Patch Notes - August 10th, 2021

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HEADLINES
  • Shadowknight and Paladin Discipline system rework.
  • Top end dungeon tweaks.
QUALITY OF LIFE - BUFFS
Now that a lot of the foundational systems have been implemented, we have been discussing ways to re-add the quality of life benefits that players enjoy, but within these new systems.

Players have expressed concerns with how variables to raid recovery times clash with the new buff system, the following change is designed to smooth this out.

Currently, buffs do not expire when a player is safe inside a city (eg. Athica while not in combat or PVP); this was a past quality of life addition. We have extended the "safe in city" rule to include areas that allow binding. An iconic example would be the bind location known as "tables" (or table if you're a purist).

DISCIPLINES
A six second lockout timer has been added to disciplines after a player swaps weapons.

TANK REBALANCE
As we move forward, we would like to explain where we see each tank ranked in different categories:

MITIGATION
Warriors would continue to be the best at physical mitigation with Paladins the worst. The caveat being, Paladins will now specialize further in spell mitigation to differentiate them.​
  • Physical Mitigation: Warrior (13%+) Shadow Knight (7%) Paladin (5%)
  • Spell Mitigation: Paladin (7%+)
AGGRO
Currently, the tank single target aggro order is not correct. Warriors are too low due to our weapon balance and Paladins are too high due to Zealous Might aggro multipliers.​
  • Single Target Aggro:
    • Shadow Knight: Single target aggro should be easy and efficient. Other raid members should be jolting rarely.
    • Paladin: Single target aggro should be the lowest of the three tanks. Other raid members should be jolting often.
    • Warrior: Warriors should be between Paladin and Shadowknight aggro, being closer to Paladins. Other raid members should be jolting sometimes.
  • Area of Effect Aggro:
    • Paladin: High aggro on 6+ targets. Easy and efficient to generate.
    • Warrior: Moderate aggro on current target and decent aggro on 2 to 3 other targets. Targets beyond this should produce noticeable aggro loss.
    • Shadowknight: Unbreakable aggro on a single target. Aggro on a second target should be moderate but need to be worked for. Targets beyond this should produce noticeable aggro loss.
SINGLE TARGET DPS WHILE TANKING
Warriors should always provide the largest DPS while tanking. Shadowknights should be second, closely followed by Paladins. Currently Paladins are doing too much single target tanking DPS due to Zealous Might multipliers.​

KNIGHT SHIELDING MASTERY
  • This AA has not been working, it was not adding its bonus to shields for knights (for at least 10 years). It now properly applies its bonus.
BASH
  • The bash damage formula now applies diminishing returns to bonus damage from shoulder and shield armor class as it increases.
  • Using bash currently applies a bonus aggro value that is equal to shield AC; knights receive a multiplier to this bonus value. For this patch, we have increased this multiplier. We feel that bash is an appropriate source for aggro for knights; it scales with level, gear and accuracy. By buffing this source we can spread out aggro generated by more absurd sources. This is one adjustment that will assist with the low level paladin aggro issues we have received from feedback.
WARRIOR
The aggro multiplier of bloodlust has been increased to put warriors in a more appropriate spot for aggro generation. This is an interim fix until warriors receive a full discipline rework.

