Posts by xLutinex

    Do you have plan about Knight/Priest ? He not heal, because need wisdom and heal points. He not tank, because i not see something interesting for tanking (may be someone correct me). He may be a supp, because holy protection is good skill, but not for tank (if you not want to lose aggro). How to play on him ?)

    It's a tank. Holy protection increase casters aggro while reducing others

    My bad with this "cap" I mentioned. there is no cap, it is just slow in refreshing^^


    But single target damage (sustain and burst) is still the worst I saw from all dps :) Maybe there could be a little buff and then this class is fine imho

    Hi,


    regarding K/WL


    The class seems "ok". In terms of aggro it is the hell. doing still way too much aggro in single target that any tank can hold it. I would suggest to remove the aggro modifiers from the skills, while "Shield of Darkness" is active.


    Furthermore I think that the attack speed cap from parry rate should be increased from 20 to 25%. In terms of damage, the class does not deal good single target (I think it's one of the worst single target dmg) but it does ok AOE dmg.


    tested with t17 rofl 2h hammer and full new statted plate gear.

    D/WL was not for healer gear. It was first designed as mdps with full Int. Wisdom thing came later and it never worked in endgame, it was more of a "I can do minigames and little inis with healer gear". So don't forget endgame mdps with Int should still be viable and for what I saw lately, isn't good.

    Identity of classes can change. S/M was also designed only for pdps earlier... and now? mdps version is stronger :D

    After they introduced the wis/sta conversion to int, I am right sure it was designed for healers and not for mdps, bcs it makes more sense.


    @devs: can you clarify this question? ;)

    After reading all planned changes I got something in my mind.


    D/WL was designed for healers to play DPS (if you have conversion of wis/sta active). Now we know you can increase attack based on other base values.

    For healers it would probably a good change to have an increased attack based on base bonus heal and (to avoid abusing unintended heal gear with full int/int) get a huge attack decrement if base wisdom is lower than base stamina or int. In this case maybe the class could be used really as dps with heal gear. Right now I only see it in mdps Gear.


    Don't know if healers really need such change, but I think it would be a good idea.

    sorry, but you didnt understand 80% of my text xD

    Regarding k/wl


    Changed Shield of Darkness: A Magical Shield of Darkness surrounds you, allowing the use of skills which require a shield. While this is active, you will generate the least aggro from your attacks. Reduces received damage by 75%, received area damage by 8% and Physical Attack Power by 35%. Increases Physical Attack Power and Attack Speed for more Base Parry Rate you have.


    maybe the conversion from sta/dex to str is only missing in patch notes? bcs in the current state of the buff, the class would be really tanky ;)

    I know this class very good and know what you mean. Skill 498769 have diminishing, for example at first u have heal 500k, this skill heal second ppl, 250k, third 125k etc until 10k (mb) on sixth (too mb) ppl. Skill 498770 have good one-target heal, but he activated spirit only 2 times, because spirit's trigger 0,5s. And i earlier wrote about p/k, how to "res" this class, but... we know what.

    in general every healing from every class (if you for example look at urgent heal or Recover), that has dark core gear, is way to high (and even higher with every new gear). some debuff like warden pets have in such inis would be also a good idea, that you really NEED the new gear for the next instance, instead of overheal with some million (for example "Healing" from p/s is around 8kk xD)

    I furthermore thought about it and reducing the wisdom and/or heal bonus by a fix amount in new instances like DC and new ones would solve that problem (instead of reducing percentage amount). Just an example (I didnt calculated or tested) reducing for all healer classes in DC the wisdom by 60k and bonus heal by 20k. This would reduce the heal amount from 4-8kk on single target and 300-500k heal over time effects to maybe 3-5kk on single target and 200-350k heal over time effects.

    The example values are still to high for healing tbh but that should be an example, how this problem can be solved without affecting lower instances and lower geared ppl in lower instances

    Knight/Warlock

    Changed Shield of Darkness to convert 100% of stamina and dexterity into strength additionally while decreasing received damage by 75% and reducing physical attack by 10%.

    I would suggest a -95% aggrobuff for this skill. This would allow the class to change to dpsmode and have low enough aggro. This is also to prevent Tanking Ability as Dps.


    The parryrate I would convert to physical damage in a 1:2 ratio. This would also encourage a unique way of buffing up where you need to maximize parryrate for max dmg and aligns with the new skills idenity.

    also in plate you have stats like sta/sta/HP/Def (healer for d/wl have sta/sta/wis/HP, so 3 attributes for conversion) and I think this will give to low attack in plate in addition to lacking of setbonus for dps mode in plate. Right now the new buff could also be good in full chain, bcs of pain stats.

    I think there should be something related while wearing plate (such thinks have also classes like ch/k and wrd/k). there could anything like more attack on plate items or such things. I would love to see plate as viable dps for only 1 class (but without the capability to tank instances xD)

    Knight/Warlock

    Changed Shield of Darkness to convert 100% of stamina and dexterity into strength additionally while decreasing received damage by 75% and reducing physical attack by 10%.

    I would suggest a -95% aggrobuff for this skill. This would allow the class to change to dpsmode and have low enough aggro. This is also to prevent Tanking Ability as Dps.


