Priest Class [Feedback]

  • Priest/Knight, skill "Sacrificial cure" (492934).

    I dont know why this skill should use HP, not MP. After wisdom rework its not actual today, because wisdom not give HP. Im simple priest, i cant do normal HP w/o loss healing + idk how this skill combined with knight cross swords.

    And i have suggestion for devs, mb do from this class combination like "paladin" ? :) I think magic tank with heal(or supp) elements.

    I would still like the paladin to be a physical tank)

  • Priest/Warrior "Chain of Light Elite skill" ID: 1490367


    my suggestion is to make this elite able to use while you are moving.


    because already you are doing mirror world, or some type of farm content and you have to stop moving to use the ability.


    some mobs can push you back and the channeling of chain of light disappear and feels frustrating to use this skill.


    I really appreciate if you can do this.

    Chain of Light +105

    Priest/WarriorLevel: 60

    Uses: 1020 MP

    Spell Type: MagicalRadius: 50

    Channel Time: 3.5 sec.Cooldown: 1 sec.

    Continuously deals 274.0% main hand weapon DPS Light damage to targets around caster and consume 3.0% MP once a while. If cast is interrupted for not having enough MP, skill will enter a 3 seconds of cooldown state.

    ID: 1490367

  • Hey please consider to change this: the Cardsytem for healers(and any other buffing class) now is useless. A good cardsystem should provide gearscore to affect the buff like percentage from max possible wisdom gives scaling gearscore

    sdEORVa.jpeg

    No Guts No Glory No Legend No Story.

    • New
    • Official Post

    Hey please consider to change this: the Cardsytem for healers(and any other buffing class) now is useless. A good cardsystem should provide gearscore to affect the buff like percentage from max possible wisdom gives scaling gearscore

    Hey, thank you for your feedback.

    To make sure all information is available everywhere, let me quote myself from discord

    This is the first patch of many to come. With the new archetype, we wanted to make sure healing classes are still intact, while we roll out the first. Changing healers drastically is dangerous, as undershooting the power means nobody would be able to run anything. We simply did not want to take the risk to do everything at once and potentially have a disaster on our hands. Buffs are roughly the same strength, practically nothing has been lost for now and moving forward, we now have much more room to make wisdom a very attractive stat.


    For that reason, attribute scaling on buffs simply had to go. It forces heals into very specific gear (%Wis-Corrupt, Two Handed Staff, %Attribute-Robot), which also meant that you were, for the most part, a walking buff. Passive and, frankly, boring game play like that has caused the lack of healers on the server in the first place, exacerbated by the high barrier to entry to even be considered viable for both random parties and endgame guilds.


    With the change to gear score, the expectation isn't to have everything maxed to start out playing anymore. Should your heal be enough, someone else can buff again, as it was when we first rolled out the system. However I agree, at the moment, endgame minmaxing for heals is a bit lacking. Do not worry though: We already have a system in place which we can safely roll out in the future to return minmaxing for heals as a viable thing to do. We just had to make sure that we have healers left in the future to enjoy minmaxing :)