so when we may not immediately go back to casting. Also, by virtue of being a melee oriented DPS class, on many end game fights this is not feasible due to damage shields, stuns, AoE's and the  like. I would like it so we could through a little dps on trash mobs with minor healing, and go into full heal mode on bosses, but downtime between fights being enough to recover, We can do this now, but that would be a good focus.<p>Message Edited by Ssinurn on <span class=date_text>01-08-2007</span> <span class=time_text>01:36 PM</span>

Ssinu
12-08-2006, 09:24 PM
<div></div><div></div><div></div><b>=============</b><i><b><span><span></span></span>Suggestion List=============<font color="#9933cc">Popular Suggestions:</font><font color="#9933cc"></font><font color="#9933cc">- Change Fanaticism to CA only stile remove, remove all other pentalities and continue being stifled on all other spells.</font><font color="#9933cc"></font><font color="#9933cc">- Increase Inquisitor healing via Achievements or adjust spells.</font></b></i><i><b><font color="#9933cc">- Re-introduce our reactive damage to our reactive heals.- More text logging and information how verdict works. - Modify convert or allow an enchance Convert AA.</font></b></i><font color="#cc33cc"><i><b>Healing:</b></i></font>- <font color="#cc99cc"><b>Allow for some sort of passive healing abilities aside from Convert</b></font><font color="#cc99cc">.</font> Convert is power hungry, and even the top geared Inquisitors cannot keep it on all the time. In addition, even if it is on all the time, it does not bring our healing in line with other priests on most raid encounters particularly in EoF. What about procing more heals at same time on group heal ?  That could correct the relative utility of group reactive in raids. Imagine being able to heal 2x500 at time instead of 500 each AE ..  and not too overpowering - Convert should cost power per character not per cast so that group healing options (reactives, direct, cures) do not use all the Inquisitor's power so quickly.- <font color="#cc99cc"><b>Items like the Mark and Fate lines from the Templars</b></font><font color="#cc99cc"> </font>- it would be nice to have something similar to these concepts. For example, a buff that procs heal on attack placed upon a group member not the mob. A debuff cast on the mob that has a X% chance to proc on every sucessful melee strike coupled with a DPS group on Fanaticism, perfect symmetry.  However, I wouldn't recommend it is stolen outright, I'd suggest trading that spell line for one of ours.  IMHO, trading a healing debuff for an DOT/debuff would be fair.- <b><font color="#cc99cc">Give us a true emergency direct heal instead of an emergency reactive or at least scale the emergency reactive better.- Make reactives give some sort of heal on expire without used charges or when overwritten. </font></b><i><b>Debuffs:- <font color="#ffccff">Coerced Repentance does not fire frequently enough, increasing the amount of procs would be helpful.</font>DPS:</b></i>- <font color="#cc99cc"><b>Rethink our primary stats for CAs.</b> </font>Having STR as our primary stat for CAs are an issue since most Inquisitor Fabled gear is WIS/INT. Unlike casting DPS classes, this gives us a disadvantage when swapping out of gear sets between battles. Switching out a weapon or a trinket is fine, swapping out 8-9 pieces of gear to max out STR is cumbersome. We simply cannot go from healing to DPS easily as a DPS casting priest with WIS/INT gear built in.<i><b>KoS Achievement Suggestions:</b></i><font color="#ffccff">- </font><font color="#ffccff"><b>Retune Exorcist line to be more affective against undead.- </b></font><font color="#ffccff"><b> Perhaps Holy Shield in the AGI AA line could be a near instant casting spell like Divine Recovery is on the INT AA line.</b>  <font color="#ffffff">Holy Shield only lasts 30 seconds and every one of those seconds should count.</font></font> <i><b>EoF Achievement Suggestions:</b></i>- <font color="#cc99cc"><b>Remove some of the bugs(?) and reconsider penalties with Enhance: Fanaticism. </b></font>    a) More Info: Is there anyway we can get a numerical value or % with this so that people can track healing/cast time/power use?    b) Bugs: This seems to not just affect knowledge book spells, but other Inquisitors in group without the Achievement, Conjurer Shard, Necro hearts, Power Drain cost, and some item procs - none of these are heals in the knowledge book.    c) Suggestion: Make this spell only remove stifle component on CAs and remove penalties so it does not interfere with other Inquisitors in groups heals, and mana clickies and the like.    d) Suggestion: Change at least 1 AA in the Emergency line to be a short term buff that boosts healing by 35-45 per cast to allow short term burst healing.    - <font color="#cc99cc"><b>Rethink Maldroit or make it useful in different encounters aside from Inner Sanctum, EH etc</b></font><font color="#cc99cc">. </font>    a) Examples: Increase the affect of debuffs on the mob.    b) Alternative to maladroit = adroit = temporary buff skill and attribute of group member.       c) Maldrioit uses entirely too much power for its limited use and limited power.    - <font color="#cc99cc"><b>Revamp EoF Achievements to include healing/buff benefits.</b></font>     a) Example: Allow conversion of Heretic's to a heal on death spell single target, reactive heals instead of reactive damage, etc.    b) Example: Change items in the Triage line to improve healing spells.    c) Suggestion: Increase hit points and auto attack damage of Aura up to 25% more.    d) Suggestion: Increase Pious to include a 35% increase to mitigation stat.    e) Suggestion: Make Fervent Focus into a proc off target immunity to all control spells up to 15 seconds using a concentration slot.    f) Instead of Stoneskin like Templars, we get a % reflection to attack (spell or melee).    e) Group Inquest (About the level of Harrowing Inquest Adept 1) that procs for everyone but the Inquisitor.    g) A short cast, long recast for 100% crit heals for 30 seconds, recast 5 minutes.....for the big fights.    h) Instead of  reach of faith => a cure (group) ability like +little heal.    i) Add waves or triggers to our reactives with an Achievement.       - <font color="#cc99cc"><b>Reach of Faith should affect range of all AE heals/reactives</b></font><font color="#cc99cc">.</font> So a 20 meter affect radius would go to 25.- <font color="#cc99cc"><b>Punishment line should increase duration of debuff / impairement.</b></font>- <font color="#cc99cc"><b>Add in a convert AA.</b></font>a) Suggestion: Add another AA abilty somewhere that boosts heal per proc of Convert.b) Suggestion: Increase heal/ decrease power up to 35% for Convert.c) Suggestions: On group heal / reactives have convert only cost 1 x it's power requirement, not 6 or change convert on reactives only to add to each tick of the reactive instead of firing up front when ppl are usually at full health<i><b>EoF Deity Suggestions:</b></i>- Give a more healing focused god choice to the evil side or compensate by adding a set of AAs (full line or abilities in existing lines either way) that directly add to healing amounts, reduce casting time, or reduce power costs of existing heals.      <i><b>Nice to Haves:</b></i>- <font color="#cc99cc"><b>More text logging around verdict: resist rates, damage amounts not necessarily attributed to Inquisitor, Inquisitor who cast the spell.</b></font><p><i><b>Direct Spell/balance Suggestions: *</b></i>- Blessed Strike - This is a self Inquisitor buff.  Adds Str (100?) and Sta (30-50?).  On successful melee strike it has a chance to proc Zealous Redemption.  Zealous Redemption causes a power drain on the target (150-350?), and heals the inquisitors group by (100-400?).</p><p>- Add a "Combat Stance" to inquisitor abilities that lowers Wis, raises Str.  Boosts Mitigation, lowers ministration, some stuff like that (haven't worked out the details).</p><div>- Ability or AA - Wave of Zealotry - This ability essentially stifles the inquisitor so s/he can't cast.  Then it consumes power over time to cause a short range AE (effects all friendly targets in local area) healing pulse (heals 200-300 per pulse, 1-3 sec intervals?) centered on the inquisitor (range 10-15m?).   Wave of Zealtory stays active only as long as the Inquisitor is causing melee damage to a target.</div><div> </div><div>- Ability or AA - Bastion of Faith - This ability would pull power from the group and convert it to healing pulses in a range of 10m for every successful melee strike (150-200) or a proc percentage on melee strikes (450-600).<b><font size="5">*All numbers given are for example only, if they are out of line with balance, please lower them but take into consideration the idea behind the suggestion. Also, obviously we do not need all of these things. One or two of these ideas probably would adjust us nicely.</font></b>------------History12/12 Updated.12/18 Updated.</div>12/27 Updated.1/08 Updated<p><span class="time_text"></span></p><p>Message Edited by Ssinurn on <span class=date_text>01-08-2007</span> <span class=time_text>01:35 PM</span>

