New tome for all three priest classes!

Silosobi

Dalayan Pious Diety
So all the priests just have 1 class tome right now.

One thing that can be hugely frustrating is when your group/raid/duo/etc wipes to a fizzle or bash or other RNG mechanic.

Tome of Focused Casting
Each rank reduces fizzle chance by 25% and provides 4% overcap stun resist.

This wouldn't make anyone heal for more or dps more or generally be "stronger", but it I think this is something that nearly all priests would want.
 
IMO stuns and fizzles are part of the risk when you venture forth to slay yon kitties and bunnies...trivializing those factors rankles my nosehairs a touch.
 
At the lower tier these things don't matter too much, but at later points, heal timing must get more and more precise, even to the point that a double/tripple fizzle can delay a group heal enough to wipe the raid. Same thing with random bash/other stun mechanics.

There are less than 10 rank 4 class tomes complete on the server, so the only people it might trivialize fizzles for are those at the very very end game (who want to sink ~320AAs into doing so, when INT casters can do it for just a couple)

A lot of wipes/deaths can be attributed to the RNG (bad rounds on tanks usually), but fizzles in particular are simply entirely random and no amount of skill can circumvent them. I don't think that's much fun.
 
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A lot of wipes/deaths can be attributed to the RNG (bad rounds on tanks usually), but fizzles in particular are simply entirely random and no amount of skill can circumvent them. I don't think that's much fun.

Don't casting skills such as channeling and the particular school of the spell already reduce the amount of fizzles still in addition to their other effects, or was that changed when the skills effects were expanded on? I was under the impression effects were just added. If that's the case it would already be possible to reduce the amount of fizzles you would get with +skills, and implies there is a set percentage based on casting skills in the first place. Also I'm wondering if that's the case how much each point of +skill would reduce the percentage of fizzles you would get. Honestly I've never seen any numbers on that that I recall, and I'm not sure if anyone's ever done them.
 
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People who don't even play this game anymore love to have opinions about it. At the lower tier these things don't matter too much, but at later points, heal timing must get more and more precise, even to the point that a double/tripple fizzle can delay a group heal enough to wipe the raid. Same thing with random bash/other stun mechanics.

There are less than 10 rank 4 class tomes complete on the server, so the only people it might trivialize fizzles for are those at the very very end game (who want to sink ~320AAs into doing so, when INT casters can do it for just a couple)

A lot of wipes/deaths can be attributed to the RNG (bad rounds on tanks usually), but fizzles in particular are simply entirely random and no amount of skill can circumvent them. I don't think that's much fun.
Fizzling you're definitely right about (especially when so much damage is being tossed around your fate can be decided by a random mechanic with no avenue for skill to save you) but being subject to bashes is something you have a degree of control over and stuns are usually there to interrupt casting as a way of adding difficulty to an encounter. I hope it's okay that I added my opinion as a lowly ex-player.
 
@ Aisling

I'm really not sure about that one. It would certainly be interesting to find out.

@ Rorne

You are correct about bashes, but there are times when mobs being on the priest cant be helped, and then when they happen to land a bash at the wrong moment and wipe the group its pretty frustrating. I sort of added the anti-stun thing because I just felt like 4 ranks of class tomes to remove fizzle was a bit much... People would do them regardless, but I feel like you could throw priests a bone of some sort. My off topic comment was inappropriate, I just get frustrated at times.

Something more interactive and skill based would be a lot more interesting. What if instead of the stun resist %, the tome adds a /s 4 for priests that lasts ~30sec/rank and makes them stun immune. At rank 4, you still only have 2 min per full stamina bar of stun immunity, but it becomes something a proactive and skilled priest has more control over, rather than falling victim to the RNG.
 
Something more interactive and skill based would be a lot more interesting. What if instead of the stun resist %, the tome adds a /s 4 for priests that lasts ~30sec/rank and makes them stun immune. At rank 4, you still only have 2 min per full stamina bar of stun immunity, but it becomes something a proactive and skilled priest has more control over, rather than falling victim to the RNG.
What about a tome that has them do a minor heal amount when interrupted by a bash, like they lose concentration but some of the healing magic makes it through due to their proficiency/expertise with it. My only worry is this would kind of negate the threat of being interrupted.
 
what if instead of the heal goes through, when a healer is stunned and interuppted, it increases their spell haste by x% for the next heal cast.
 
i dunno, i kinda don't want this game to become fool-proof like wow. there is skill involved in overcoming fizzles/bashes. ie. learn to mash heals and not let things attack your healers
 
i dunno, i kinda don't want this game to become fool-proof like wow. there is skill involved in overcoming fizzles/bashes. ie. learn to mash heals and not let things attack your healers
Sure but a fizzle combined with a large round can leave you with no way to recover and taking all the control out of player hands is bad design. I agree with you about bashes though.
 
I'd like to see stamina incorporated somehow for healers also. A stance that slowly drains stamina making it so you can't fizzle a spell, or just have a tome that decreases fizzle chance X% would be pretty cool. Even if it were only 5-10% less fizzle chance it would help.

I haven't healed in Spires or Tur'ruj yet, but I've noticed as tiers go higher and higher, the timing of group heals and specific heals gets more and more challenging.

Fizzles and double fizzles absolutely wipe raids and on slower computers even more so because if your PC lags on a fizzle, you can't recast until the spell gem refreshes. Fizzles were intended to make it so a low level toon can't easily cast a spell without practicing it first - that's fair enough. However an endgame grandmaster healer should never be failing to cast a spell he has done thousands upon thousands of times.

The game has tons of luck components to it. This should not be one of them.
 
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