PDA

View Full Version : Priest - Feedback and Bugs


Caith
10-20-2015, 01:55 AM
Please post any priest specific questions, feedback or bugs here.

Nindakin
10-21-2015, 02:11 AM
Are there any plans to boost priest buffs/melee priest combat art damage?<br /> <br />Speaking as an inquisitor that already exceeds the new wdb cap with temp buffs, it's very frustrating receiving a dps nerf without any sort of compensation.<br /> <br />It also seems that there haven't been any balance adjustments made for priests with this expansion. Inquisitors specifically haven't been in a particularly good state the last several expansions now due to our utility becoming increasingly irrelevant and our healing being ill suited for the demands of current content, namely lacking any sort of reliable damage prevention abilities. Probably the simplest thing that can be done to address the later part would be to remove the health restriction on prepared defenses. As far as I'm aware this is the only healing ability in the game that's conditional based on mob hp, which is unwieldy at best and crippling at worst.<br /> <br />While I'm aware the current focus is primarily on scout balance, hopefully some of these issues can be addressed before beta ends.

Ogdinmar
10-21-2015, 10:32 PM
Two questions actually. One is, is there any increases or changes healers have coming with the expac like the scouts and fighters got? second Is there anyway to increase the cap on the druid protective instinct ward? Its really useful but it seems to top out at 6-700k, maybe allowing it to crit would cool if possible.

Yukinoh
10-21-2015, 11:36 PM
A note of feedback from a raider's perspective.<br /> <br />Is there anything being done to make druids (both flavors) and Inquisitors more desirable this expansion? Currently, they are not very desirable in a raid and not the first chosen for groups. It was different when everything was a constant cure-fest, but the last expansion wasn't a mega cure fest, thank goodness.<br /> <br />It's possible with enough skill to heal a group with any healer class, but the healing put out by exceptional, well geared players of these three classes is still usually stomped flat into the mud by any adequately geared Shaman, Templar, or Channeler. I don't mean when these healers are second healing under wards or intercepts, either. I'm talking straight up, one to one - one group lives, and the other keeps having group members fall down.<br /> <br />Since they can't perform the primary function of healing as well as one of those other classes right now without completely changing how heals (intercept/ward/reactive/regen priorities) work, could they at least be given more useful group buffs or personal damage?

Pixilicious
10-22-2015, 05:15 PM
Please don't say channelers were so awesome this last expack, they were mostly backup heals, beacuse intercepts do not work on everything and they don't intercept all of the incoming damage, and other than that channelers only have direct heals, and their rather dissonance expensive heals. Also druid buffs > channeler buffs. Druids were just fine, they have lots of heals to chose from and stack hots while i know shamans ruled the healing parses, with their uber wards. Maybe only inquisitors were left a little behind...

Mermut
10-22-2015, 05:19 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Pixilicious"> <aside> <div class="attribution type">Pixilicious said: <a href="index.php?goto/post&id=6270058#post-6270058" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Please don't say channelers were so awesome this last expack, they were mostly backup heals, beacuse intercepts do not work on everything and they don't intercept all of the incoming damage, and other than that channelers only have direct heals, and their rather dissonance expensive heals. Also druid buffs > channeler buffs. Druids were just fine, they have lots of heals to chose from and stack hots while i know shamans ruled the healing parses, with their uber wards. Maybe only inquisitors were left a little behind...</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Shaman will always rule the healing parse.. because, unlike the dps parse, only heals USED, not heals cast, are parsed. And wards are counted first. If the ward is big enough to stop all the damage, the other healer could be doing nothing but casting heals and they would still have a zero heal parse. Plus the heal parse doesn't show things like damage reduction, mit boosts, etc, which all reduce the amount of healing NEEDED.<br />The heal parse, by itself, is a poor barometer of how well a particular healer is doing.

Pixilicious
10-22-2015, 05:19 PM
If anything, channelers do need more grp utility and buffs.<br />Thank you

Wards
10-22-2015, 07:02 PM
its pretty difficult to balance ... defilers for example have such a huge potential atm and with the etheral 1h proc going to be common<br />i cant imagine how the encounter design will change things. for AoM raid its like 1 defiler or mystic > 2 other healers per grp ... so raidleaders choose one defiler and sum extra dps class over 2 healer grps...

Wards
10-22-2015, 07:05 PM
and i didnt even touch my direct grp heal the last 5 month

Wards
10-22-2015, 07:58 PM
i mean a lot of people did put a lot of time in the AoM priest feedback ... nothing changed so far ... nothin ...<br />cb pot wdb swdb ?! im not sure but we prolly dont have to argue about the new cb cap ... i dont care about inquisitors crying about wdb cap since they are worthless healers atm. if u want feedback about the new deity system u shulda put something in to actually heal ... gninja said the most raidsituation are going to be tested private ... so what ? and i dont see any use of the deity abilities so far ... if Brell s resist fail condition going to be common maybe, but that woulda be pretty boring in my opinion

Flatline
10-23-2015, 05:16 PM
Buehler? so no priest changes at all ?

Awesomeo
10-24-2015, 08:20 AM
I'm hoping they boost Priest CA's, I'm kinda bored with my DPS just coming from autottack <img src="/images/smilies/frown.gif" alt="Frown" />

Chilton0585
10-26-2015, 03:51 AM
<div class="bbCodeBlock bbCodeQuote" data-author="Awesomeo"> <aside> <div class="attribution type">Awesomeo said: <a href="index.php?goto/post&id=6270804#post-6270804" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">I'm hoping they boost Priest CA's, I'm kinda bored with my DPS just coming from autottack <img src="/images/smilies/frown.gif" alt="Frown" /></span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>While I'd like to agree, I'd like to see other things done to normalize things. Priest DPS should never be on par with any of the other dps classes unless their is a spec that completely disables healing. <br /><br />However I would like to see, say, mystic/defiler pets do a bigger portion of their damage. Same with channelers. I'd like to see inquisitors get one as well like templar's hammer. Maybe a little fanatic dude that's like RAAAWR IM THE BEST *crushes with hammer*.<br /> <br />just "increasing CA damage" is blan, boring, and will need to be done again later. Give me something fun that also increases it and makes it feel neat.

Chilton0585
10-26-2015, 05:35 AM
I'd like to add something else, since it wont let me edit for some reason, and this applies a lot towards inquisitor.<br /><br />A lot of an inquisitors damage from their combat arts come from the DoT portion attached. As we level up and get better gear, our re-use speed clips half of these dots off. It's always better to hit the combat art again, but where did that 6-8 seconds of DoT I just clipped off go? Really need to speed up the DoT ticks with an AA or something to counter this. Would -greatly- improve combat art damage.

-Soteria-
10-27-2015, 06:29 PM
The Inquisitor class is my favorite, and it's dear to my heart even though I finally changed mains to maintain raid relevance. </3<br /> <br />Here are a couple of things I'd love to see fixed for Inquisitors:<br /> <br />Punishment spells: These are cool, fairly unique to the class, and really really sad and outdated. They take longer to cast than your CAs, and they don't work to maintain Unyielding Retribution, so it seems like they should be more powerful than they are. The AA that adds a heal to punishment spells is broken, since it uses the mob's stats to determine the size of the heal rather than the Inquisitor's, despite the spell description's damage reading as if it uses the priest's stats. A few years ago Inquisition had the same problem, and that was updated, but the punishment spells are still borked. If they were working correctly, punishment spells would be a pretty neat unique class ability that could bring significant value to an inquisitor in a raid, since the heal is raidwide, though only on players within a certain distance (4m?) of the enemy target. It used to be a handy lifesaver for fighters and scouts who were staying in melee range and taking extra damage from being in close for proximity-based AoEs.<br /> <br />Primary heals: aren't very good! On my inquisitor, I fairly often find Malevolent Diatribe to be a waste of time to even cast. It seems like a lot of pulsing damage doesn't even trigger reactives, most noticeably on fights like Ragefire in ToV or the x2 in plane of power that was similar. It's usually better to just throw Alleviation after the damage lands... which kinda gets the job done, but it's a big problem when your primary heals aren't effective.<br /> <br />Interrogation/Prepared Defenses: I like Nindakin's sentiment about removing the 50% threshold on Prepared Defenses, I think that would go a long way toward making inquisitors viable in a raid environment.<br /> <br />It seems like overall, the class just hasn't evolved with the game. Divine Guidance for example, used to raise the group's HP by an actual 30%, which was significant enough to prevent death by one-shot pretty effectively. Now... with all the +max HP stuff already in effect, especially with Warring Protector charms on, it ends up being a relatively insignificant bump in HP - not sufficient to prevent being killed in a single hit most of the time. Aside from that, Inquisitors used to be valued for their strong buff offerings, but now buffs that used to be super relevant, like Fanaticism and Inquest, are now an afterthought to most groups.<br /> <br />Pretty much the only thing the class has left is the ability to swing a hammer like a freight train... and with a cap on crit bonus and wdb, that's next on the chopping block. I hope to see some adjustments to this class. You can see it's sorely needed, with comments like:<br /> <br /><div class="bbCodeBlock bbCodeQuote" data-author="Wards"> <aside> <div class="attribution type">Wards said: </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">... i dont care about inquisitors crying about wdb cap since they are worthless healers atm.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>