quasigenx
12-08-2006, 10:33 PM
<div></div>Revamp the EoF AA healing line:Ability to change Heretic's Destiny into a heal-target on death. Like the templar's version, but single target instead of group.Ability to enhance Pious to add a small (5-25hp for various levels) perma-reactive to the group.Ability to enhance Fanatical Healing to add a small single-charge reactive.Ability to enhance Compelled Repentance to heal the target when it procs.Ability to enhance Fanatic's Faith to add a small heal when taking magic damage.Ability to enhance Devoted Ministration to give a small chance to double-heal.Other stuff:Enhanced Fanatacism should remove the stiffle component ONLY from the new Battle line CAs, and have no other penalties.Maladroit should increase the effect of the debuffs on the mob. Totally different, but more useful and easier to understand.<p>Message Edited by quasigenx on <span class=date_text>12-08-2006</span> <span class=time_text>12:34 PM</span>

Israphil
12-08-2006, 10:44 PM
<edit> nevermind, i wouldn't want to spark discussion of all things.<p>Message Edited by rckmer on <span class=date_text>12-08-2006</span> <span class=time_text>09:45 AM</span>

LardLord
12-08-2006, 11:12 PM
The "Reach of Faith" AA should effect the range on our Group heals/cures/reactives. 

JmSte
12-09-2006, 05:11 AM
<DIV><BR> <BLOCKQUOTE> <HR> LardLord wrote:<BR> The "Reach of Faith" AA should effect the range on our Group heals/cures/reactives. <BR> <HR> </BLOCKQUOTE><BR>/agree</DIV> <DIV> </DIV> <DIV>I'd also like to see some type of 'passive' healing ability so to speak - we've got nothing in this department.</DIV>

Alarick0
12-10-2006, 02:03 PM
<P>I would love to see them make the Triage have at least one AA that helps us with healing.</P> <P>Maybe like an improved group heal.</P>

Ayako
12-11-2006, 10:23 PM
<DIV>The Excorcist line needs a lot of work.  It's fairly weak, and the final skill (protection from undead) doesn't really do anything at all.  Recast timer on Turn Undead is very long, making it for the most part ineffective.  The proc seems to not trigger as often as it should, but I haven't really tested it.</DIV> <DIV> </DIV> <DIV>Right now the line is pretty useless so i respec'd to something else.  It would be nice if it actually made you <STRONG>powerful</STRONG> vs undead, instead of just slightly more effective.</DIV> <DIV> </DIV> <DIV> </DIV>

Ssinu
12-13-2006, 03:56 AM
Started the list.<div></div>

Spoof
12-14-2006, 12:48 AM
Convert Should only cost power per cast, not per character (i.e, group heals and reactive should cost x1 power, not x6) Verdict Would be nice to see this parsed. So often a raid boss is brought to it's knees when casting this and we get 0 credit... though the phrase "burn it to 2%!" is often heard on our guild voice channel. <span>:smileyvery-happy: </span> <div></div>

