EQ2 Forum Archive @ EQ2Wire

 

Go Back   EQ2 Forum Archive @ EQ2Wire > EverQuest II > Chains of Eternity Beta > Classes (CoE Beta) > Priest
Members List Search Mark Forums Read

Notices

Closed Thread
 
Thread Tools
Old 11-06-2012, 05:03 PM   #1
Piropiro
Server: Unrest_old
Guild: Shoukin
Rank: Buzai

Loremaster
Piropiro's Avatar
 
Join Date: Sep 2005
Posts: 129
Default

Animal Form is fine. It's good to use on mages for incoming aoes for the health buff, and awesome for necros on lifeburns. If you want to snag power from a spell, make Feast work like Dark siphoning and replenish power, health, and stats to the group. God knows the spell is a pos.

edit* Animal Form should be procing off hostile spells though.

Piropiro is offline  
Old 11-06-2012, 10:19 PM   #2
Ferunnia

Loremaster
Ferunnia's Avatar
 
Join Date: Jan 2005
Posts: 796
Default

Mages aren't dying on incoming AoEs unless they are stupidly standing way the hell out of position. And I'm not gonna sit here and say that I want to base the whole utility of the spell around one class (necros lifeburning). Anything that increases our utility would be a good thing. Because trust me, I'd toss it on anyone in raid who needed the power if it worked as I said. Most things are so blatantly easy to heal it's only lack of paying attention that make them seem hard. I'll stick to my suggestion of how to make the ability more useful to us rather than as a parse padding sometimes HP buff.

Ferunnia is offline  
Old 11-08-2012, 01:26 AM   #3
BriarHaven

Loremaster
BriarHaven's Avatar
 
Join Date: Sep 2006
Posts: 80
Default

"Feast work like Dark siphoning and replenish power, health, and stats to the group. God knows the spell is a pos."

This would make Feast useful again and help with power issues.      

BriarHaven is offline  
Old 11-08-2012, 10:46 AM   #4
LadyEdderkopp

Loremaster
 
Join Date: Dec 2004
Posts: 24
Default

Groupwide primal fury is nice in theory but if you really look on the buff it's .. meh

A fury is in the mage group usually (hopefully) and the spell procs:

dps mod

attackspeed

reuse

casting speed

potency (10)

In a mage group the troub and the enchanter are the only people that would really use meele stats, the troub the only one that needs recast/cast (maybe)  .. So the only good thing from the proc is the 10 potency, which is nice but not really that kickass anymore since there are a ton of gear procs that give the same amount or more to the group.

You need to add some stats that are actually usefull for mages to make this prestige good. Don't get me wrong I would spec for it, 10 potency isn't something you can just ignore but I'd be a lot happier if it gave some spell weapon stats as well as the meele stats and maybe some kind of damage to the mob on the initial proc.

The ward part of the left line has a very low base amount, making it pretty hard to get this buff to where it would be really usefull on a OT.

The 100% instant regen on the left part looks nice until you see the duration/recast on it, 10 seconds and a 2 min recast just isn't enough for a endline in my mind. Adding a limited trigger DP and/or increasing the duration would make it a lot better.

On the right side it's pretty annoying that the endline (damage triggers to Call of Storms) doesn't give any triggers if Call of Storms is the killing blow on the enemy, for most raid stuff it doesn't really matter since the odds of striking a killing blow is so low even on adds but I'd still like a fix to it.

Letting Animal form trigger on spell autoattack and spells/CA's is a long overdue change, even if the priest "cannot cast beneficial" isn't removed. (I personally think that it's about time for it to be removed though)

This spell was changed a while back actually to allow mages to cast while it's in effect and allow priests to still cast hostile spells while it's on.

Adding a manaregen to Feast would be a good and long overdue change, I've been wanting this bad since SF though it's not a totally useless spell to have as it is just because of the groupwide stamina it gives.

To summarize, replace the heal on Feast with a power regen.. Maybe up the duration a bit if it triggers on raid mobs.

Oh, and don't remove the hp increase to the right side, it's one of the best things there if you use Protective Instinct.

Overall the changes looks pretty interesting, just a few things that needs to be addressed. I like the fact that we would probably have a tank heal spec for somewhat challenging fights when healing a OT and a dps spec when we are in a pure mage group.