-Soteria-
10-27-2015, 06:36 PM
In general, and this would apply to ALL classes, not just priests, I think an AA revamp is very necessary and would be a great way to address some desperately needed class balance issues. Every class has some places where the game has evolved in a way that makes big sections of their AA trees irrelevant, and for certain classes that includes whole endlines that used to be really great. I realize that isn't a small project, and is most likely outside the scope of what is possible for this expansion... but I'm just throwing that out there.

Germs
10-27-2015, 06:56 PM
I came back to Eq2 after a long break and it's sad to see the battle priest Inquistor a thing of the past. I think the changes to CB and WDB are going to be the final nail in the coffin for Inquistors. At least scouts are getting a buff to their CAs, but Inquisitors are really going to be behind in heals and now in the damage department.

Germs
10-27-2015, 09:37 PM
^ This could easily be remedied if the devs create some cool Templar/Inquisitor only battle cleric gear with potency to help our heals too.. Maybe some harder hitting weapons since WDB will be capped.

Mermut
10-27-2015, 09:44 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Germs"> <aside> <div class="attribution type">Germs said: <a href="index.php?goto/post&id=6272786#post-6272786" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">^ This could easily be remedied if the devs create some cool Templar/Inquisitor only battle cleric gear with potency to help our heals too.. Maybe some harder hitting weapons since WDB will be capped.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Clerics aren't the only ones affected by these changes. All the melee priests are taking a bit hit.

-Soteria-
10-27-2015, 11:35 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Mermut"> <aside> <div class="attribution type">Mermut said: </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Clerics aren't the only ones affected by these changes. All the melee priests are taking a bit hit.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>^ Truth, the crit bonus cap will be poopy for Mystics since I can already tickle the 3000 threshold with raid buffs and right side prestige while Unyielding Retribution is active.

Mermut
10-27-2015, 11:38 PM
<div class="bbCodeBlock bbCodeQuote" data-author="-Soteria-"> <aside> <div class="attribution type">-Soteria- said: <a href="index.php?goto/post&id=6272858#post-6272858" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">^ Truth, the crit bonus cap will be poopy for Mystics since I can already tickle the 3000 threshold with raid buffs and right side prestige while Unyielding Retribution is active.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Ditto on my warden.<br />Plus capping crit bonus isn't just a hit to auto-attack damage, it's also a hit to heals (and combat arts and spells). Ability mod doesn't come close to competing with crit bonus as far as bang for your buck goes, since crit bonus and potency multiply, ability mod is just addition at the end.

Koko
10-28-2015, 03:21 AM
<div class="bbCodeBlock bbCodeQuote" data-author="Mermut"> <aside> <div class="attribution type">Mermut said: <a href="index.php?goto/post&id=6272862#post-6272862" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">since crit bonus and potency multiply, ability mod is just addition at the end.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div><b>...</b><br /> <br />For most damaging abilities:<br /><div style="padding-left: 30px">value = <i>f</i>(crit bonus) [base * <i>f</i>(primary stat) * <i>f</i>(potency) <b>+</b> <i>f</i>(ability mod)]</div>For most healing abilities:<br /><div style="padding-left: 30px">value<i> = f</i>(%heal received)<i> * f</i>(crit bonus) [base * <i>f</i>(potency) <b>+</b> <i>f</i>(ability mod)]</div>

Elinea
10-28-2015, 04:05 AM
<div class="bbCodeBlock bbCodeQuote" data-author="Koko"> <aside> <div class="attribution type">Koko said: <a href="index.php?goto/post&id=6273035#post-6273035" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content"><b>...</b><br /> <br />For most damaging abilities:<br /><div style="padding-left: 30px">value = <i>f</i>(crit bonus) [base * <i>f</i>(primary stat) * <i>f</i>(potency) <b>+</b> <i>f</i>(ability mod)]</div>For most healing abilities:<br /><div style="padding-left: 30px">value<i> = f</i>(%heal received)<i> * f</i>(crit bonus) [base * <i>f</i>(potency) <b>+</b> <i>f</i>(ability mod)]</div></span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>I looked at this and instantly rebelled. I refuse to do math in my fantasy game. Nuh uh, no way. If someone would translate that into English, I'll be able to understand. Thank you.

Koko
10-28-2015, 04:08 AM
<div class="bbCodeBlock bbCodeQuote" data-author="Elinea"> <aside> <div class="attribution type">Elinea said: <a href="index.php?goto/post&id=6273054#post-6273054" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">I looked at this and instantly rebelled. I refuse to do math in my fantasy game. Nuh uh, no way. If someone would translate that into English, I'll be able to understand. Thank you.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>It disproves Mermut's statement, the effects of ability mod are multiplicative with critical bonus.<br /><div style="padding-left: 30px">value = ... * CB * ( ... + ability mod)</div>

Mermut
10-28-2015, 04:12 AM
<div class="bbCodeBlock bbCodeQuote" data-author="Koko"> <aside> <div class="attribution type">Koko said: <a href="index.php?goto/post&id=6273035#post-6273035" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content"><b>...</b><br /> <br />For most damaging abilities:<br /><div style="padding-left: 30px">value = <i>f</i>(crit bonus) [base * <i>f</i>(primary stat) * <i>f</i>(potency) <b>+</b> <i>f</i>(ability mod)]</div>For most healing abilities:<br /><div style="padding-left: 30px">value<i> = f</i>(%heal received)<i> * f</i>(crit bonus) [base * <i>f</i>(potency) <b>+</b> <i>f</i>(ability mod)]</div></span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>I as under the impression that ability mod was always added on at the end and was NOT affected by crit bonus. Your bottom formula implies that for heals ability mod is multiplied by crit bonus. Even if that is correct, crit bonus is STILL a more powerful modifier then Ab Mod.

Elinea
10-28-2015, 04:12 AM
<div class="bbCodeBlock bbCodeQuote" data-author="Koko"> <aside> <div class="attribution type">Koko said: <a href="index.php?goto/post&id=6273055#post-6273055" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">It disproves Mermut's statement, the effects of ability mod are multiplicative with critical bonus.<br /><div style="padding-left: 30px">value = ... * CB * ( ... + ability mod)</div></span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Thank you! I showed your post to my husband, who btw says you're the go-to-person on game mechanics and stuff and that I should pay attention, and he just laughed at me because he knows how math is my mortal enemy. I still want to understand how stuff works, just in layman's terms <img src="/images/smilies/smile.gif" alt="Smile" />

Koko
10-28-2015, 04:23 AM
<div class="bbCodeBlock bbCodeQuote" data-author="Mermut"> <aside> <div class="attribution type">Mermut said: <a href="index.php?goto/post&id=6273057#post-6273057" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Your bottom formula implies that for heals ability mod is multiplied by crit bonus.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>For most healing abilities, it is.<br /><div class="bbCodeBlock bbCodeQuote"> <aside> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Even if that is correct, crit bonus is STILL a more powerful modifier then Ab Mod.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Crit bonus is a powerful stat, but I dislike generalizations.<br /> <br />If you wanted to equate 0 to capped ability mod to a relative increase in critical bonus;<br />capped ability mod = 150% = ([CB+X]/100 + 1.3)/(CB/100 + 1.3)<br /><div style="padding-left: 30px">Where CB is the current value of critical bonus</div><div style="padding-left: 30px">1.3 is the base heal critical multiplier</div><div style="padding-left: 30px">X is the increase in critical bonus</div><div class="bbCodeBlock bbCodeQuote" data-author="Elinea"> <aside> <div class="attribution type">Elinea said: <a href="index.php?goto/post&id=6273059#post-6273059" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Thank you!</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Anytime!