Jordinn
12-15-2006, 12:23 AM
<DIV>Healing from Evil Clerics:</DIV> <DIV>Give a more healing focused god choice to the evil side or compensate by adding a set of AAs (full line or abilities in existing lines either way) that directly add to healing amounts, reduce casting time, or reduce power costs of existing heals.</DIV> <DIV> </DIV> <DIV>DPS:</DIV> <DIV>OK it lines up with what Ssinurn already said, but if we could somehow have our WIS as our primary combat stat rather than STR then our battle cleric line would be more appealing.  This would help to line up with our stat choice and power pool as a class.  As it stands I have to essentially re-gear to get into DPS mode or just accept that my strength will be low for the DPS fights.  I also then have to have a bag or two of resist gear plus a bag of tank / melee gear if I really want to pursue DPS situationally in a raid or group but still keep my ability to heal for boss mobs up when needed. </DIV> <DIV> </DIV> <DIV>Some suggestions on things to consider:</DIV> <DIV>Blessed Strike - This is a self Inquisitor buff.  Adds Str (100?) and Sta (30-50?).  On successful melee strike it has a chance to proc Zealous Redemption.  Zealous Redemption causes a power drain on the target (150-350?), and heals the inquisitors group by (100-400?).</DIV> <DIV> </DIV> <DIV>Add a "Combat Stance" to inquisitor abilities that lowers Wis, raises Str.  Boosts Mitigation, lowers ministration, some stuff like that (haven't worked out the details).</DIV> <DIV> </DIV> <DIV>Change at least 1 AA in the Emergency line to be a short term buff that boosts healing by 35-45 per cast to allow short term burst healing.  Add another AA abilty somewhere that boosts heal per proc of Convert.</DIV> <DIV> </DIV> <DIV>Ability or AA - Wave of Zealotry - This ability essentially stifles the inquisitor so s/he can't cast.  Then it consumes power over time to cause a short range AE (effects all friendly targets in local area) healing pulse (heals 200-300 per pulse, 1-3 sec intervals?) centered on the inquisitor (range 10-15m?).   Wave of Zealtory stays active only as long as the Inquisitor is causing melee damage to a target.</DIV> <DIV> </DIV> <DIV>Ability or AA - Bastion of Faith - This ability would pull power from the group and convert it to healing pulses in a range of 10m for every successful melee strike (150-200) or a proc percentage on melee strikes (450-600) .</DIV> <DIV> </DIV> <DIV>The idea behind Bastion and Wave would be that an inquisitor can boost healing but must get in melee range or at least close range of the target to do this.  This could bolster the "Combat Cleric" angle while still boosting or sustaining our healing ability. </DIV> <DIV> </DIV> <DIV>EDIT: Typos</DIV><p>Message Edited by Jordinn on <span class=date_text>12-14-2006</span> <span class=time_text>11:26 AM</span>

inhumanus1986
12-15-2006, 06:53 AM
Well i guess ill throw in my 2 copper, here goes.....Increase heal/ decrease power up to 35% for Convert (5 ranks)Increase hit points and auto attack damage of Aura up to 25% more (5 rankc)Increase Pious to include a 35% increase to mitigation statMake Fervent Focus into a proc off target immunity to all control spells up to 15 seconds using a concentration slotInstead of Stoneskin like Templars, we get a % reflection to attack (spell or melee)Fix Enhance Fanaticism like as suggested, CA onlyGroup Inquest (About the level of Harrowing Inquest Adept 1) that procs for everyone but the InquisitorA sixth concentration slotA short cast, long recast for 100% crit heals for 30 seconds, recast 5 minutes.....for the big fightsInhumanus Nex70th InquisitorBlackguardNektulous server<div></div>

Graghzug
12-15-2006, 09:00 PM
<DIV>I am still kind of a n00b, but levelling up one thing I noticed was that we are lacking a power pool buff so I second that suggestion.  I also think some form of emergency group heal (even if it was fairly weak) would be more beneficial than the Exoneration spell, which honestly seems lacking.  </DIV> <DIV> </DIV> <DIV>I imagine in raids things might be different, but I have only been on one and would have loved a quicker grp heal or better an emergency grp heal.</DIV>

Israphil
12-16-2006, 05:41 AM
<div><blockquote><hr>Graghzug wrote:<div>I am still kind of a n00b, <font color="#6633ff">but levelling up one thing I noticed was that we are lacking a power pool buff so I second that suggestion.</font>  <font color="#ff0000">I also think some form of emergency group heal (even if it was fairly weak) would be more beneficial than the Exoneration spell, which honestly seems lacking. </font> </div> <div> </div> <div>I imagine in raids things might be different, but I have only been on one and would have loved a quicker grp heal or better an emergency grp heal.</div><hr></blockquote>We are given a lower power pool, but also given Chilling Inquest (first Harrowing Inquest at lvl 45) to combat this problem. Also, we have an emergency group heal; it's called Evidence of Faith, and it's a spell we get at lvl 48 that scales up as we level.</div>