A final thought would be to make the heal/dps stances actually change anything again, now it doesn't really matter other than that Litany of Combat doesn't work with the heal stance on. (I think most priests could use some kind of change to those stances to make them do anything again)

LadyEdderkopp is offline  
Old 11-08-2012, 01:51 PM   #5
Xelgad

Game Designer
Xelgad's Avatar
 
Join Date: Jun 2009
Location: San Diego
Posts: 199
Default

The Repeated Lightning hits are supposed to be less damage than the initial hit. With that said, we're increasing the damage on the extra hits in the patch today.

__________________
<img src="http://signavatar.com/files/sigs/3355_3.jpg">
Xelgad is offline  
Old 11-08-2012, 06:30 PM   #6
Deadbones

Loremaster
 
Join Date: Nov 2004
Posts: 15
Default

Left Side

Lightning Aura % chance increase is actually 25/50/75% despite it saying 22.5/23.7/25%

Right Side

Mousing over Stormbearer's Fury doesn't show the correct reuse for tier 2 or 3

Deadbones is offline  
Old 11-08-2012, 06:31 PM   #7
Deadbones

Loremaster
 
Join Date: Nov 2004
Posts: 15
Default

*sigh posted to the wrong class*

Deadbones is offline  
Old 11-08-2012, 11:36 PM   #8
Wilin

Loremaster
Wilin's Avatar
 
Join Date: Nov 2004
Posts: 1,151
Default

From today:

FURY:Lightning Siphon's damage has been increased dramatically and its reuse has been doubled.Repeated Lightning's prose has been corrected and damage slightly increased.Control the Storm has had its heal reduced.Aura of Defense has had its ward improved.Lightning Aura properly displays its 25/50/75% trigger chances. It can now increment up to 14 times.

__________________
Wilin is offline  
Old 11-09-2012, 02:11 AM   #9
Ferunnia

Loremaster
Ferunnia's Avatar
 
Join Date: Jan 2005
Posts: 796
Default

Xelgad wrote:

The Repeated Lightning hits are supposed to be less damage than the initial hit. With that said, we're increasing the damage on the extra hits in the patch today.

That's obvious... Never asked for the hits to be retardedly high, just to actually scale to 50% of the damage of the inital hit. Are the changes Naneel posted already on Beta? Because I logged in to the damage being exactly the same, nor can I find update notes anywhere other than that post.

Ferunnia is offline  
Old 11-10-2012, 01:30 AM   #10
LadyEdderkopp

Loremaster
 
Join Date: Dec 2004
Posts: 24
Default

The upped ward on Aura of Defense is pretty nice, around 5k regening 1/3rd every second with bad gear.

I'd still like Feast and Primal Fury to be updated a bit but the prestige in general is looking good.

LadyEdderkopp is offline  
Old 11-11-2012, 07:42 PM   #11
Ferunnia

Loremaster
Ferunnia's Avatar
 
Join Date: Jan 2005
Posts: 796
Default

My final thoughts on all the prestige stuff before it goes live. It'd be nice to see some of these changes, but I seriously doubt it will happen.

Left Side

1. Force of Nature. The base ability is pretty good. It heals well over time, especially soloing or heroic grouping. Not as great for raiding, for one reason...It's only castable in group?!!? Unless there is a necro in my group, 95% of the time, no one needs single target healing, outside of procs, and the occasional group heal takes care of them anyways. This ability should without a doubt be raid castable, not just group. It cannot be stacked as it is, so why not allow this?

2. Lightning Aura. This suffers from the same problem as the main buff, it's not castable on anyone tanking a mob because they aren't usually in my group...So I'll get an increment when the mob AoEs and no other time...great. The increment timer will expire before I can get a second increment. Fixed by making Force of Nature Raid castable, not just group.

3. Aura of Defense. Seems to parse out well, especially with the recent increase. Only gripe is again it's limited to group only.

4. Protective Aura. Oh look, another ability that is good for a tank, but they are never in our group, so totally useless. Make Force of Nature Raid castable, thanks.

5. Natural Regeneration. A death save, castable in group only. WHY?! Why would you guys give us two great healing abilities and limit them to being group only? I honestly doubt any dev in the game has ran a fury in any endgame raid setup. This shows in decisions like these.

