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Old 10-29-2012, 05:34 PM   #31
Shotneedle

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Xelgad wrote:

Okay, lots of feedback here. Right side seems to be boring and underpowered - got it! The only thing here is that the point of Spiritwrath is supposed to be stacking the debuff. I like the idea that you might cast the ability often early in a longer fight to get the debuff to maximum increments and then only cast it periodically for the rest of the fight to maintain it. We'll probably make some changes to emphasize that mechanic.The feedback on Wraithwall is more confusing to me. Do we agree that the lower health threshold is a benefit? Unwardable damage aside, no one will die with Wraithwall active on them. It won't be wasted on minor damage that is easily heal-able by procs, group heals, ect, so it'll always be there when you need it. As far as I can see, removing the 20% health threshold would be a nerf! The enhances definitely need some work, though.

I think if you're changing the Wraithwall enhances, maybe make one of the enhances increase the threshold to 30%, 40%, then 50%. So those who feel they want a higher threshold can put points in that.

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Old 10-29-2012, 05:46 PM   #32
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Xelgad wrote:

Okay, lots of feedback here. Right side seems to be boring and underpowered - got it! The only thing here is that the point of Spiritwrath is supposed to be stacking the debuff. I like the idea that you might cast the ability often early in a longer fight to get the debuff to maximum increments and then only cast it periodically for the rest of the fight to maintain it. We'll probably make some changes to emphasize that mechanic.The feedback on Wraithwall is more confusing to me. Do we agree that the lower health threshold is a benefit? Unwardable damage aside, no one will die with Wraithwall active on them. It won't be wasted on minor damage that is easily heal-able by procs, group heals, ect, so it'll always be there when you need it. As far as I can see, removing the 20% health threshold would be a nerf! The enhances definitely need some work, though.

The big problem I have with Wraithwall is the the really low threshold, and it's primarily because of that unwardable damage.  Stopping someone's health at 20% is just too low of a number for some of the number that come from unwardable damage.  50% is a good number if you are wanting some kind of threshold for it.  The second thing about it is, the cast time for it needs to be halved sinced it's only going to be useful for major spike damage, and right now it's just too long of a cast time.  You also didn't mention Spiritual Sacrifice but that one is completely useless, so I hope you are taking a look at that.

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Old 10-29-2012, 06:45 PM   #33
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[email protected] Bayle wrote:

Xelgad wrote:

Okay, lots of feedback here. Right side seems to be boring and underpowered - got it! The only thing here is that the point of Spiritwrath is supposed to be stacking the debuff. I like the idea that you might cast the ability often early in a longer fight to get the debuff to maximum increments and then only cast it periodically for the rest of the fight to maintain it. We'll probably make some changes to emphasize that mechanic.The feedback on Wraithwall is more confusing to me. Do we agree that the lower health threshold is a benefit? Unwardable damage aside, no one will die with Wraithwall active on them. It won't be wasted on minor damage that is easily heal-able by procs, group heals, ect, so it'll always be there when you need it. As far as I can see, removing the 20% health threshold would be a nerf! The enhances definitely need some work, though.

I think if you're changing the Wraithwall enhances, maybe make one of the enhances increase the threshold to 30%, 40%, then 50%. So those who feel they want a higher threshold can put points in that.

This.  I agree that the threshold is what makes Wrathwall particularly powerful as it provides a ward that is there when it is really needed.  Allowing us the freedom to adjust the threshold up with points would be a good enhancement.  I feel that any other enhancements to Wrathwall should be active outside of the threshold trigger period but provide more defensive benefit than offensive. 

As far as Spiritwrath, the ability really needs to have major adjustments to make it shine as an endline.  Also, does it have to be an enhancement to Wrath?  I like the fast casting time of Wrath, but something about having a non-defiler spell as an endline for defiler prestige feels wrong.  Perhaps turn one of our single targets into encounter and add a substantial (read:  tangible) incrementing debuff?  The current debuff doesn't look impressive and the 10 second duration feels too short.  Add a benefit that noticeably increases the damage the target takes or cripples their offensive damage would give the debuff a more measureable benefit.

