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Old 10-20-2015, 01:55 AM   #1
Caith

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Please post any priest specific questions, feedback or bugs here.
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Old 10-21-2015, 02:11 AM   #2
Nindakin

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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.
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Old 10-21-2015, 10:32 PM   #3
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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.
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Old 10-21-2015, 11:36 PM   #4
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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?
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Old 10-22-2015, 05:15 PM   #5
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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...
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Old 10-22-2015, 05:19 PM   #6
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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.
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Old 10-22-2015, 05:19 PM   #7
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If anything, channelers do need more grp utility and buffs.
Thank you
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Old 10-22-2015, 07:02 PM   #8
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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...
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Old 10-22-2015, 07:05 PM   #9
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and i didnt even touch my direct grp heal the last 5 month
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Old 10-22-2015, 07:58 PM   #10
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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
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Old 10-23-2015, 05:16 PM   #11
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Buehler? so no priest changes at all ?
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Old 10-24-2015, 08:20 AM   #12
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I'm hoping they boost Priest CA's, I'm kinda bored with my DPS just coming from autottack Frown
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Old 10-26-2015, 03:51 AM   #13
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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.
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Old 10-26-2015, 05:35 AM   #14
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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.
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Old 10-27-2015, 06:29 PM   #15
-Soteria-

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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:

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Old 10-27-2015, 06:36 PM   #16
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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.
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Old 10-27-2015, 06:56 PM   #17
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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.
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Old 10-27-2015, 09:37 PM   #18
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^ 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.
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Old 10-27-2015, 09:44 PM   #19
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Clerics aren't the only ones affected by these changes. All the melee priests are taking a bit hit.
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Old 10-27-2015, 11:35 PM   #20
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^ 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.
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Old 10-27-2015, 11:38 PM   #21
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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.
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Old 10-28-2015, 03:21 AM   #22
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...

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)]
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Old 10-28-2015, 04:05 AM   #23
Elinea

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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.
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Old 10-28-2015, 04:08 AM   #24
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It disproves Mermut's statement, the effects of ability mod are multiplicative with critical bonus.
value = ... * CB * ( ... + ability mod)
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Old 10-28-2015, 04:12 AM   #25
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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.
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Old 10-28-2015, 04:12 AM   #26
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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
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Old 10-28-2015, 04:23 AM   #27
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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!
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Old 10-28-2015, 04:32 AM   #28
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Mathematically, multiplication is more powerful then addition, it's not a generalization, it's a fact.
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Old 10-28-2015, 04:57 AM   #29
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Old 10-30-2015, 09:29 AM   #30
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Kind of makes me sad,
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