PALADIN
All Paladin stances have been removed (including aggressive and defensive), and reworked or replaced with Disciplines. We see the Paladin as a hybrid between Warriors and Clerics. Clerics tend to be a bit more melee oriented in design, so Disciplines were also designed to accentuate this. Paladin will be the top healer of the three tanks both while tanking and as a raid utility. To differentiate the Paladin from the Shadowknight when it comes to mitigation, we have further advanced their Spell Mitigation theme. Paladin single target aggro was nerfed, while also increasing their area aggro generation. We have given the Paladin three tools to help with emergencies that arise from aggro:
  • A single target aggro information skill, similar to Jayla's Insight.
  • Fast casting target of target healing spells.
  • A unique taunt skill.
PALADIN DISCIPLINE ABILITIES
Paladins may purchase the following disciplines from the Paladin Guild. Be sure to explore for additional ranks!​
  • Pious Strike - Ranks I to VI. Strike an undead target, banishing their existence from this plane. Has a chance to weaken your target. Has a very rare chance to deal massive damage to your target.
  • Lady's Strike- Ranks I to VI. Bash your target with your shield, dealing physical damage and generating aggro to those around you. Deals additional damage to stunned targets. Requires a shield. This ability should bring low level paladin aggro to values that feel better while leveling. Because this ability is bash damage, it inherits the properties of bash.
    • It interrupts spells.
    • The damage can never crit.
    • Bonus aggro is generated against your primary target using the above BASH rule.
  • Cleansing Strike - Ranks I to VII. Channel a purifying flame into your weapon, striking your target with fire damage. Additional chance to deal a critical strike against Undead. Requires a two handed weapon. Consumes both stamina and mana.
  • Holy Inspiration - Read the tide of battle, gauging how close another player is to pulling aggression off you. Only works if you are the primary aggro to an enemy.
  • Moment of Truth - Ranks I to II. Force your enemy to focus its rage toward you. Only usable in combat. Must be in melee range.
PALADIN DISCIPLINE BUFFS
  • Bastion of Faith - Ranks I to III. The defense of the faithful, granting 3/4/5% melee mitigation and 3/5/7% spell mitigation.
  • Althuna's Fury - Ranks I to III. Faith exudes might! Your zeal carries you into battle, increasing melee damage but decreasing mitigation and aggro. Increases melee damage by 10/15/20%, increases melee damage taken by 5/7/10%, and reduces aggro generated by 5/10/15%.
ZEALOUS/RIGHTEOUS MIGHT REWORK
Due to Zealous and Righteous Might's impact on single target DPS and tanking aggro, these spells have been reworked. Althuna's Fury is intended to provide measured Paladin melee damage, while dissuading from use while tanking. Aggro loss has been distributed to Bash, healing, and Lady's Strike. These new healing spells accentuate the Paladin's healing and spell mitigation strengths.​
Inspire your target's target with the power of faith, healing them and mitigating spell damage for a duration. This buff will also heal them again on their next successful block.
  • Inspire Belief- Target's Target, 287 Base Heal, 1.5s cast, zero recast time, 3.5s recovery, 12s duration, 2% spell mitigation. (Reworked from Righteous Might)
    • Bestow Light - Fade on block, 95 Base Heal.
  • Runic: Inspire Faith- Target's Target, 691 Base Heal, 1.5s cast, zero recast time, 3.5s recovery, 12s duration, 3% spell mitigation. (Reworked from Zealous Might)
    • Bestow Faith - Fade on block, 399 Base Heal.
BLINDS
Blind spells can no longer be overwritten; freeing up a spell slot for some who used two. Paladin blind spells now lower dexterity instead of attack. The dexterity debuff value increases with spell rank. Additional lower level blinds have been added to assist the leveling paladin. Searing light gets a balance nerf as it was out of bounds numerically.​
  • Flash of Light - Decreases dexterity by 5.
  • Glint of Light - A new magic-resist blind purchasable at level 18. Decreases dexterity by 8. Has a magic-resist adjust.
  • Gleam of Light - Decreases targets dexterity by 5.
  • Fervid Light - A new fire-resist blind purchasable at level 45. Decreases dexterity by 12.
  • Blinding Light - Decreases targets dexterity by 16.
  • Wave of Light - Decreases targets dexterity by 10.
  • Searing Light - Decreases targets dexterity by 20. Mana cost increased to 120. Resist adjust lowered to 75. Direct Damage component removed.
STUNS
  • Words of the Righteous is a new single target stun available to Paladins to purchase in late game areas.
  • Descending Judgement has been reworked into Word of the Templar, an upgrade to Word of the Crusader. Descending Judgement provided a lot of a Paladin's aggro while also being predominantly hated by a large portion of developers and players.
HAND OF PIETY
The cooldown of Hand of Piety has been reduced to 20 minutes.​
HEALING AGGRO
Healing aggro generated by a Paladin using single target, self, or target's target healing spells has been slightly increased, outpacing other healer classes.​
DIVINE REFUSAL
The base healing has been increased to 17% (from 13%). Ranks of Divine Radiance further increase this amount. 20, 25, 33, 50%, (from 14, 17, 20, 25%). The AA description has been updated.​
Focuses your fighting spirit, increasing the chance to flurry against undead. Paladins will refuse to die from undead once every 24 hours. Ranks of this AA reduce the cooldown and increase the heal amount of this innate skill.
DIVINE STUN
The AA description has been updated to inform players that this spell generates aggro:​
Training in this ability gives you a new, fast-casting low-resist stun that work even on creatures immune to stun spells. Always generates a medium amount of aggro.
UNDEAD NUKE
Paladins may now learn Banish Undead at level 64. Literally the best buff, so I saved it for last. Nuke on.​
SHADOWKNIGHT
All Shadowknight stances have been removed (including aggressive and defensive), and reworked or replaced with Disciplines. We see Shadowknights as a hybrid between the Warrior and Necromancer classes. Because Necromancers are more spell oriented, Shadowknight Disciplines are not themed around weapon use. Damage Over Time spells were adjusted to play a core role in Shadowknight gameplay. Leech stance has been converted to a short cooldown ability, setting self-healing below Paladins, and above Warriors. A few tools were given to a Shadowknight to address mana sustain, being the cousin of a Necromancer. The mechanics of pet sacrificing should feel better:
  • Instant triggering
  • Failure messages describing when the ability requirements are not met
  • Introduced at lower levels
  • Pet clickies no longer allow for pet sacrificing, being replaced with a class skill
Lastly, a Shadowknight is the undisputed champion of Single Target aggro. Veil spells have been replaced, shifting aggro to new single target aggro tools.