The other half of the right-side looked good when examining the abilities at a glance but turned out to be very marginal increases at best.  The proc rate across the board for the benefits are weak and the DPS of the damage over time proc falters when put up against the Countenance upgrade earlier in the line.  I would think that going down the line, the prestige would get more powerful rather than less. 

The endline for the left side is also really weak.  A lot of the ability doesn't make sense whatsoever.  It is almost as though it was intended to put a deathsave in the list.  If the group manages to proc the ability more than once or twice in a 90 second timeframe, the bonuses wouldn't be noticeable anyway.  I could understand a proc rate limiter if the ability kept the person from dying.

Keep in mind that these higher tree abilities need to outweigh the benefit of going with a double conversion spec and gaining a healthy bonus to crit bonus/potency (which scales quite well as we gain better gear, I might add). 

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Old 10-29-2012, 06:57 PM   #34
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K[email protected] wrote:

As far as Spiritwrath, the ability really needs to have major adjustments to make it shine as an endline.  Also, does it have to be an enhancement to Wrath?  I like the fast casting time of Wrath, but something about having a non-defiler spell as an endline for defiler prestige feels wrong.  Perhaps turn one of our single targets into encounter and add a substantial (read:  tangible) incrementing debuff?  The current debuff doesn't look impressive and the 10 second duration feels too short.  Add a benefit that noticeably increases the damage the target takes or cripples their offensive damage would give the debuff a more measureable benefit.

Wrath also is divine damage so it wont even benefit from our own nox debuffs.  Perhaps if it was on Putrefy, instead, which shares the same cast time. The debuff duration is definately too short, and would become really tedious to build up and maintain on any fight we'd actually need the debuff for.  One bad stifle, stun, or interrupt at the wrong time and the entire thing poofs.

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Old 10-29-2012, 07:47 PM   #35
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While we are looking at adjustments can we get a fix on Deadly Bane Warding.  At a minimum, it should be the 2.5s discussed in the patch notes and not the 5s currently on beta.  That said, it should proc every second and it should apply the one second limitation to each mob hitting the ward separately.  So it should proc on each target 1/second per ward.

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Old 10-29-2012, 07:56 PM   #36
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[email protected] DLere wrote:

While we are looking at adjustments can we get a fix on Deadly Bane Warding.  At a minimum, it should be the 2.5s discussed in the patch notes and not the 5s currently on beta.  That said, it should proc every second and it should apply the one second limitation to each mob hitting the ward separately.  So it should proc on each target 1/second per ward.

If that's too complicated, make it a short range ae that procs 1/s.  That way it will effect multiple mob encounters.

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Old 10-29-2012, 08:05 PM   #37
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[email protected] DLere wrote:

While we are looking at adjustments can we get a fix on Deadly Bane Warding.  At a minimum, it should be the 2.5s discussed in the patch notes and not the 5s currently on beta.  That said, it should proc every second and it should apply the one second limitation to each mob hitting the ward separately.  So it should proc on each target 1/second per ward.

Deadly Bane Warding should proc as it did prenerf, long ago. It should have a 100% chance to proc off every hit, without limit. Even when it behaved that way, it was not overpowering; i.e. an AoE class would still far out DPS what even the most proc happy fight for Deadly Band Warding would DPS. For those that are wondering, Deadly Bane Warding was fun to play with when it was first released; after it was nerfed, it became completely pointless.

If you don't want it to proc in PVP, have its proc rate be zero percent in PVP! I couldn't care less about PVP.

As it is Deadly Bane Warding is very un-fun, pathetic actually, pointless. If one is going to take the time to make a spell, or effect, at least make it fun to use, not aggrivating. Please, change this Bane Warding endline back to the enhancement on the heal, Ancesteral Channelling I think is its name. I was looking forware to the Ancesteral Channelling buff on my defiler; this Deadly Bane Warding is not an improvement.