    The parryrate I would convert to physical damage in a 1:2 ratio. This would also encourage a unique way of buffing up where you need to maximize parryrate for max dmg and aligns with the new skills idenity.

    I agree, or transfer +aggro to -aggro if wearing plate

    regarding

    Changed Shield of Darkness to convert 100% of stamina and dexterity into strength additionally while decreasing received damage by 75% and reducing physical attack by 10%


    What about the +aggro on plate? It wouldnt be possible to play in plate?

    Also maybe with plate gear (only 7 pieces) there could be an additional bonus. Plate has no +damage or +attackspeed (healer set Bonus has also cast speed like mage sets)


    Greetings

    you know p/wl has also group heal skills? And I don't talk about "Group Heal" of priest in general. I really think some ppl use this class only for specific healings in specific boss events, where ppl actually shouldn't get heal by design but "ignore" that with this class (will test it soon and if so, I report such ability as bugusing here :D)


    Edit: what ppl here want is reducing the range from ~1000 to maximum 200-250. that has no real impact on heal output, but for some specific healing tactics

    I know this class very good and know what you mean. Skill 498769 have diminishing, for example at first u have heal 500k, this skill heal second ppl, 250k, third 125k etc until 10k (mb) on sixth (too mb) ppl. Skill 498770 have good one-target heal, but he activated spirit only 2 times, because spirit's trigger 0,5s. And i earlier wrote about p/k, how to "res" this class, but... we know what.

    in general every healing from every class (if you for example look at urgent heal or Recover), that has dark core gear, is way to high (and even higher with every new gear). some debuff like warden pets have in such inis would be also a good idea, that you really NEED the new gear for the next instance, instead of overheal with some million (for example "Healing" from p/s is around 8kk xD)

    Although you havent heard, but i always say and will say "regens weak, one-target and mass strongest". I very want compare p/wl and one strongest healer (he w/o pets, regens, only one-target and mass), max equip, dc

    you know p/wl has also group heal skills? And I don't talk about "Group Heal" of priest in general. I really think some ppl use this class only for specific healings in specific boss events, where ppl actually shouldn't get heal by design but "ignore" that with this class (will test it soon and if so, I report such ability as bugusing here :D)


    Edit: what ppl here want is reducing the range from ~1000 to maximum 200-250. that has no real impact on heal output, but for some specific healing tactics

    I have idea about p/wl. I suggestion add buff, which decrease all heal power by 40%, when u activated spirit, w/o any correction in range. I think it will called "Spirit's curse". Can be increased by 50%, but need test. I think its a simple solution, would like to know your opinion.

    Doesnt change anything. range is to op. and btw this class has far more than only this passive heal skill.

    for example 498770 and 498769. Think about p/k for example, the p/k has really nothing xd but p/wl is just op

    and just fyi tanks getting ~2kk from that passive heal on that range with an endgame heal gear xD. that's why I still say: Class is able to solo heal bosses, where it is designed for minimum 2 separate parties (in my eyes exploiting if you do that)

    Its not passive, its active more, bcs u need heal smth (i wrote above). I believe more that 2kk+ heal its not this cc, its a large number of incoming/outgoing heal power buffs (titles, passive skill on heal etc), devs added many such.
    About 1k+ range, what is difference between pets p/wl and p/wd (or wd/p, doesnt matter) then?

    It passively heals an extra target. doesn't need to argue about that. it works passive. without warp charge, only selfbuffed + knight buff, 1.5kk healing passively on knight. (ok knights gets a little bit more healing), but sure it is ini buffed permanently around 2kk. just saying

    If spirit had raid mass heal i say "not balanced", but he heal one ppl every 0.5s (and when u heal smth), balanced.

    yes true , but not on ~1000 range , maybe reducing it to 200-250 would be a good idea

    and just fyi tanks getting ~2kk from that passive heal on that range with an endgame heal gear xD. that's why I still say: Class is able to solo heal bosses, where it is designed for minimum 2 separate parties (in my eyes exploiting if you do that)

    Hi,


    regarding p/wl the range of the skill 498798 should be lowered to the same range like the heal skill you use or in general maximum to 250.

    Furthermore there was in a patch, that the healing of this skill was lowered. Don't know if it is affected, but it is healing the same amount like "Urgent Heal". Right now the combination of ~1k+ range and Urgent Heal amount is probably the most unbalanced skill atm

    2000 years later.... This range that's all this class combination have. Not regen, not mass heal (498769 trash), nothing. If nerf it, then this cc can move in trash cc, because he will become a simple ordinary healer w/o features. And nothing talk about raising defense, move players, tower, we both know, what this no one appreciates. May be some ppl play a little in "this", but after they forget this cc.

    right now this class can SOLO heal worldboss. solo for 2 rooms. balanced?

    Hi,


    regarding p/wl the range of the skill 498798 should be lowered to the same range like the heal skill you use or in general maximum to 250.

    Furthermore there was in a patch, that the healing of this skill was lowered. Don't know if it is affected, but it is healing the same amount like "Urgent Heal". Right now the combination of ~1k+ range and Urgent Heal amount is probably the most unbalanced skill atm