bubbsd
12-17-2006, 09:22 PM
<P>i have made a suggestion tree on beta boards and on another jina post here that dont acquiere lot of attention i will do it again here</P> <P> </P> <P>1. emergency and heal</P> <P>        emergency reactive</P> <P>            /                   </P> <P>resurrection          convert (+%heal?)</P> <P>         |                        |</P> <P>absolution             fervent focus</P> <P>alternative to reach of faith => a cure (group) ability like +little heal</P> <P>disorientation between convert and act</P> <P> </P> <P>2. buffs</P> <P>                        pious</P> <P>      /                                                  </P> <P>act of belief(1aa / %, max5)      consecrated aura (+dps or +hitpoint or both)</P> <P>  |                                                                                          |</P> <P>fanaticism (real enhance +dps/haste/int)                        chilling inquest (+%trigger)     </P> <P>alternative to maladroit = adroit = temporary buff skill and attribute of group member   </P> <P> </P> <P>3. debuff / impairement</P> <P>                convict</P> <P>            /                     </P> <P>   debase                 devotee</P> <P>       |                            |</P> <P>forced obedience      fanatical vengeance</P> <P>punishement = like it was at begining = increase duration of debuff / impairement</P> <P>verdict between consecrated and debase</P> <P> </P> <P>4. dps melee</P> <P>i dont care about, same for those who like it ( they exist ?mmh)</P> <P> </P> <P> </P> <P> </P> <P> </P> <P> </P> <P>like i have already said, its very easy to do good things about us, more difficult to do the sh... you have done</P> <P> </P> <P> </P> <P>Eithordye <Pandemonium> Storms</P>

Ssinu
12-18-2006, 09:31 PM
Updated. Great ideas. I try to include everyone's ideas, but if its similar to someone else's I may change wording for space reasons.<div></div>

quasigenx
12-19-2006, 03:04 AM
Personally, I think we should steal the "mark of" line from Templars. Healing events that trigger when doing damage to a mob is right up the Inquisitor alley. On raids, that thing can parse as high as 15% of total healing for the templar, because it can proc on anyone swinging a weapon at the mob.Simularly for the "fate" line, which procs a heal on mob death. That's much more of a offensive healer spell then a defensive healer spell, which is the breakdown between Inq/Templar.That's the real source of the imbalance, IMO. They gave all the healing goodies to the Templars, and now they have no ideas left to give us offensive healing abilities, so they just give us DPS instead.You heard it here first! Put fate and mark in the Inq tree!<div></div>

quasigenx
12-19-2006, 03:05 AM
What about a buff that procs a heal on attack? Like a "mark of" line spell that you place on the group member, instead of the mob? It could be a small HoT when it procs, just like mark.<div></div>

quasigenx
12-19-2006, 03:08 AM
<div></div><div></div>Maybe a group buff that procs a heal for every member of the party hit by an AoE? Pretty much like our regular group proc heal, but only procs on AoEs, and procs a bigger heal. Like 1.5-2k at T7.Alternatively, it could proc a smaller group heal, one for each person hit. So if all 6 people got hit, you would get a nice big combined heal.<div></div><p>Message Edited by quasigenx on <span class=date_text>12-18-2006</span> <span class=time_text>05:12 PM</span>

Graghzug
12-20-2006, 03:14 AM
<DIV> </DIV> <DIV> <HR> rckmer wrote:<BR></DIV> <DIV> <BLOCKQUOTE> <DIV><BR> <BLOCKQUOTE> <HR> Graghzug wrote:<BR> <DIV>I am still kind of a n00b, <FONT color=#6633ff>but levelling up one thing I noticed was that we are lacking a power pool buff so I second that suggestion.</FONT>  <FONT color=#ff0000>I also think some form of emergency group heal (even if it was fairly weak) would be more beneficial than the Exoneration spell, which honestly seems lacking. </FONT> </DIV> <DIV> </DIV> <DIV>I imagine in raids things might be different, but I have only been on one and would have loved a quicker grp heal or better an emergency grp heal.</DIV><BR> <HR> </BLOCKQUOTE>We are given a lower power pool, but also given Chilling Inquest (first Harrowing Inquest at lvl 45) to combat this problem. Also, we have an emergency group heal; it's called Evidence of Faith, and it's a spell we get at lvl 48 that scales up as we level.<BR><BR><BR></DIV><BR> <HR> </BLOCKQUOTE> <DIV>I am sorry, I should have been clearer.  The issue with power pool is somewhat addressed with Chilling Inquest at 45, but until then it often seemed I would run out of power when fighting especially difficult mobs, which I suspect is where all the 'Inquisitor's can't solo well' comments come from.  Our spells are decent and heals are good, but we run out of power too quickly at lower levels.</DIV> <DIV> </DIV> <DIV>As far as Evidence of Faith goes, it is not an emergency -heal- it is an emergency reactive.  I should have said an emergency direct heal.  Even if it was small would be great!  Make it an AA if you have to.  Thanks!<BR><BR></DIV></DIV>