Also, unless things are changed so you can get the first of the two left and right tree effects without spending 12 points in the first row, it may be a waste to even have most of the effects in the bottom of the two trees; there will not be enough points available to spend on them. You may want to move the 6 point requirement "out" one on both trees so what are currently the 3rd row abilities are available once 6 points are spent, matching how things work on live currently. This change mostly would preserve what you are trying to accomplish, without the super nerf to this tree as a whole for everyone.

There, someone has said it.

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Old 10-29-2012, 09:04 PM   #38
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Leucippus wrote:

[email protected] DLere wrote:

While we are looking at adjustments can we get a fix on Deadly Bane Warding.  At a minimum, it should be the 2.5s discussed in the patch notes and not the 5s currently on beta.  That said, it should proc every second and it should apply the one second limitation to each mob hitting the ward separately.  So it should proc on each target 1/second per ward.

Deadly Bane Warding should proc as it did prenerf, long ago. It should have a 100% chance to proc off every hit, without limit. Even when it behaved that way, it was not overpowering; i.e. an AoE class would still far out DPS what even the most proc happy fight for Deadly Band Warding would DPS. For those that are wondering, Deadly Bane Warding was fun to play with when it was first released; after it was nerfed, it became completely pointless.

If you don't want it to proc in PVP, have its proc rate be zero percent in PVP! I couldn't care less about PVP.

As it is Deadly Bane Warding is very un-fun, pathetic actually, pointless. If one is going to take the time to make a spell, or effect, at least make it fun to use, not aggrivating. Please, change this Bane Warding endline back to the enhancement on the heal, Ancesteral Channelling I think is its name. I was looking forware to the Ancesteral Channelling buff on my defiler; this Deadly Bane Warding is not an improvement.

-Leucippus 

I really don't want them to remove the Deadly Bane Warding effect.  I also understand why it needed a limit in the first place--it was extremely powerful back pre-nerf.  The damage of the hit would need to be brought down considerbly for an unlimited trigger.  I would rather have it at the current damage and bring down the current proc limit.  The 5 second timer it currently has on Beta is too much.  That needs to be brought down to at a minimum what was quoted in the patch notes.  The Deadly Bane Warding from older content had a 1 second timer, which is what I feel this version should be.  For PVP, it can be as crippled as needed or outright disabled. 

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Old 10-29-2012, 09:53 PM   #39
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[email protected] wrote:

I really don't want them to remove the Deadly Bane Warding effect.  I also understand why it needed a limit in the first place--it was extremely powerful back pre-nerf.  The damage of the hit would need to be brought down considerbly for an unlimited trigger.  I would rather have it at the current damage and bring down the current proc limit.  The 5 second timer it currently has on Beta is too much.  That needs to be brought down to at a minimum what was quoted in the patch notes.  The Deadly Bane Warding from older content had a 1 second timer, which is what I feel this version should be.  For PVP, it can be as crippled as needed or outright disabled. 

Deadly Bane Warding was only OP when it proc'd off procs.  When that was fixed it was good, but wasn't OP.  But once they nerfed it to 1/s, it became worthless.  It might have value if the proc rate was limited per mob or if it was an ae affect to hit them.  Other than possibly that, it's really not that great with a proc limitation.

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Old 10-29-2012, 10:02 PM   #40
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You wouldn't have to do anything to the Spiritwrath prestige ability as far as increasing the duration of the debuff etc if you would just change the spell used to Imprecate, which has a 1.5 second recast, which makes the duration on the debuff effect more than enough time.

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Old 10-29-2012, 10:39 PM   #41
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They also need to switch the potency conversion to the heal line to be honest... it make's no sense to have it on the reverse as it stands.

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Old 10-29-2012, 10:43 PM   #42
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Gothun wrote:

You wouldn't have to do anything to the Spiritwrath prestige ability as far as increasing the duration of the debuff etc if you would just change the spell used to Imprecate, which has a 1.5 second recast, which makes the duration on the debuff effect more than enough time.

