EQ2 Forum Archive @ EQ2Wire

 

Go Back   EQ2 Forum Archive @ EQ2Wire > EverQuest II > Terrors of Thalumbra Beta > Class Discussion
Members List

Notices

Reply
Thread Tools
Unread 10-20-2015, 01:55 AM   #1
Caith

Developer
Caith's Avatar
 
Join Date: Jan 1970
Posts: 0
Default

Please post any priest specific questions, feedback or bugs here.
Caith is offline   Reply With Quote
Unread 10-21-2015, 02:11 AM   #2
Nindakin

New Member
Nindakin's Avatar
 
Join Date: Jan 1970
Posts: 1
Default

Are there any plans to boost priest buffs/melee priest combat art damage?

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.

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.

While I'm aware the current focus is primarily on scout balance, hopefully some of these issues can be addressed before beta ends.
Nindakin is offline   Reply With Quote
Unread 10-21-2015, 10:32 PM   #3
Ogdinmar

Member
Ogdinmar's Avatar
 
Join Date: Jan 1970
Posts: 0
Default

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.
Ogdinmar is offline   Reply With Quote
Unread 10-21-2015, 11:36 PM   #4
Yukinoh

Member
Yukinoh's Avatar
 
Join Date: Jan 1970
Posts: 3
Default

A note of feedback from a raider's perspective.

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.

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.

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?
Yukinoh is offline   Reply With Quote
Unread 10-22-2015, 05:15 PM   #5
Pixilicious

Active Member
Pixilicious's Avatar
 
Join Date: Jan 1970
Posts: 6
Default

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...
Pixilicious is offline   Reply With Quote
Unread 10-22-2015, 05:19 PM   #6
Mermut

Well-Known Member
Mermut's Avatar
 
Join Date: Jan 1970
Posts: 0
Default

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.
The heal parse, by itself, is a poor barometer of how well a particular healer is doing.
Mermut is offline   Reply With Quote
Unread 10-22-2015, 05:19 PM   #7
Pixilicious

Active Member
Pixilicious's Avatar
 
Join Date: Jan 1970
Posts: 6
Default

If anything, channelers do need more grp utility and buffs.
Thank you
Pixilicious is offline   Reply With Quote
Unread 10-22-2015, 07:02 PM   #8
Wards

Member
Wards's Avatar
 
Posts: n/a
Default

its pretty difficult to balance ... defilers for example have such a huge potential atm and with the etheral 1h proc going to be common
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...
  Reply With Quote
Unread 10-22-2015, 07:05 PM   #9
Wards

Member
Wards's Avatar
 
Posts: n/a
Default

and i didnt even touch my direct grp heal the last 5 month
  Reply With Quote
Unread 10-22-2015, 07:58 PM   #10
Wards

Member
Wards's Avatar
 
Posts: n/a
Default

i mean a lot of people did put a lot of time in the AoM priest feedback ... nothing changed so far ... nothin ...
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
  Reply With Quote
Unread 10-23-2015, 05:16 PM   #11
Flatline

Member
Flatline's Avatar
 
Join Date: Jan 1970
Posts: 0
Default

Buehler? so no priest changes at all ?
Flatline is offline   Reply With Quote
Unread 10-24-2015, 08:20 AM   #12
Awesomeo

Member
Awesomeo's Avatar
 
Posts: n/a
Default

I'm hoping they boost Priest CA's, I'm kinda bored with my DPS just coming from autottack Frown
  Reply With Quote
Unread 10-26-2015, 03:51 AM   #13
Chilton0585

Member
Chilton0585's Avatar
 
Posts: n/a
Default

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.

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*.

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.
  Reply With Quote
Unread 10-26-2015, 05:35 AM   #14
Chilton0585

Member
Chilton0585's Avatar
 
Posts: n/a
Default

I'd like to add something else, since it wont let me edit for some reason, and this applies a lot towards inquisitor.

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.
  Reply With Quote
Unread 10-27-2015, 06:29 PM   #15
-Soteria-

New Member
-Soteria-'s Avatar
 
Join Date: Jan 1970
Posts: 0
Default

The Inquisitor class is my favorite, and it's dear to my heart even though I finally changed mains to maintain raid relevance.
Here are a couple of things I'd love to see fixed for Inquisitors:

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.