Mermut
10-28-2015, 04:32 AM
<div class="bbCodeBlock bbCodeQuote" data-author="Koko"> <aside> <div class="attribution type">Koko said: <a href="index.php?goto/post&id=6273064#post-6273064" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">For most healing abilities, it is.<br />Crit bonus is a powerful stat, but I dislike generalizations.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Mathematically, multiplication is more powerful then addition, it's not a generalization, it's a fact.

Koko
10-28-2015, 04:57 AM
<div class="bbCodeBlock bbCodeQuote" data-author="Mermut"> <aside> <div class="attribution type">Mermut said: <a href="index.php?goto/post&id=6273067#post-6273067" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Mathematically, multiplication is more powerful then addition, it's not a generalization, it's a fact.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div><div class="bbCodeBlock bbCodeQuote" data-author="Koko"> <aside> <div class="attribution type">Koko said: <a href="index.php?goto/post&id=6272365#post-6272365" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">I'll never understand your demographic.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>

Awesomeo
10-30-2015, 09:29 AM
<div class="bbCodeBlock bbCodeQuote"> <aside> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Clerics aren't the only ones affected by these changes. All the melee priests are taking a bit hit</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Kind of makes me sad,

-Soteria-
10-31-2015, 09:16 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Yukinoh"> <aside> <div class="attribution type">Yukinoh said: <a href="index.php?goto/post&id=6269557#post-6269557" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">A note of feedback from a raider's perspective.<br /> <br />Is there anything being done to make druids (both flavors) and Inquisitors more desirable this expansion? Currently, they are not very desirable in a raid and not the first chosen for groups. It was different when everything was a constant cure-fest, but the last expansion wasn't a mega cure fest, thank goodness.<br /> <br />It's possible with enough skill to heal a group with any healer class, but the healing put out by exceptional, well geared players of these three classes is still usually stomped flat into the mud by any adequately geared Shaman, Templar, or Channeler. I don't mean when these healers are second healing under wards or intercepts, either. I'm talking straight up, one to one - one group lives, and the other keeps having group members fall down.<br /> <br />Since they can't perform the primary function of healing as well as one of those other classes right now without completely changing how heals (intercept/ward/reactive/regen priorities) work, could they at least be given more useful group buffs or personal damage?</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div> <br />I somehow missed this post on my first read-through, but I'd like to echo this. I think the biggest problems priests have right now are class balance and relevance issues, because of the intercept/ward/reactive/regen mechanics. That, combined with how it seems the new gear inflates crit bonus and potency a LOT relative to HP, only serves to make it that much more difficult to present a healing challenge for shamans without outright killing any group that doesn't have one.<br /> <br />There are things that could improve the situation without changing the mechanics... <br />One would be inflating HP a bunch, kind of like we saw in ToV. I think the priests would have been pretty nicely balanced during ToV, if only crit bonus had been allowed to apply fully to wards. Having HP pools that are larger relative to crit bonus and potency amounts (and therefore shamans' wards) makes it possible to challenge ALL healers, without one-shotting groups who don't have a shaman. In all honesty, I've never met a priest who enjoys the "challenge" of trying to save people from unpredictable one-shots due to normal damage. That said, I LOVE the idea of fights like Klandicar, where huge damage comes in with some predictable indicator like a red text or a cast bar, and can then be addressed effectively with AE blockers/Equilibrium/Totemic Protection, or whatever.<br /> <br />Aside from that, one lamer but still effective way to guarantee relevance for inq/druids is with tons of cures... One of the big strong points of those classes is their capacity to cure more often than shaman/templar, which means nothing if curable detriments are few and far between.

Germs
11-02-2015, 04:21 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Yukinoh"> <aside> <div class="attribution type">Yukinoh said: <a href="index.php?goto/post&id=6269557#post-6269557" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">A note of feedback from a raider's perspective.<br />Since they can't perform the primary function of healing as well as one of those other classes right now without completely changing how heals (intercept/ward/reactive/regen priorities) work, could they at least be given more useful group buffs<span style="font-size: medium"><b> or personal damage?</b></span></span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>This. Inquisitors used to be able to put up respectable damage numbers at the cost of nerfing their own heals a bit.<br /> <br />Now with WDB caps, outdated AAs and a lack of dps gear, we are going to lack in dps and healing capabilities. Channelers and Druids will do more damage, and Templars/Wardens/Furies/Mystics/Defilers/Channelers will outheal us.

Boli
11-02-2015, 04:45 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Germs"> <aside> <div class="attribution type">Germs said: <a href="index.php?goto/post&id=6277032#post-6277032" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">This. Inquisitors used to be able to put up respectable damage numbers at the cost of nerfing their own heals a bit.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>I did enjoy that in EoF - Furies could reduce their own heals by 50% and increase their spell damage by 50% (now the same spell does -50% potency and +5% crit bonus) also due to the power hog nature you often had to toggle on animal form to build up your power back again.<br /> <br />It was toggling on these two abilities back and froth whilst solo healing your group made for an... interesting balance. Get it right and you looked great - get it wrong and you got the RL replacing you.

Tabri
11-03-2015, 11:03 AM
I keep getting the message "you lack the ammo required" on my warden constantly interrupting my heals on beta. Can someone help me out and tell me what might be causing this I cant figure it out? <img src="/images/smilies/confused.gif" alt="Confused" />

Annabea
11-03-2015, 12:05 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Tabri"> <aside> <div class="attribution type">Tabri said: <a href="index.php?goto/post&id=6277734#post-6277734" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">I keep getting the message "you lack the ammo required" on my warden constantly interrupting my heals on beta. Can someone help me out and tell me what might be causing this I cant figure it out? <img src="/images/smilies/confused.gif" alt="Confused" /></span><span class="ae_quote_symbol">”</span></blockquote> </aside></div> <br />Think i've seen/heard 2 options for that, one was a pulse AE dot charm that would spam that every pulse and interrupt you, and other was some wand out of solos that wanted you to have ammo or it bugged out. Dont recall item names and cant get into logs to check.

Hirofortis
11-03-2015, 06:20 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Pixilicious"> <aside> <div class="attribution type">Pixilicious said: <a href="index.php?goto/post&id=6270065#post-6270065" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">If anything, channelers do need more grp utility and buffs.<br />Thank you</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Agree, if I am in a group with a good shammy, my heal parse goes down big time. And on ticking damage fights disonnace goes up so fast you are left not being able to do anything.

Hirofortis
11-03-2015, 06:22 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Mermut"> <aside> <div class="attribution type">Mermut said: <a href="index.php?goto/post&id=6272862#post-6272862" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Ditto on my warden.<br />Plus capping crit bonus isn't just a hit to auto-attack damage, it's also a hit to heals (and combat arts and spells). Ability mod doesn't come close to competing with crit bonus as far as bang for your buck goes, since crit bonus and potency multiply, ability mod is just addition at the end.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div> <br />I am worried about this as well. The channelers pet health is based on crit bonus and potency. How is capping these items going to effect the channelers ability to do there job.

Tabri
11-03-2015, 09:09 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Annabea"> <aside> <div class="attribution type">Annabea said: <a href="index.php?goto/post&id=6277751#post-6277751" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Think i've seen/heard 2 options for that, one was a pulse AE dot charm that would spam that every pulse and interrupt you, and other was some wand out of solos that wanted you to have ammo or it bugged out. Dont recall item names and cant get into logs to check.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Ok thanks for a response I guess I will start taking things off and hit up the training dummy and try to isolate it because I cannot /bug it if I dont know what it is causing it <img src="/images/smilies/smile.gif" alt="Smile" />