Imprecate takes even longer to cast.  And with all the different control effects in encounters, the duration itself is way too short to lose something so tedious to maintain every 10s.

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Old 10-29-2012, 11:23 PM   #43
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Kreton wrote:

Gothun wrote:

You wouldn't have to do anything to the Spiritwrath prestige ability as far as increasing the duration of the debuff etc if you would just change the spell used to Imprecate, which has a 1.5 second recast, which makes the duration on the debuff effect more than enough time.

Imprecate takes even longer to cast.  And with all the different control effects in encounters, the duration itself is way too short to lose something so tedious to maintain every 10s.

You make it sound like it takes ten seconds to cast or something. In all honestly, I understand time is precious when you're in an encounter but as far as control effects go etc, that's why there's this thing called Voice of the Ancestors. One second to cast every ten seconds sounds near perfect to me, I mean I don't recall exactly what the debuff is but stacked ten times, it's better than either of our stat debuffs, and if not then it's pretty close. It's a good mechanic as a whole, just the wrong ability to use it on like most of the other people have said.

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Old 10-30-2012, 12:15 AM   #44
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Gothun wrote:

Kreton wrote:

Gothun wrote:

You wouldn't have to do anything to the Spiritwrath prestige ability as far as increasing the duration of the debuff etc if you would just change the spell used to Imprecate, which has a 1.5 second recast, which makes the duration on the debuff effect more than enough time.

Imprecate takes even longer to cast.  And with all the different control effects in encounters, the duration itself is way too short to lose something so tedious to maintain every 10s.

You make it sound like it takes ten seconds to cast or something. In all honestly, I understand time is precious when you're in an encounter but as far as control effects go etc, that's why there's this thing called Voice of the Ancestors. One second to cast every ten seconds sounds near perfect to me, I mean I don't recall exactly what the debuff is but stacked ten times, it's better than either of our stat debuffs, and if not then it's pretty close. It's a good mechanic as a whole, just the wrong ability to use it on like most of the other people have said.

You act like you couldn't cast wrath better than imprecate, when imprecate takes twice as long to cast.  If it was that important to you, you'd cast it every 10s.  You know that little thing called VoA only helps on curable things once a minute and you realize if you had to use it, you've already been interrupted in casting something.  Ten seconds is a ridiculous tedious amount of time to maintain a debuff and you're wanting to put it on an even longer casting spell yet keep the duration.

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Old 10-30-2012, 12:40 AM   #45
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Kreton wrote:

Gothun wrote:

Kreton wrote:

Gothun wrote:

You wouldn't have to do anything to the Spiritwrath prestige ability as far as increasing the duration of the debuff etc if you would just change the spell used to Imprecate, which has a 1.5 second recast, which makes the duration on the debuff effect more than enough time.

Imprecate takes even longer to cast.  And with all the different control effects in encounters, the duration itself is way too short to lose something so tedious to maintain every 10s.

You make it sound like it takes ten seconds to cast or something. In all honestly, I understand time is precious when you're in an encounter but as far as control effects go etc, that's why there's this thing called Voice of the Ancestors. One second to cast every ten seconds sounds near perfect to me, I mean I don't recall exactly what the debuff is but stacked ten times, it's better than either of our stat debuffs, and if not then it's pretty close. It's a good mechanic as a whole, just the wrong ability to use it on like most of the other people have said.

You act like you couldn't cast wrath better than imprecate, when imprecate takes twice as long to cast.  If it was that important to you, you'd cast it every 10s.  You know that little thing called VoA only helps on curable things once a minute and you realize if you had to use it, you've already been interrupted in casting something.  Ten seconds is a ridiculous tedious amount of time to maintain a debuff and you're wanting to put it on an even longer casting spell yet keep the duration.