Gobbwin
12-20-2006, 05:45 PM
<DIV>I have to agree with motion to attain the 'Mark of' line.  Think about it, a debuff cast on the mob that has a X% chance to proc on every sucessful melee strike coupled with a DPS group on Fanaticism, perfect symmetry.  However, I wouldn't recommend it is stolen outright, I'd suggest trading that spell line for one of ours.  IMHO, trading a healing debuff for an DOT/debuff would be fair.  It would both increase our healing capacity and increase the templar's DPS capacity.  I would recommend one of the following lines as a trade:</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Fanatical Vengeance  - An impairment that deals instant divine damage when the target successfully attacks, for up to 5 attacks.  (Not thrilled about losing this one, but it would make sense to give to a templar because they are defending their tank and it would stack nicely with their Stoneskin.)</DIV> <DIV> </DIV> <DIV>Affliction - An impairment that decreases the mental resistance of the target while dealing mental damage over time.  (Personally, I use this one quite a bit as well, but again its another spell that would make sense to give to a templar.)</DIV> <DIV> </DIV> <DIV>Absolving Flames -  An impairment that decreases the devine resistance of the target while dealing  heat damage over time to the Inquisitor's enemy. (Love this spell line, wouldn't want to lose it, but it would make sense for either class to have it.)</DIV>

Catseyes
12-21-2006, 06:10 PM
Mechanic change on single and/or group reactive (or mechanic or AA ) *well , may be that could be an EoF AA than enhance the reactives :Enhance : Diatribe Whenever the amount of damage to heal is twice the amount of a wave , it's trigger another wave  Further ranks improve : number of triggers  - or - chance to trigger ?(for example rank 1 trigger one wave max, rank 2 trigger 2 waves max , rank 3 trigger 3 waves max... )for example : group reactive heal for 9 waves of 500 dmg the group take an AE for 2300 pts : 2x 500 + 2x500 : the spell heal fire 2 waves more at same time = 1500 heal on the AE. That could heal the inquisitor to heal his group on huge AE instead of wasting power healing only a few amount at each time.am i clear ? =p Ymrir, Inqui 70 befallen<div></div>

Jordinn
12-25-2006, 12:22 AM
<P>Would it be unbalancing to have reactives proc heals at the end when they are overwritten by other reactives?  If a Templar and Inquisitor are both healing the MT we usually coordinate the single target reactives, but in a pinch when things are getting rough I know both instinctively start casting "everything and the kitchen sink" including single target reactives.</P> <P>Does the mechanic exist for the spell to know it was overwritten?  If yes could we have a heal proc on that event.  If no maybe a heal proc when the reactive drops.  I see most benefit on this for single target reactives, but group reactives could be bolstered (as mentioned above) by this same mechanic.  However if you proc heals on group reactives please do not consume power x6 for the heals that get cast as that might be a bit much on power consumption.</P>

The-Fourm-Pirate
12-25-2006, 03:58 AM
Remove the Vengance (reverse reactive) line and have our normal reactives inflict the same ammount of damage when triggered, this change just makes our reactive more unique rather than a less powerful Templar reactive.

Ssinu
12-27-2006, 09:41 PM
Updated. Good ideas as usual.<div></div>

Rvaryen
12-28-2006, 04:45 PM
<P>All great ideas now we just need to keep people posting on this thread so it stays near the top, hope some dev gets lost on the forums, stumbles into the inquis section, and reads this thread. >_<</P> <P> </P>

Demoniac
12-28-2006, 05:28 PM
sometimes I just feel like an [expletive haxx0red by Raijinn]. how those devs team work on the project? did they really test the result? did they ever ask the feedback from some players they actually play the game for 2 years??say vengeance : have you seen vengeance expired before?? it pretty much went off like 10-15 seconds. it was1 min 12 seconds during already.. what the heck do i need another 20% - 60% extend during timer??compelled repentance : same question, have you seen this thing finish the all 3 triggers in 30 seconds?? I've seen it 2 or 3 times in my entire 321 days play time. give it another 20% - 60% during is kinna what we need.maladriot : this thing works i am sure...this is a new ability. it should be cool... what the heck do I need 580 power per minute for a spell that does nothing to 99.5% mobs in the game? I am bored?sony really need to recuit some devs whoever can stay the job for a few years. <div></div>