Applewater
11-04-2015, 03:14 AM
There are a lot of broken or out dated spells/abilities and AAs that really need to be addresses for a lot of classes.<br /> <br />I normally play a Fury in raids and its hard to hold a candle to some other heal types granted I can top the heal parse in HPS, that's if the incoming damage don't just outright kill the people in the group. which as a Fury there is very very little we can do to prevent people massive hits from killing people. <br /> <br />Our end line WARD(<span style="text-decoration: underline">Protective Instinct</span>) is kind of one but at the current HP we can only get 600-700k, that's if you have time to charge it that high normally I get a constant 500kish out of it and it only lasts 10 secs not very good for consistent damage hits.<br /> <br />Then <span style="text-decoration: underline">Porcupine</span> once a freaking beast spell has kind of fell off the crazy train and hit a few rocks. The damage is so so, but the heals on it are super weak 263 every 2 secs... really and the Mit increase on it is a joke anymore with people needing 250k 3.5k is nothing for a temp spell this should be more like 20k at this point. Really help knock the incoming damage some.<br /> <br /><span style="text-decoration: underline">Feast</span> is lameo.... for as much as it procs the values are garbage. heals are worthless stat increase is way to small and mit increase even more so 160 really what is that like a 0.000000001% damage reduction.<br /> <br /><span style="text-decoration: underline">Shapeshift Tiger</span> is melee only... and since most people range now days (useless)<br /><span style="text-decoration: underline">Shapeshift Winter Wolf</span> 3.5% Crit Chance Ok maybe the first expansion that was good.<br /><span style="text-decoration: underline">Shapeshift Treant</span> 2% heals is ok but now days it could be more.<br /> <br /><span style="text-decoration: underline">TORTOISESHELL</span> about the most useless spell in the druids book last expansion. didn't block more than like 1-2 AEs and the ones it did block didn't matter anyway. this needs more utility DR or Ward or something so we have a reason to keep it<br /> <br />The 2 and only 2 debuff spells Fury's get are so lame I don't even cast them at all.<br /> <br />Fury MYTH BUFF has be junk for 2 expansions now. people cap their own Ability MOD solo so what benefit does adding more HEAL only Ability mod going to do.<br /> <br />That's only a few Spells.<br /> <br />There are plenty of AAs that are junk and out dated<br /> <br /><span style="text-decoration: underline">Natural Boon</span> melee only still after wands have been in game for along time.<br /> <br />WHOLE MIDDLE TREE on the Druid is not really needed anymore since the WarRune are 100% in that area.<br /> <br /><span style="text-decoration: underline">Feast AA</span> junk if the spell is junk plus its junk it self reuse and casting speed and resistibility never seen it resisted and other stuff is useless<br /> <br /><span style="text-decoration: underline">Brambles</span> the De-hate just reuse speed. I thought they removed all of these kinds of AAs and replaced them - Useless<br /> <br /><span style="text-decoration: underline">Enhance: Ring of fire</span> reuse speed only - Useless<br /> <br />that is just a few.<br /> <br />Don't need to OP a class to make it fun to play just need to fix the broken/outdated junk.<br /> <br />This is only my point of view from a Fury, I know there are a lot of other classes that have broken AAs and spells and would like them revamped to keep up with the jones in the other groups. Its aggravating to see shamans hold a group Solo doing 1.3m hps and not thinking twice about it. where other classes have to break their fingers just to keep some alive due to these MASSIVE hits that only HUGE wards or DPs can ward off. Or looking at the DPS parse as your trying to keep the group just barely alive and seeing a TEMP out DPS you because of there Auto attack. its kind of dis-hearting some times.

Mermut
11-04-2015, 09:26 PM
Tortoise shell doesn't need to be changed... they just need to stop making 90%+ of the AoEs non-blockable.

Beyoncia
11-04-2015, 11:41 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Mermut"> <aside> <div class="attribution type">Mermut said: <a href="index.php?goto/post&id=6278840#post-6278840" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Tortoise shell doesn't need to be changed... they just need to stop making 90%+ of the AoEs non-blockable.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>I prefer fights being that way, rather then built around one ability (TS), like Klandikar. I believe they should have never introduced some over-powered abilities, like Tortoise Shell or Equilibrium at all. As well as Clerics have never been supposed to get that high on block, or everyone crit 100% of the time. I think the developers are trying to sort such things, but it's defenitely hard and people are used to having their abilities.<br /> <br />But on the other hand lots of abilities and AA need to be changed. They are outdated and simply irrelevant . Basicly every AA that increases damage or healing is just a flat potency. Ten potency or crit bonus was great five years ago, but now it's less then one percent increase. Same goes for AA that increase casting speed, reuse or crit chance-people only take them if they are forced to. Debuffs AA are outdated as well, I believe. Even priest combat arts do so litle damage compared to what they intended to do, to what they did five years ago.<br /> <br />Dps is another story. Right now mele priests are able to show good numbers <b>only</b> if they are wearing wdb gear (including jewelry) and using UR spec. While defilers or furies can use hp gear and still easily outdps us. Spiritwrath alone is capable of doing 5-10 ml dps. And now we are to have wdb and cb cap.<br /> <br />But honestly, I would trade my dps (even my low one in a tank/hp gear spec<img src="/images/smilies/tongue.gif" alt="Tongue" />) for a good, non outdated healing. And removing the threshold from Interrogation would be the good start. Then it will be in line with templar's Repent: they have a single ward, we have a group one. Some group damage reduction is needed as well. Following "the templar counterpart" logic-a group version of True Faith, may be with less amount of reduction.<br /> <br />Tank healing as an Inquisitor needs a bit love too. It would be nice to have some reliable saves. I use Perseverance. but it's simply not enough sometimes. Left side spec could worth more, if we didn't have to spam Fanatic's Protection. It ruins everything. Make it one target buff. Then again, we'll have an inquisitor version of Unyilding Benediction.

Beyoncia
11-04-2015, 11:43 PM
ups, double post<img src="/images/smilies/smile.gif" alt="Smile" />

Mermut
11-04-2015, 11:51 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Beyoncia"> <aside> <div class="attribution type">Beyoncia said: <a href="index.php?goto/post&id=6278916#post-6278916" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">I prefer fights being that way, rather then built around one ability (TS), like Klandikar. I believe they should have never introduced some over-powered abilities, like Tortoise Shell or Equilibrium at all. As well as Clerics have never been supposed to get that high on block, or everyone crit 100% of the time. I think the developers are trying to sort such things, but it's defenitely hard and people are used to having their abilities.<br /> <br />But on the other hand lots of abilities and AA need to be changed. They are outdated and simply irrelevant . Basicly every AA that increases damage or healing is just a flat potency. Ten potency or crit bonus was great five years ago, but now it's less then one percent increase. Same goes for AA that increase casting speed, reuse or crit chance-people only take them if they are forced to. Debuffs AA are outdated as well, I believe. Even priest combat arts do so litle damage compared to what they intended to do, to what they did five years ago.<br /> <br />Dps is another story. Right now mele priests are able to show good numbers <b>only</b> if they are wearing wdb gear (including jewelry) and using UR spec. While defilers or furies can use hp gear and still easily outdps us. Spiritwrath alone is capable of doing 5-10 ml dps. And now we are to have wdb and cb cap.<br /> <br />But honestly, I would trade my dps (even my low one in a tank/hp gear spec<img src="/images/smilies/tongue.gif" alt="Tongue" />) for a good, non outdated healing. And removing the threshold from Interrogation would be the good start. Then it will be in line with templar's Repent: they have a single ward, we have a group one. Some group damage reduction is needed as well. Following "the templar counterpart" logic-a group version of True Faith, may be with less amount of reduction.<br /> <br />Tank healing as an Inquisitor needs a bit love too. It would be nice to have some reliable saves. I use Perseverance. but it's simply not enough sometimes. Left side spec could worth more, if we didn't have to spam Fanatic's Protection. It ruins everything. Make it one target buff. Then again, we'll have an inquisitor version of Unyilding Benediction.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Wardens aren't the only classes with AoE blockers. Both bards can spec for it and swashies and brigs can also get AoE blockers. They either need to make AoE blockers actually useful, or get rid of them.<br />AoE blockers can be useful without being necessary. In most of the recent content, they are totally useless because the AoEs are specifically set up so they can't be used to do anything useful.<br /> <br />I also don't see how T-Shell is any more 'over powered' then say, soul shackle...

-Soteria-
11-05-2015, 12:35 AM
See, the beauty of Klandicar though was that it could be handled different ways. 4 druids with AE blockers was the easiest, sure... but a shaman/cleric could do it with totemic protection + equilibrium, bard/rogue AE blockers, spirit tap, etc... a channeler/cleric or channeler/shaman with a strong heal game could pull it off too. Every single priest class had some useful way to contribute on that fight, so I thought it was a fun challenge.<br /> <br />But these unblockable aoes, and un-DP-able deaths... are bs. There's no point in having cool toys if they don't work.