Because the actual issue is Wrath's recast being 5 seconds, which means you actually only have 5 seconds to cast the spell to reapply the debuff effect. So .5 vs. 1 second cast time is small compared to the 1.5 second recast to 5 second recast, which is the part that actually matters. So yes, as tedious as you think it might be, casting Imprecate instead of Wrath is in fact more beneficial for the said effect. 

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Old 10-30-2012, 01:01 AM   #46
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Gothun wrote:

Because the actual issue is Wrath's recast being 5 seconds, which means you actually only have 5 seconds to cast the spell to reapply the debuff effect. So .5 vs. 1 second cast time is small compared to the 1.5 second recast to 5 second recast, which is the part that actually matters. So yes, as tedious as you think it might be, casting Imprecate instead of Wrath is in fact more beneficial for the said effect. 

Putting a spell that has to be cast every 10s on a 1s cast time or you lose all stacks is tedious no matter how you look at it.  Yes you can stack them faster with imprecate but you also have to cast it earlier and are more susceptible to interrupts and various other things.  A 10s duration means you have little to no time to deviate and push back reapplying this, and there are far too many things that take priority or will cause you to be unable to get it off in the last 3s you might have.  If you have time to cast a 1s spell every 8s then you don't need what this debuff even does.  Put it on Putrefy, extend the duration to 20s, and then it's just right.  Ten seconds is ridiculous.

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Old 10-30-2012, 01:41 AM   #47
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And just to put something into perspective, since you're saying a debuff this powerful needs to have some tedious mechanic attached to it where you have to recast it every 10s or lose it.  This debuffs str, agi, wis, and int by 20 per stack atm.  Now only 2 of those 4 actually matter any more.  Those are str and agi because nearly every named mob is usually a fighter and sometimes a scout.  Very, very rarely do you have a name that is actually a priest or a mage.  That means the primary point of this debuff is str and agi.

Now Deteriorate, a debuff of another class, will debuff 145 str/agi and can be spec'd to debuff up to 290.  It lasts 36 seconds and doesn't suddenly decrease in potency if not recast before it expires.  Wrath debuffs 20 (or 23 if spec'd for debuffs) and so that's a 200-230 debuff.  Now this isn't to say it should last 36s or that it should be more in potency, but to point out the potency of this debuff does not dictate that it should require such a ridiculous low duration to maintain or completely lose it.  There needs to be a reasonable duration to maintain it, and 10s just isn't it.

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Old 10-30-2012, 01:45 AM   #48
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Kreton wrote:

Gothun wrote:

Because the actual issue is Wrath's recast being 5 seconds, which means you actually only have 5 seconds to cast the spell to reapply the debuff effect. So .5 vs. 1 second cast time is small compared to the 1.5 second recast to 5 second recast, which is the part that actually matters. So yes, as tedious as you think it might be, casting Imprecate instead of Wrath is in fact more beneficial for the said effect. 

Putting a spell that has to be cast every 10s on a 1s cast time or you lose all stacks is tedious no matter how you look at it.  Yes you can stack them faster with imprecate but you also have to cast it earlier and are more susceptible to interrupts and various other things.  A 10s duration means you have little to no time to deviate and push back reapplying this, and there are far too many things that take priority or will cause you to be unable to get it off in the last 3s you might have.  If you have time to cast a 1s spell every 8s then you don't need what this debuff even does.  Put it on Putrefy, extend the duration to 20s, and then it's just right.  Ten seconds is ridiculous.

I mean if it's that bad, in your opinion, it might as well be changed so the debuff is the max amount that it would be at ten stacks, and has a minute and fifteen second duration like our other stat debuffs. And I'm pretty sure the reason why it's on Wrath is because it's our one nuke that doesn't have some sort of debuff attached to it. I mean since everyone is saying it should be on a nox nuke, they can just make the prestige change it to nox damage. But the only reason ten seconds is too short as it is is because Wrath has a five second recast. Instead of changing spells, make the prestige also reduce the base recast of Wrath, which was an idea a guildmate brought up, and problem solved. I feel like that's the whole point of the stacking mechanic is so you choose whether or not an ability is worth keeping up for whatever it does, and having a small amount of time to do it in. It seems like a fun idea to me, and I feel like making the duration twenty seconds would take away that risk vs. reward type factor. And at the end of the day, if you don't like the prestige, don't take it. /shrug Simple as that. I mean, it's been stated that the debuff is supposedly worthless anyway, so what does it matter in the end?