ericshaitan
12-28-2006, 06:58 PM
<blockquote><hr>Demoniac wrote:sometimes I just feel like an [expletive haxx0red by Raijinn]. how those devs team work on the project? did they really test the result? did they ever ask the feedback from some players they actually play the game for 2 years??say vengeance : have you seen vengeance expired before?? it pretty much went off like 10-15 seconds. it was1 min 12 seconds during already.. what the heck do i need another 20% - 60% extend during timer??compelled repentance : same question, have you seen this thing finish the all 3 triggers in 30 seconds?? I've seen it 2 or 3 times in my entire 321 days play time. give it another 20% - 60% during is kinna what we need.maladriot : this thing works i am sure...this is a new ability. it should be cool... what the heck do I need 580 power per minute for a spell that does nothing to 99.5% mobs in the game? I am bored?sony really need to recuit some devs whoever can stay the job for a few years. <div></div><hr></blockquote> I can swing my Hammer in a Circle and damage a bunch of mobs!<div></div>

Demoniac
12-28-2006, 07:25 PM
I can see your hammer by reading your sig...<span>:smileysad:</span><div></div>

Tarta
12-29-2006, 06:59 PM
<BR> <BLOCKQUOTE> <HR> Demoniac wrote:<BR>sometimes I just feel like an [expletive haxx0red by Raijinn]. how those devs team work on the project? did they really test the result? did they ever ask the feedback from some players they actually play the game for 2 years??<BR><BR>say <BR><BR>vengeance : have you seen vengeance expired before?? it pretty much went off like 10-15 seconds. it was1 min 12 seconds during already.. what the heck do i need another 20% - 60% extend during timer??<BR><BR><BR>compelled repentance : same question, have you seen this thing finish the all 3 triggers in 30 seconds?? I've seen it 2 or 3 times in my entire 321 days play time. give it another 20% - 60% during is kinna what we need.<BR><BR><BR>maladriot : this thing works i am sure...this is a new ability. it should be cool... what the heck do I need 580 power per minute for a spell that does nothing to 99.5% mobs in the game? I am bored?<BR><BR><BR>sony really need to recuit some devs whoever can stay the job for a few years. <BR> <BR> <HR> </BLOCKQUOTE> <P>yep, yep and yep. 100% agree here, although I will NEVER even get close to taking maladroit (even tho I have 15 pts in that line already) in it's current form.</P> <P>BTW, furys got an AA to enhance hibernation, which is a hugely efficient group heal spell. It would be nice to have an AA that would enhance convert. A few options for this:</P> <P>- reduce power cost of convert by 20% across the board or</P> <P>- on group heal / reactives have convert only cost 1 x it's power requirement, not 6 or</P> <P>- change convert on reactives only to add to each tick of the reactive instead of firing up front when ppl are usually at full health</P> <P>or any combination of the above changes would be great IMO. And make it an AA so that ppl can choose the change or not.<BR></P>

Sphinx1975
12-29-2006, 08:45 PM
Perhaps Holy Shield in the AGI AA line could be a near instant casting spell like Divine Recovery is on the INT AA line.  Holy Shield only lasts 30 seconds and every one of those seconds should count.

Catseyes
01-01-2007, 05:49 PM
btw , repentance line work quite funny sometimes,  on monks/bruiser/berserkers and such mobs ,with CA doing multiple attacks, you can see the proc going off all its charges in few secs. I have seen that on some epics, that's very funny to see.  May be a bug with some CA counting each attack like separate CA and not a full one,dunno but i m sure of that <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />what about the idea of  procing more heals at same time on group heal ?  that could correct the relative utility of group reactive in raids. Imagine being able to heal 2x500 at time instead of 500 each AE ..  and not too overpowering .. ymrir, 70 inquisitor befallen<div></div>

Ssinu
01-09-2007, 12:35 AM
Updated.<div></div>

jago quicksilver
01-09-2007, 02:32 AM
make Malevolent Diatribe a viable way to actually help an inquis heal up after an AE.maybe an AA that makes it into a single proc thing for like 7-900 across the whole group when damage is taken by more than 2 members or something like that.<div></div>