Mermut
11-05-2015, 12:39 AM
<div class="bbCodeBlock bbCodeQuote" data-author="-Soteria-"> <aside> <div class="attribution type">-Soteria- said: <a href="index.php?goto/post&id=6278946#post-6278946" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">See, the beauty of Klandicar though was that it could be handled different ways. 4 druids with AE blockers was the easiest, sure... but a shaman/cleric could do it with totemic protection + equilibrium, bard/rogue AE blockers, spirit tap, etc... a channeler/cleric or channeler/shaman with a strong heal game could pull it off too. Every single priest class had some useful way to contribute on that fight, so I thought it was a fun challenge.<br /> <br />But these unblockable aoes, and un-DP-able deaths... are bs. There's no point in having cool toys if they don't work.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Exactly!

Wards
11-05-2015, 06:14 AM
mobs havin like no outgoing damage is a good way to balance healer classes <img src="/images/smilies/biggrin.gif" alt="BigGrin" />. At the moment its possible to run 80% of th heroic instances and the x2 up to final boss w/o heals. pretty much the same for the stygeshan x4.

Odur27
11-05-2015, 08:47 AM
<div class="bbCodeBlock bbCodeQuote" data-author="Applewater"> <aside> <div class="attribution type">Applewater said: <a href="index.php?goto/post&id=6278442#post-6278442" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">There are a lot of broken or out dated spells/abilities and AAs that really need to be addresses for a lot of classes.<br /> <br />I normally play a Fury in raids and its hard to hold a candle to some other heal types granted I can top the heal parse in HPS, that's if the incoming damage don't just outright kill the people in the group. which as a Fury there is very very little we can do to prevent people massive hits from killing people.<br /> <br />Our end line WARD(<span style="text-decoration: underline">Protective Instinct</span>) is kind of one but at the current HP we can only get 600-700k, that's if you have time to charge it that high normally I get a constant 500kish out of it and it only lasts 10 secs not very good for consistent damage hits.<br /> <br />Then <span style="text-decoration: underline">Porcupine</span> once a freaking beast spell has kind of fell off the crazy train and hit a few rocks. The damage is so so, but the heals on it are super weak 263 every 2 secs... really and the Mit increase on it is a joke anymore with people needing 250k 3.5k is nothing for a temp spell this should be more like 20k at this point. Really help knock the incoming damage some.<br /> <br /><span style="text-decoration: underline">Feast</span> is lameo.... for as much as it procs the values are garbage. heals are worthless stat increase is way to small and mit increase even more so 160 really what is that like a 0.000000001% damage reduction.<br /> <br /><span style="text-decoration: underline">Shapeshift Tiger</span> is melee only... and since most people range now days (useless)<br /><span style="text-decoration: underline">Shapeshift Winter Wolf</span> 3.5% Crit Chance Ok maybe the first expansion that was good.<br /><span style="text-decoration: underline">Shapeshift Treant</span> 2% heals is ok but now days it could be more.<br /> <br /><span style="text-decoration: underline">TORTOISESHELL</span> about the most useless spell in the druids book last expansion. didn't block more than like 1-2 AEs and the ones it did block didn't matter anyway. this needs more utility DR or Ward or something so we have a reason to keep it<br /> <br />The 2 and only 2 debuff spells Fury's get are so lame I don't even cast them at all.<br /> <br />Fury MYTH BUFF has be junk for 2 expansions now. people cap their own Ability MOD solo so what benefit does adding more HEAL only Ability mod going to do.<br /> <br />That's only a few Spells.<br /> <br />There are plenty of AAs that are junk and out dated<br /> <br /><span style="text-decoration: underline">Natural Boon</span> melee only still after wands have been in game for along time.<br /> <br />WHOLE MIDDLE TREE on the Druid is not really needed anymore since the WarRune are 100% in that area.<br /> <br /><span style="text-decoration: underline">Feast AA</span> junk if the spell is junk plus its junk it self reuse and casting speed and resistibility never seen it resisted and other stuff is useless<br /> <br /><span style="text-decoration: underline">Brambles</span> the De-hate just reuse speed. I thought they removed all of these kinds of AAs and replaced them - Useless<br /> <br /><span style="text-decoration: underline">Enhance: Ring of fire</span> reuse speed only - Useless<br /> <br />that is just a few.<br /> <br />Don't need to OP a class to make it fun to play just need to fix the broken/outdated junk.<br /> <br />This is only my point of view from a Fury, I know there are a lot of other classes that have broken AAs and spells and would like them revamped to keep up with the jones in the other groups. Its aggravating to see shamans hold a group Solo doing 1.3m hps and not thinking twice about it. where other classes have to break their fingers just to keep some alive due to these MASSIVE hits that only HUGE wards or DPs can ward off. Or looking at the DPS parse as your trying to keep the group just barely alive and seeing a TEMP out DPS you because of there Auto attack. its kind of dis-hearting some times.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>I totally agree the fury trees/spells/skills need some major attention. We mostly need to stay ranged with a Wand so anything melee should be updated to make use of a wand and balanced for current content (Natural Boon/Shapeshift Tiger) and Tshell like you said should have something like a 50% DR and maybe a 500k ward per person? We just have so much that needs work across the board. I'd be willing to sit down with a Dev on this and a few other Furies and have a round table about this. They did class round tables on EQ1 for the Xpac before last and it worked rather well. They gave an hour to each class in IRC chat and we brought up issues that needed to be addressed. They obviously didn't give us everything we wanted, that would of been silly. I think having a few people from each class who know the classes very well and what needs to be addressed speak for the many would work. We had everyone who wanted to be heard log into an IRC chat room and then we chose a few spokesmen to bring up the issues that needed to be addressed in chat while we watched. That way there wasn't so much being said by so many people that it was too much for the Dev to deal with. I'd like to see this happen, it would be a good step going forward even if the issues don't get addressed till the next content update post expac.

Koko
11-05-2015, 12:20 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Wards"> <aside> <div class="attribution type">Wards said: <a href="index.php?goto/post&id=6279062#post-6279062" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">mobs havin like no outgoing damage is a good way to balance healer classes <img src="/images/smilies/biggrin.gif" alt="BigGrin" />. ...</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Painfully accurate. <span style="text-decoration: line-through">We're halfway there, now for something drastic to make things interesting again e.g. heals cannot critical!</span><br />I don't care anymore.

Avirodar
11-05-2015, 05:55 PM
I can understand some Wardens and Inquisitors asking for help... But Furies? That is a joke, right?

Fulenstixx
11-05-2015, 06:58 PM
<img src="https://imagizer.imageshack.us/v2/339x618q90/907/adnC9h.png" class="bbCodeImage LbImage" alt="[IMG]" /><br /> <br />got fury relic last week ,for those that play one , would pref the Assassin one but .....

-Soteria-
11-05-2015, 07:16 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Koko"> <aside> <div class="attribution type">Koko said: </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content"><span style="text-decoration: line-through">We're halfway there, now for something drastic to make things interesting again e.g. heals cannot critical! </span></span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Shhhhh, they don't need those kinds of ideas!

Daalilama
11-05-2015, 09:42 PM
I agree with Beyoncia that Inquis should have the damage threshold removed from Interrogation at this point in the game the threshold on their only group ward from prestige seems bit outdated and would provide the added healing flexibility they have needed for some time. It was something a number of clerics myself included had suggested in the last big round of player feedback on class issues (which apparently went no where). BTW not a big fan of Inquis....Templar blood in blood out.....<br /> <br />I also have to agree with Soteria that non AE preventable fights are really a kick in the nether region. Makes no sense to have these abilities as more and more raid and group content have non AE Block or DP avoidable damage...I mean whats the use for them in our AA lines if they are pointless.

Awesomeo
11-05-2015, 09:56 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Avirodar"> <aside> <div class="attribution type">Avirodar said: <a href="index.php?goto/post&id=6279282#post-6279282" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">I can understand some Wardens and Inquisitors asking for help... But Furies? That is a joke, right?</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div> <br />Amen <img src="/images/smilies/smile.gif" alt="Smile" />

ZUES
11-05-2015, 10:00 PM
If any healers need attention it's Channeler and Inquisitor, in that order.

Kamea
11-06-2015, 05:18 PM
I have noticed the death saves, stone skins, and blockers have been failing to do as their name implies. Is this an effort to force you players to conform to a single script every single time with no improvisation available based on the make up of the group and class specific abilities.<br /> <br />If that is the case people are going to figure out the only strat that works and then it will turn into a grind fest with no progression based on how well the player know their class and gear improvements have a minimal impact on how you have to kill a mob.