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Old 10-30-2012, 02:03 AM   #49
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Gothun wrote:

 I mean, it's been stated that the debuff is supposedly worthless anyway, so what does it matter in the end?

It matters because it needs to be adjusted.  TBH, if they really wanted to make it worthwhile with that kind of duration, they'd give us back the debuff that abomination use to be until they nerfed it hard years ago (minus the stamina debuff part).  Abomination, which went by Repulsion then, debuffed str/wis/int/agi/sta by 32% mastered.  So a str/wis/int/agi debuff at 3% per rank that only lasted 12s, I might could get, but I don't see them ever giving us back that debuff in any capacity.

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Old 10-30-2012, 03:26 AM   #50
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[email protected] DLere wrote:

2. Give us some kind of stoneskin or 100% Damage immunity for like 5 seconds. Defilers are typically in the maintank group. Give defilers a save on a base 5 minute timer so it gives the defiler a chance to help out with a face melting ae on the tank here and there. To make it different from other blocks, it could be for the whole group. Its not often enough that it infringes on other healers but gives a bit of extra flexibility for those "oh crap everything is down aes" Its also has a short duration so it would test the skill and timing of the defiler to use properly.

I've gotta say I disagree with this almost entirely. 1.) This ability already exists with the standard death prevention.  2.) Just because defilers are often in a MT group is a really poor reason to put the MT group on an even bigger lockdown for the class. And 3.) there is already a class with with this sort of flexibility and it tests the skill and timing of the player, it's called a warden. If you want to increase the damage mobs do to make greater use of the wards, fine. Or increase add damage so defilers can be moved elsewhere in the raid, fine. Encroaching on the abilities of other classes is always a horrible idea though.

5.  Have a prestige that turns spiritual circle into a true regenerating AE ward.  Make it affect up to 12 people closest to the defiler with a max range of like 30m.  Alternatively, you could keep spiritual circle as it is, but make it immune to ae and give the whole raid CB and Potency while its up.

These spells have been terrible for every class for way too long and could all use a revamp.  I'd be 100% for something like this for every class that has something similar.

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Old 10-30-2012, 04:01 AM   #51
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Gothun wrote:

I mean if it's that bad, in your opinion, it might as well be changed so the debuff is the max amount that it would be at ten stacks, and has a minute and fifteen second duration like our other stat debuffs. And I'm pretty sure the reason why it's on Wrath is because it's our one nuke that doesn't have some sort of debuff attached to it. I mean since everyone is saying it should be on a nox nuke, they can just make the prestige change it to nox damage. But the only reason ten seconds is too short as it is is because Wrath has a five second recast. Instead of changing spells, make the prestige also reduce the base recast of Wrath, which was an idea a guildmate brought up, and problem solved. I feel like that's the whole point of the stacking mechanic is so you choose whether or not an ability is worth keeping up for whatever it does, and having a small amount of time to do it in. It seems like a fun idea to me, and I feel like making the duration twenty seconds would take away that risk vs. reward type factor. And at the end of the day, if you don't like the prestige, don't take it. /shrug Simple as that. I mean, it's been stated that the debuff is supposedly worthless anyway, so what does it matter in the end?

They could even fix Wrath situation by just making the duration of the debuff 15 seconds instead of 20 like was originally suggested, so you actually get the intended 10 seconds they were originally going for.

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Old 10-30-2012, 08:03 AM   #52
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One of the biggest problems with Spiritwrath that I haven't seen mentioned yet is that on mobs that wipe all their detrimentals, you're eventually going to stop casting it because by the time you build it up to 6 or 7 stacks it's just going to wipe it again.