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.

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.

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.

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:

-Soteria- is offline   Reply With Quote
Unread 10-27-2015, 06:36 PM   #16
-Soteria-

New Member
-Soteria-'s Avatar
 
Join Date: Jan 1970
Posts: 0
Default

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.
-Soteria- is offline   Reply With Quote
Unread 10-27-2015, 06:56 PM   #17
Germs

New Member
Germs's Avatar
 
Posts: n/a
Default

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.
  Reply With Quote
Unread 10-27-2015, 09:37 PM   #18
Germs

New Member
Germs's Avatar
 
Posts: n/a
Default

^ 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.
  Reply With Quote
Unread 10-27-2015, 09:44 PM   #19
Mermut

Well-Known Member
Mermut's Avatar
 
Join Date: Jan 1970
Posts: 0
Default

Clerics aren't the only ones affected by these changes. All the melee priests are taking a bit hit.
Mermut is offline   Reply With Quote
Unread 10-27-2015, 11:35 PM   #20
-Soteria-

New Member
-Soteria-'s Avatar
 
Join Date: Jan 1970
Posts: 0
Default

^ 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.
-Soteria- is offline   Reply With Quote
Unread 10-27-2015, 11:38 PM   #21
Mermut

Well-Known Member
Mermut's Avatar
 
Join Date: Jan 1970
Posts: 0
Default

Ditto on my warden.
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.
Mermut is offline   Reply With Quote
Unread 10-28-2015, 03:21 AM   #22
Koko

Well-Known Member
Koko's Avatar
 
Posts: n/a
Default

...

For most damaging abilities:
value = f(crit bonus) [base * f(primary stat) * f(potency) + f(ability mod)]
For most healing abilities:
value = f(%heal received) * f(crit bonus) [base * f(potency) + f(ability mod)]
  Reply With Quote
Unread 10-28-2015, 04:05 AM   #23
Elinea

Member
Elinea's Avatar
 
Join Date: Jan 1970
Posts: 0
Default

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.
Elinea is offline   Reply With Quote
Unread 10-28-2015, 04:08 AM   #24
Koko

Well-Known Member
Koko's Avatar
 
Posts: n/a
Default

It disproves Mermut's statement, the effects of ability mod are multiplicative with critical bonus.
value = ... * CB * ( ... + ability mod)
  Reply With Quote
Unread 10-28-2015, 04:12 AM   #25
Mermut

Well-Known Member
Mermut's Avatar
 
Join Date: Jan 1970
Posts: 0
Default

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.
Mermut is offline   Reply With Quote
Unread 10-28-2015, 04:12 AM   #26
Elinea

Member
Elinea's Avatar
 
Join Date: Jan 1970
Posts: 0
Default

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 Smile
Elinea is offline   Reply With Quote
Unread 10-28-2015, 04:23 AM   #27
Koko

Well-Known Member
Koko's Avatar
 
Posts: n/a
Default

For most healing abilities, it is.
Crit bonus is a powerful stat, but I dislike generalizations.

If you wanted to equate 0 to capped ability mod to a relative increase in critical bonus;
capped ability mod = 150% = ([CB+X]/100 + 1.3)/(CB/100 + 1.3)
Where CB is the current value of critical bonus
1.3 is the base heal critical multiplier
X is the increase in critical bonus
Anytime!
  Reply With Quote
Unread 10-28-2015, 04:32 AM   #28
Mermut

Well-Known Member
Mermut's Avatar
 
Join Date: Jan 1970
Posts: 0
Default

Mathematically, multiplication is more powerful then addition, it's not a generalization, it's a fact.
Mermut is offline   Reply With Quote
Unread 10-28-2015, 04:57 AM   #29
Koko

Well-Known Member
Koko's Avatar
 
Posts: n/a
Default

  Reply With Quote
Unread 10-30-2015, 09:29 AM   #30
Awesomeo

Member
Awesomeo's Avatar
 
Posts: n/a
Default

Kind of makes me sad,
  Reply With Quote
Reply


Forum Jump


All times are GMT. The time now is 06:25 AM.

vBulletin skin by: CompleteGFX.com
Powered by vBulletin® Version 3.7.5
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
All threads and posts originally from the EQ2 and Station forums operated by Sony Online Entertainment. Their use is by express written permission.