Ayumu
11-07-2015, 03:49 AM
A note on Reactive Heals. They. Are. Not. Working!!! I play a raiding templar. And my reactive heals haven't been worthwhile for the majority of AoM and everything I've seen for raid/group testing has proven that they will continue to be worthless. Damage that does trigger reactives depletes them faster than I can recast them. And damage that doesn't trigger reactives...well that's self explanatory for a reactive healing class. For right now, only my arcane ward has been worthwhile for healing in AoM. And without arcane incoming damage, I am only good for my damage reduction buffs.<br /> <br />Now, we can fix this by simply balancing raid fights properly so that the incoming hits are happening at a rate that all healers can keep up with. ToV was a good example of that balance.<br /> <br />The templar prestige lines are horribly unbalanced. Right now, I am set up to deliberately let my single target reactive get knocked down...which happens before the recast is even done most of the time. I do this simply for the buffs from Divinity's Aid. The entire left side of the templar and inquisitor prestige trees are ruined by the increment mechanic. Had the increments been absent or the triggers limited to a once per second trigger, then they might be worthwhile to have. As it is, the buffs only last for a second or two at most. The wards on the right side of templar and inquisitor trees are so minor as to be worthless.<br /> <br />The Inquisitor EoF tree is barren of anything of value for a healer. Only the Sentinel's fate AAs have any value in that tree at all. If the Punishment line did wards instead of heals or was based on the Inquisitor's stats instead of the mob's stats, they might be useful. Otherwise, they're worthless. Battle cleric is, so far, the only useful AA and only for survivability.

Daalilama
11-07-2015, 05:43 AM
Barrier of Divinity's ward has been hitting pretty decently for me between 750 to 1million + but yeah without reactives reliably working does tend to create a problem...had same type back in ToV though doubt they will address it again.

Beyoncia
11-07-2015, 08:42 AM
I believe it's fine that one can't avoid a scripted death by any means. I've done only a few mobs but my Equilibrium and Perseverance and personal stoneskins work fine. Unless it is a scripted death ofcourse.

Beyoncia
11-07-2015, 08:37 PM
Reactives are working, at least on AoM. There is only one mob-x2 in Power who ignores them. But on some fights reactives are going out very fast, though It is not critical.<br /> <br />The problem is Inquisitor has no damage reduction or reliable wards. Interrogation shall have no threshold! <img src="/images/smilies/tongue.gif" alt="Tongue" />

Germs
11-09-2015, 05:13 PM
<div class="bbCodeBlock bbCodeQuote" data-author="ZUES"> <aside> <div class="attribution type">ZUES said: <a href="index.php?goto/post&id=6279419#post-6279419" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">If any healers need attention it's <span style="text-decoration: line-through">Channeler and Inquisitor</span>, Inquisitor and Channeler in that order.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Fixed.

Taleise
11-10-2015, 12:44 AM
I've been a dedicated Inquisitor since 2005. For the last 3 xpack, the healing and usefulness of this class has been going downhill. It's a struggle to be relevant in a raiding environment and I feel like I'm a hairs width away from my raid group cutting me from the roster just due to the fact that every other healing class stomps me on both DPS and healing. And with cure spamming quieting down since CoE, even that one point of usefulness is out the window. Something needs to be done to keep this class that I hold so dear relevant and wanted in raids and groups. I'm not asking to be the best, I just want to be relevant and wanted and feel like I have a place. The class is hurting, I'm just not smart enough to know how, or what to do to fix it, I just know it needs some love. Thats all I'm asking for....pleading for. I do the best I can, with what I'm given, but it's just not enough to meet the demands of what is asked.

-Soteria-
11-10-2015, 09:09 AM
<div class="bbCodeBlock bbCodeQuote" data-author="Beyoncia"> <aside> <div class="attribution type">Beyoncia said: <a href="index.php?goto/post&id=6280339#post-6280339" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Reactives are working, at least on AoM. There is only one mob-x2 in Power who ignores them. But on some fights reactives are going out very fast, though It is not critical.<br /> <br />The problem is Inquisitor has no damage reduction or reliable wards. Interrogation shall have no threshold! <img src="/images/smilies/tongue.gif" alt="Tongue" /></span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>You're right, the x2 in precipice is the only one who simply never triggers reactives. But even when they are triggering, they are sad. The way damage comes in, especially if you have a tank in your group, it tends to eat all of your triggers at once, often on damage that was warded or something anyway so no healing was even given. Of course druids have the same problem of heals being "wasted" in a sense... except HoTs don't have a finite number of triggers that get "used up" the way reactives do. <br /> <br />Still, with temps like dg, dw, inquisition (in the case of inquisitors), etc... reactives aren't the problem. Templars are kicking butt, even on fights that aren't arcane damage (few though they may be). When the game involves avoiding death from sources that deal more damage than players have HP in a single hit... inquisitors and wardens don't have strong tools to address that. Removing the 50% threshold from Inquisitors' Interrogation ward would be fine, but it won't make them useful in raids. Furies and channelers have more dps, mystics and furies have more relevant utility, every other priest would still be more stable on heals.<br /> <br /><div class="bbCodeBlock bbCodeQuote" data-author="Ayumu"> <aside> <div class="attribution type">Ayumu said: </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Now, we can fix this by simply balancing raid fights properly so that the incoming hits are happening at a rate that all healers can keep up with. ToV was a good example of that balance.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Excepting the nonsense with crit bonus and wards from ToV days... hear, hear.

Sudedor
11-10-2015, 02:27 PM
If you want to balance priests & raiding, the first thing that has to happen is the revision of the group Ward. That thing has caused problems since the beginning. Raid developers need to create encounters where mobs can actually damage the tank through an entire group Ward. That's a problem, and one of the reasons hits are so big.<br /> <br />Turn group ward into individual wards for each member and things will balance out a lot better, a lot faster.<br /> <br />Then, debuffs need to matter again. There was a time when if you failed to debuff the offensive capacity of a raid boss, your tank was in for a brutal death. Now? Pfft. Who cares. Sure, you want to debuff the defensive capacity of the boss in order to kill it faster, but offensively? Why bother? Consider that nearly every debuff that affects the offensive capacity of a mob hasn't been upgraded since . . . oh, here it is . . . <span style="text-decoration: underline"><b>Kingdom of Sky</b></span>! Sure, stat debuffs have upgraded, but how much effect do they really have now? It's pretty miniscule considering the size of the debuffs versus the relative size of the stat pools.<br /> <br />This whole debuff thing has become less important with the radical increase in uptime of big abilities. For instance, in the beginning the Templar spell Repent was intended to help Templars level out spike damage. It was only available once every 30 seconds, and as a spike leveler, it worked well. Now it's available every 15 seconds, and it can be used as a rotational tool. There are other things as well, but overall, the fact that recast times are now half what they were before has caused raid mob DPS to increase in response.<br /> <br />Frankly, I'm not sure the situation is fixable. We haven't even talked about all of the "save" abilities that tanks have now which a raid developer must also consider. I think an NGE type change could fix this, but the DBG staff isn't nearly large enough to pull that off, nor am I sure that the community would accept it. <br /> <br />I like the idea of priest balance, I think everyone probably does. Whether or not it can be pulled off in EQ2 is another story altogether. It's one *&@# of a complex system these days. It's made even trickier by the fact that in any content short of raiding, priests are actually pretty well balanced.

Boli
11-10-2015, 04:28 PM
[quote="Sudedor, post: 6281517, member: 707766"<br /> <br />Then, debuffs need to matter again. There was a time when if you failed to debuff the offensive capacity of a raid boss, your tank was in for a brutal death. Now? Pfft. Who cares. Sure, you want to debuff the defensive capacity of the boss in order to kill it faster, but offensively? Why bother? Consider that nearly every debuff that affects the offensive capacity of a mob hasn't been upgraded since . . . oh, here it is . . . <span style="text-decoration: underline"><b>Kingdom of Sky</b></span>! Sure, stat debuffs have upgraded, but how much effect do they really have now? It's pretty miniscule considering the size of the debuffs versus the relative size of the stat pools.<br />[/quote]<br /> <br />I remember raiding in KoS - especially at the beginning<br /> <br />Debuffs mattered, true but BOY did they matter; your swash and your dirge didn't log in.. uh oh might have to miss a few bosses. then your warrior didn't log in either (they had better mit) and it was a case of cross fingers and hope you don't get too many deaths as your crusader tried to prove themselves or your brawler played the RNG game.<br /> <br />Yes I think debuffs should still be useful but they should be better distributed across all the classes.<br /> <br />Fury debuffs (for example) are a joke - debuff AGI/WIS encounter casting skills (both of these actual abilities never used) or -5% crit chance (on a focus effect) - they can all pretty much be removed and no-one will miss them.