As it is, this entire line is almost 100% useless to a raiding fury without the line being changed to Raid and Group Friend. For a heroic or soloing fury who is more interested in healing than dps, this is a great option.

Right Side

6. Stormbearer's Fury. I want to like this ability, I really do. Reusable every 5 seconds, castable on the run, blue AoE with 8 targets...Here's the kicker. It does LESS damage by far than another prestige ability we have. THIS DOESN'T MEAN NERF THE OTHER ABILITY FFS. It would just be nice to see the initial hit increased by about 30%, and the secondary hits do the 50% of the initial that they were initially supposed to do. As things stand, the ability is completely underwhelming now. It parses almost exactly the same as a single target ability on AoE fights (Death Swarm). That's just sad. The only great thing about this ability is being able to proc on two 4 enemy encounters. So, want to buy Damage upgrade overall.

7. Repeated Lightning. This ability had the potential to make this Prestige line great. As it is, completely underwhelming. Having extra hits for somewhere between 1/4-1/5 of the damage of the initial hit is meh indeed. This ability could have just increased the base damage of the main hit by 33% each rank and it would have done about the same thing. Also cause less lag that way and such, but that's just my opinion.

8. Control the Storm. It's a meh heal amount per hit, but if you hit multiple enemies, it's a pretty decent heal amount, even after the nerfs. bout 5-6k heal per mob hit with my gear.

9. Stormbarrier. Nothing wrong with this one. It's good when you're running Protective Instinct for giving big HP buffs. Good time on the duration as well.

10. Stormlord. Very nice proc amounts, but the fact that it's controlled by Call of Storms leaves a bit to be desired. Would be nice if the proc amount had been lowered and the ability gave a timed proc while active, (maybe an 8 second duration) like Peace of Mind, or something.

11. Lightning Siphon. Great heal, meh damage. Not sure why the duration was doubled, it's not like it parsed out that well to begin with. With the damage increase it does about 25-30% less damage than Thunderbolt, on average. A happy medium, I think, would have been around a 15 second base reuse.

12. Fury of the Wild. Group Primal Fury is great, just wish this ability gave a HP/STA component to the buff as well. As it is, the buff is solid, but not great.

Ferunnia is offline  
Old 11-11-2012, 09:39 PM   #12
LadyEdderkopp

Loremaster
 
Join Date: Dec 2004
Posts: 24
Default

1-5

I think it's meant more for healing the OT, some guilds have a solo healer in a mage group keeping the SK alive, or healing in non endgame raiding guilds.

The Natural Regeneration isn't really a death save except for when AE tanking, won't save the tank from oneshotting damage.

6

I fully agree, the damage on it is weak.

10

would be nice if this was more of a group proc thing, can still be controlled for Call of Storms for all I care though SMILEY

12

I love groupwide buffs but Primal Fury as it is doesn't give a mage group much of anything.

LadyEdderkopp is offline  
Old 11-11-2012, 10:45 PM   #13
Ferunnia

Loremaster
Ferunnia's Avatar
 
Join Date: Jan 2005
Posts: 796
Default

1-5. You shouldn't be limited to only being able to use it on OT. And the chances of having an SK or any other tank in a mage group full-time are pretty slim, considering they are more effective with wards/reactives on any tougher fight. I still hold that unless they change the buff to group/raid friend, it's useless except in strange circumstances. 10. As a group proc on AoE fights this would be very OP in my opinion. In half PoW gear on grouped dummies it hits for very good amounts of damage. It would add anywhere from 70-300k dps to an entire group on AoE fights. (depending on number of targets and how long they stay alive) If they were gonna do something with group procs, I'd rather they make Fae Fires not be terrible...WTB 10 triggers/timed buff on Fae Fires in 2012. Casting it every time it is up is about 4-5k dps for every person, is pretty bad. 12. Gives a good amount of INT and 10 potency. Chanters get melee stats, same as the bard and any tank you might have in group. Reuse is great for your melee in group. It's a pretty good buff, it's just getting outdated.

Ferunnia is offline  
Closed Thread

Thread Tools

Forum Jump


All times are GMT. The time now is 07:57 AM.

vBulletin skin by: CompleteGFX.com
Powered by vBulletin® Version 3.7.5
Copyright ©2000 - 2020, 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.