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Old 10-30-2012, 08:26 AM   #53
Kreton

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[email protected] Bayle wrote:

One of the biggest problems with Spiritwrath that I haven't seen mentioned yet is that on mobs that wipe all their detrimentals, you're eventually going to stop casting it because by the time you build it up to 6 or 7 stacks it's just going to wipe it again.

This is a very good point.

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Old 10-30-2012, 08:21 PM   #54
Arxonn

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Wraithwall- bear in mind that 2rd and 3rd point does absolutely nothing when u are capped on reuse,  I can see wraithwall being really useful, when it actually apply also against unwardable dmg, maybe that regenrative ward could have hot implemented?

Spiritual Sacrifice- as was stated before in this form its totaly underwhelming, u can scrap it completely and noone would care, replacing it maybe with enhancment for spiritual circle (changing it to true regenerating ward + aoe immunity)

Wards Bane - after patch it might be useful if it triggers at least every 1s. Even with the aoe change with current 5s proc rate it's not gonna perform well

Phantasmal Barrier - change does absolutely nothing to its usefulness as was mentioned before with all the unwardable dmg extra few k ward on random grp member makes no difference. Scrap that.

Spiritwrath - It's not worth the effort, 20 str, agi, wis ( where is sta? ) debuff that can stack up 10 times is really underwhelming not mentioning that almost every mob wipes out detriments after certain ammount of time, thus making alll the hard working maintaing it pointles. 

Spiritual Dominion - very underwelming, it parse numbers like 4 expansion back.

So far only reasonable option is still going for double conversion.

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Old 10-31-2012, 07:10 PM   #55
Kreton

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I like the recent changes here.  The only 2 notes I have is that Bane Warding still being a 1 every 5s proc is still a huge delay in damage.  Also, now that Phantasmal Barrier is a 60s recast (up from 10s recast), the duration of the ward should be increased from 10s to 30s like normal wards.

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Old 10-31-2012, 07:37 PM   #56
Gothun

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Grats to any defilers in a mage group on the Spiritual Dominion change. Pretty much all I gotta say about that.

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Old 10-31-2012, 07:48 PM   #57
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Even in a tank group it's pretty strong. You can get by without casting ST wards on a lot of content.

Notes:

Empowered Dominion is also increasing potency by 4.2% at 12 stacks.

Initial hit of Spiritwrath isn't being multiplied.

Soultemper's text is the same as inquisitor's Fanatical Devotion. And it also doesn't really regenerate extremely quickly.

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Old 10-31-2012, 07:58 PM   #58
Gothun

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Certain situations/group setups and I would probably agree! But seeing as how my gear isn't the greatest as well.........yeah no.

Edit - Just logged on beta and it also says that Carrion Warding, Wraithwall, and Spiritual Sacrifice do not increase or take away the increments. So yeah, no. wtb better patch notes just sayin'.

Edit 2 - And the second prestige that effects this new one decreases what I'm guessing is the base cast time of Ancient Shroud, Death Ward, and Death Cries? It's pretty unclear in the explaination so if anyone knows what it means please tell me! =D But anyway, making a prestige that makes you not cast those spells to maintain what it does, and then has a modifiable prestige that makes it so you can cast the spells you're not supposed to cast faster or whatever it does? It doesn't make any sense what so ever unless I'm not understanding something.

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Old 10-31-2012, 08:03 PM   #59
Kreton

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[email protected] Bayle wrote:

Empowered Dominion is also increasing potency by 4.2% at 12 stacks.

The CB-> Pot conversion is in the same line, so seems like it's working as intended since it's only applying that to the defiler.

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Old 10-31-2012, 08:32 PM   #60
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Definitely a step in the right direction, as stated above Phantasmal Barrier definitely needs to be 30seconds if the recast will be 60 seconds and Spiritual Sacrifice is still rather useless... we shouldn't require someone to die in our group to get a benefit out of an endline ability.. the whole point of healers is so people -don't- die. I also still think potency conversion should be on the heal tree 

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