Laiina
11-10-2015, 04:49 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Boli"> <aside> <div class="attribution type">Boli said: <a href="index.php?goto/post&id=6281560#post-6281560" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">[quote="Sudedor, post: 6281517, member: 707766"<br /> <br />Then, debuffs need to matter again. There was a time when if you failed to debuff the offensive capacity of a raid boss, your tank was in for a brutal death. Now? Pfft. <i><b>Who cares</b></i>.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>And that is the basic problem with most debuffs, especially priest ones. The amount debuffed is such a small percentage of the total that it is not even noticeable. A while back in AoM I did some testing on debuffs vs dps/time to kill vs a couple of Advanced solo mobs, and after 10 tries, I could see zero difference between debuffed and not. Most I don't even bother to cast anymore except as filler while waiting for my "real" spells and CA's to come back up.

Boli
11-10-2015, 05:08 PM
TBH I'm in favor of a full debuff revamp<br /> <br />All Priests get a offensive debuff and a defensive debuff<br />one is encounter based one is single target and say twice as effective (e.g. decrease mitigation of target encounter by 250 | decrease mitigation of single target by 500)<br /> <br />These are all <span style="text-decoration: underline">small</span> spells but they all can stack and they all deal respectable damage (so everyone will use them)<br /> <br />and they are ALL the same (although who gets what encounter and single target will be different)<br /> <br />e.g.<br /> <br />Fury<br />Reduce single target DPS and attack speed by 20 - Does XXXX damage<br />Reduce mitigation of target encounter of all damage by 250 - Does XXXX damage to Encounter<br /> <br />Templar<br />Reduce Encounter DPS and attack speed by 10 - Does XXXX damage to Encounter<br />Reduce mitigation of target of all damage by 500 - Does XXXX damage<br /> <br />So the more different types of healers you bring the more you can stack the debuffs but it will not be the case of "didn't bring a shammy debuffs go home and try again next raid night"

Sudedor
11-10-2015, 05:37 PM
This isn't about adding damage to debuffs. It's about making the debuffs matter. Honestly, it's not just Priests with this problem. Bards have tons of debuffs . . . if only some of them mattered. Many of their debuffs have been upgraded more recently, however those debuffs also have damage components and so could not be ignored, whereas many Priest debuffs don't have damage attached.<br /> <br />As my main is a Mystic, I'll use that as an example.<br /> <br />Umbral Trap - Level 35, debuffs DPS of target encounter by 18.9 at Master.<br />Lethargy III - Level 63, debuffs attack speed of target encounter by 26.1 at Master.<br />Haze VI - Level 66, debuffs attack speed of target by 26.6, weapon skills by 15.8 at Master.<br />Lamenting Soul III - Level 67, debuffs DPS of target by 38.8 at Master.<br />Deteriorate VIII - Level 96, debuffs STR & AGI by 167.2 at Master.<br /> <br />I look at those debuffs and compare them to my own stats, and I think "I don't really care if someone debuffs me". I mean, you could debuff me by 10 times that amount and it would still make only a very small difference to me.<br /> <br />Imagine how a Heroic or Raid boss feels about those debuffs. Just not worth the time it takes to cast them.<br /> <br />The whole point of debuffs is that they are supposed to matter, they are supposed to make encounters easier, or sometimes even doable. I remember when you could actually tell if the mob was debuffed or not from a healers point of view. At the beginning of a fight you'd be throwing everything you had at the tank to keep him up until the mob got debuffed, then it would smooth out. Now? Pfft. Pre-ward and start nuking.<br /> <br />BORING.

Awesomeo
11-10-2015, 09:00 PM
Yeah, they capped my WDB and made me sad <img src="/images/smilies/frown.gif" alt="Frown" />

Daalilama
11-11-2015, 08:36 AM
With the exception of HP and resists (physical/arcane/nox/elemental) most of the other stat debuffs have become rather jokingly garbage. Problem is they have not been scaled accordingly since KoS. In raid I always use my passive heals which debuff pot/hp of target physical debuff and yes even smite corruption for its damage (it's wisdom debuff is so jokingly low at this level of the game its a non issue). For years all classes have asked for an improvement of their debuffs to no avail...and yes I agree with Boli I too miss the days of all debuffs mattering. <br /> <br />As for unwardable damage please god no...does something need to be done for the non shamans especially wardens and inquis yes I agree but bringing back the ugly red headed stepchild of unwardable damage will make things worse not better for all.

Germs
11-11-2015, 08:41 AM
Sooooooooo has there been any priest balancing at all this xpac??

Chilton0585
11-11-2015, 02:04 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Germs"> <aside> <div class="attribution type">Germs said: <a href="index.php?goto/post&id=6281667#post-6281667" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Sooooooooo has there been any priest balancing at all this xpac??</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>I dont think they even looked at this forum. Just put it up here to appease us.

emufrombeyond
11-11-2015, 06:06 PM
So any news on if they are planning on boosting priest combat arts? Would be nice considering how little damage priest ca's are still doing and how easy it is to gain doublecast in beta. My mystic has been my alt for a long time, was my main for a bit but I play him a good bit, if things stay as they are the ultilty mystics have will still be super super high but will definitely be taking a hit to our own personal dps especially compared to a defiler who knows what they are doing. I could be way off base as I haven't had a whole lot of time to play in beta so this is more what I'm forecasting than anything

Mermut
11-11-2015, 06:36 PM
I've been getting the impression for several expacs now that they're trying to REDUCE healer dps. Fighters and scouts got compensation for the loss of dps from capping wdb and crit bonus and priests didn't. At a guess, I'd say that is because they WANT healer dps to go down. With the increase of numbers of dps checks and the shift back towards total domination of wards on the heal parse that is very depressing. Many of our buffs have lost usefulness with the newly introduced caps, our personal dps has taken a hit and wards are dominating so much, I fear many healer classes have become much less useful, effective and desired <img src="/images/smilies/frown.gif" alt="Frown" />

ZUES
11-11-2015, 06:39 PM
Channeler dps has benefited substantially from all the CB, flurry and melee stats. As the matter of fact a Channeler posted the second highest parse that I seen on beta at 120 mil.

Mermut
11-11-2015, 06:49 PM
<div class="bbCodeBlock bbCodeQuote" data-author="ZUES"> <aside> <div class="attribution type">ZUES said: <a href="index.php?goto/post&id=6282083#post-6282083" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Channeler dps has benefited substantially from all the CB, flurry and melee stats. As the matter of fact a Channeler posted the second highest parse that I seen on beta at 120 mil.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Uh... CB, flurry and melee stats have always been available. Just now CB (and wdb) are capped, so anybody who was close to or at the now capped values before isn't going to see an increase, which is why they upped scout and fighter CA damage..

ZUES
11-11-2015, 06:57 PM
Channelers are by far the most gear dependent class in the game. In AoM most guilds refused to run Channelers because they were just not putting up the numbers. Part of that is by design. The pet absorbs so much damage it's insane. BUT I think Channeler popularity is about to come full circle.<br /><br />There is a couple fights in ToT that pretty much require a Channeler in the scout group. The groups need to run and they can cast on the move when Quick Tempo is down (among other things like the insta clean rez from pet while on the move). I think every raid leader should be adding a Channeler to their lineup for ToT. You'll want them, trust me.

Mermut
11-11-2015, 07:02 PM
<div class="bbCodeBlock bbCodeQuote" data-author="ZUES"> <aside> <div class="attribution type">ZUES said: <a href="index.php?goto/post&id=6282103#post-6282103" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Channelers are by far the most gear dependent class in the game. In AoM most guilds refused to run Channelers because they were just not putting up the numbers. Part of that is by design. The pet absorbs so much damage it's insane. BUT I think Channeler popularity is about to come full circle.<br /> <br />There is a couple fights in ToT that pretty much require a Channeler in the scout group. The groups need to run and they can cast on the move when Quick Tempo is down (among other things like the insta clean rez from pet while on the move). I think every raid leader should be adding a Channeler to their lineup for ToT. You'll want them, trust me.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>*nod* From what I've seen channelers and shaman will rule this expac, healing side, to the extent that a group without one or both of those classes may not survive.

Germs
11-12-2015, 08:49 AM
That's BS that Channelers can pull those dps numbers and Inquisitors won't even come close.Our cloak is looking very underwhelming. (Flurry would be nice) Actually the whole class is looking very underwhelming this expansion.<br /> <br /><span style="text-decoration: underline">Inquisitors are now worse off this expansion because of: </span><br />a) No attention to our class or ability scaling.<br />b) Getting indirect nerfs (WDB/crit bonus caps) with nothing to compensate for the loss of damage.<br /> <br />It seems like the battle cleric is no longer a valid play style. It'd be nice if a developer could confirm if they plan on making Inquisitors rely on spell damage/ranged auto attacks and doublecast moving forward. It appears that way based on the lack of melee healer itemization. I'm also noticing a lack of mitigation on healer plate armor as well. What is also confusing is that clerics can't use tower shields either. They're limited to bucklers.<br /> <br />Overall, I'm just wondering what the class has evolved into. So far it looks like the least desirable healing class that can't really dps, or heal while mobile, or find raid spots.....

Koko
11-12-2015, 12:32 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Germs"> <aside> <div class="attribution type">Germs said: <a href="index.php?goto/post&id=6282168#post-6282168" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">That's BS that Channelers can pull those dps numbers and Inquisitors won't even come close</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Except inquisitors surpass channelers in every relevant DPS area.<br /><div style="padding-left: 30px">Higher AA Multiplier (huge)<br />Higher Innate Flurry/WDB Modifier (significant)</div><div style="padding-left: 30px">Higher Base Values on Abilities (huge again)</div><div style="padding-left: 30px">GW Damage Proc (huge-est, but no one cares)</div> <br />tl;dr inquisitors have been the highest ST EncDPS priest since ToV, nothing has changed.

-Soteria-
11-12-2015, 06:38 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Koko"> <aside> <div class="attribution type">Koko said: <a href="index.php?goto/post&id=6282508#post-6282508" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Except inquisitors surpass channelers in every relevant DPS area.<br /><div style="padding-left: 30px">Higher AA Multiplier (huge)</div><div style="padding-left: 30px">Higher Innate Flurry/WDB Modifier (significant) </div><div style="padding-left: 30px">Higher Base Values on Abilities (huge again)</div><div style="padding-left: 30px">GW Damage Proc (huge-est, but no one cares)</div> <br />tl;dr inquisitors have been the highest ST EncDPS priest since ToV, nothing has changed.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Higher multiplier... yep, that's pretty sweet as long as you don't have to joust or move or anything that takes you out of melee range since that bonus does not apply to spell weapons, and range is not a problem for channelers<br /> <br />innate flurry/wdb... was significant when everyone wasn't capped on both anyway<br /> <br />higher base values on abilities... doesn't look true from what I can see, even if you assumed that every tick of inquisitors' dots landed before being recast, which isn't the case.<br /> <br />GW damage proc(s) - Act of war and fanatical devotion add up to quite a bit of damage across the group, but as you correctly mentioned, no one notices or cares. </3<br /> <br />I expect Inquisitors will not stay at the top on ST fights, since most inquisitors are already WELL over the 300 wdb cap and auto attack is >70% of their dps. I can't speak to the plight of channelers, but I'd expect to see the spellcaster type priests emerge much stronger in this expac.

Koko
11-12-2015, 11:57 PM
<div class="bbCodeBlock bbCodeQuote" data-author="-Soteria-"> <aside> <div class="attribution type">-Soteria- said: <a href="index.php?goto/post&id=6282718#post-6282718" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Higher multiplier...that's pretty sweet ... innate flurry/wdb...</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Last time I played an inquisitor AA range was 7+ m iirc? Pretty easy to AA stuff, and that was in PoW with "LOL Boar Trash".<br /><div class="bbCodeBlock bbCodeQuote"> <aside> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">doesn't look true from what I can see</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Let me help you...<br />1538 > 1176, census borks when exporting some of their CAs so I'm not providing an extensive list.<br />Invocation Strike - 692-846<br /><div style="padding-left: 30px">(692+846)/2 * 1/(0.25 + 0.25) = 1538</div><div style="padding-left: 30px">Not factoring in double casts, prestige bonus, mitigation debuffs, etc</div><a href="http://u.eq2wire.com/item/index/3697190960" target="_blank" class="externalLink" rel="nofollow">Vengeful Arrow XI</a> - 475-937<br /><div style="padding-left: 30px">(475 + 937)/2 * 1/(1.5 + 0.25) = 362.28</div><div style="padding-left: 30px">With prestige;(4+3+2+1)/4* (475 + 937)/2 * 1/(1.25 + 0.25) = 1176.6*</div><div style="padding-left: 30px">The last 25% is "faster" than the first 25% due to reasons I won't go into here (this is an optimistic estimate)</div> <br />Channelers are AA, if you want to estimate channeler DPS just simulate Vengeful Arrow. It really is that easy, you could even estimate your inquisitor damage if you were a channeler! The formulas are there, and they are less than favorable (to channelers).

-Soteria-
11-13-2015, 12:13 AM
<div class="bbCodeBlock bbCodeQuote" data-author="Koko"> <aside> <div class="attribution type">Koko said: </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Last time I played an inquisitor AA range was 7+ m iirc? Pretty easy to AA stuff, and that was in PoW with "LOL Boar Trash".</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>...auto attack range is 4m...

-Soteria-
11-13-2015, 12:24 AM
As for the rest... I hate math enough that I'll never voluntarily read your equations, but in practice, a channeler with gear and stats comparable to my inquisitor, doing a similar amount of damage, gets a significantly higher percentage of damage from combat arts than my inquisitor. So... that's where I'm coming from.

Koko
11-13-2015, 12:38 AM
<div class="bbCodeBlock bbCodeQuote" data-author="-Soteria-"> <aside> <div class="attribution type">-Soteria- said: <a href="index.php?goto/post&id=6282885#post-6282885" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">...auto attack range is 4m...</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>5 m. It was also bugged* (?) to be influenced by Reach of Faith for 7.5 m, but this could have been patched since DoV.<br /> <br /><div class="bbCodeBlock bbCodeQuote" data-author="-Soteria-"> <aside> <div class="attribution type">-Soteria- said: <a href="index.php?goto/post&id=6282890#post-6282890" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">...a channeler... gets a significantly higher percentage of damage from combat arts than my inquisitor. So... that's where I'm coming from.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Channeler AA damage "best case scenario" is 11% less than an inquisitor. Realistically it is in the range of 30% less, but this varies with build and equipment. That difference isn't "made up" by channeler damage base values. If a channeler is dealing more damage than your inquisitor, they either have a better gear or a better player.<br /> <br />Anecdotal evidence is... not great. You're either into math or you're not into comparing class damage. Priests are fairly straight forward as far as damage comparisons go, its all downhill from here.<br /> <br />[edit]Confirmed patched since DoV. Best guess is when FD was changed to not proc off MAs. #ninjapatchnotesplz

-Soteria-
11-13-2015, 02:07 AM
I didn't say the channeler was doing more damage than my inquisitor, I said it was getting a higher percentage of its damage from combat arts. The actual amount of damage was close to even, with the channeler tending to come ahead on AE type fights and me coming ahead on 1-few targets. <br /> <br />No question the channeler is a better player. *hat tip* <img src="/images/smilies/smile.gif" alt="Smile" />

Koko
11-13-2015, 12:12 PM
<div class="bbCodeBlock bbCodeQuote" data-author="-Soteria-"> <aside> <div class="attribution type">-Soteria- said: <a href="index.php?goto/post&id=6282933#post-6282933" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">... with the channeler tending to come ahead on AE type fights and me coming ahead on 1-few targets.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>AE is special as channelers effectively have infinite blues, so they benefit greatly from procs in this regard (e.g. VC). Similarly, inquisitors proc way more effects single target i.e. faster CAs, lower AA delay. That could explain your experiences if you were in a high-on hit effect setup.

Germs
11-13-2015, 05:35 PM
4 days til launch and no developer feedback. Caith? Any plans to make Inquisitors more desirable this expansion?

Wards
11-13-2015, 07:43 PM
any chance to get cloaks and belts with flurry AND doublecast ? hybrid classes could use them to keep up

Occam
11-15-2015, 12:52 AM
This whole debate about who's got it worse, inquisitors or channelers, is silly.<br /> <br />The fact of the matter is, they both need some serious attention from the devs. Is there a single top raiding guild that regularly uses either? I'm not raiding anymore and it's partly because my favorite class is irrelevant, and has been for a long time now.