INNATE DOT AGGRO
Shadowknights now have an innate bonus to aggro generated from damage over time sources. Spell casting subtlety for Shadowknights will now also apply to DoT aggro.​
VEXATION OF BLIGHTS
Each rank of this new AA further increases the aggro generated from damage over time sources. This AA also applies a multiplier to the Shadowknight's contribution to DoT Weakening. Excerpt from our forums detailing this mechanic:​
DOT WEAKENING
Weakening effect works by adding up all the damage done to a mob by DoTs in a single tick. For the remainder of that tick, the mob directly deals less damage in melee based on how much DoT damage it is taking in proportion to its HP.
LOW LEVEL DOTS
Low level DoT levels have been lowered to increase usability. New low level DoTs have been added to their repertoire. Adjacent spells shuffled to maintain 1 spell per level.​
  • Disease Cloud - Level 3 (from 5)
    • Locate Corpse - Level 5 (from 3)
  • Clinging Darkness - Level 9 (from 11)
    • Fear - Level 11 (from 12)
  • Fever - New, Level 12
  • Engulfing Darkness - Level 18 (from 20)
  • Heart Flutter - Level 21 (from 36)
  • Virulence - New, Level 30
  • Dooming Darkness - Level 33 (from 44)
  • Searing Blood - New, Level 42
  • Scourge - New, Level 45
  • Boil Blood - Level 48 (from 53)
  • Inflame Blood - New, Level 53
  • Asystole - Level 56 (from 60)
  • Cascading Darkness - Level 58 (from 59)
DISEASE DOT/DEBUFF REWORK
The following spell line has been adjusted and added to. Three of these spells replace the Shadowknight veil line.​
  • Heart Flutter - Duration lowered to 30s, mana cost reduced.
  • Arrhythmia - New, Level 34, 2.0s cast time, 30s duration. (Reworked from Veil of Dis)
  • Heart Panic - New, Level 44, 2.0s cast time, 30s duration. (Reworked from Veil of Marlow)
  • Asystole - Cast time reduced to 4.1s, duration lowered to 30s, mana cost reduced.
  • Cardiac Arrest - New, Level 65, 2.0s cast time, 30s duration.
  • Runic: Heart Possession - New, Runic Two, 2.0s cast time, 30s duration. (Reworked from Veil of Kaezul)
SCORCH BLOOD
A new fire DoT available to Shadowknights to purchase in late game areas.​

TERRORS
The cooldown has been removed from all terrors; freeing up a spell slot for some who used two.​
  • Terror of Gradalsh is a new terror available to Shadowknights to purchase in late game areas.
SHADOWKNIGHT DISCIPLINE ABILITIES
Shadowknights may purchase the following disciplines from the Shadowknight Guild. Be sure to explore for additional ranks!​
  • Meld Bone - Reap undeath from the fading of life, summoning your highest level pet from your spell book. If used on a target that is close to death, the cooldown of this ability will be lowered. Requires melee range.
  • Touch of Hatred - Ranks I to VII. Instill deep hatred upon your enemy, greatly increasing their aggro towards you. Requires melee range.
  • Festering Harvest - Ranks I to VII. Harvest the life of another through a festering touch. The life healed increases with the number of your afflictions on the target. Requires melee range.
  • Deceitful Doubt - Instill powerful doubt upon your enemy, dispelling a beneficial buff with a chance to interrupt spell casting. Requires melee range.
  • Pet: Edict of Pain- Commands your pet to sacrifice itself, imparting its strength to you for a duration.
  • Edict of Pain- A buff granting the Shadowknight a 500/1000 Delay Death life value, 15/25 Disease Resist and 1/2% physical mitigation.
    • Delay Death is most commonly known as "Purple Club", a negative life value that must be exhausted before a player dies.
  • Pet: Grave Pact - Ranks I and II. Commands your pet to sacrifice itself, restoring mana through it's undeath.
The following Discipline skills require ranks in Servant Training to use:​
  • Pet: Noxious Blast - Commands your pet to sacrifice itself, causing disease damage to nearby foes.
  • Pet: Reaper's Touch - Commands your Pet to sacrifice itself, Draining HP from its target and giving it to your group
  • Pet: Ritual of Gore - Commands your pet to sacrifice itself, mesmerizing nearby foes in a spectacle of gore.
  • Pet: Withering Curse - Commands your pet to sacrifice itself, infecting its target with an incremental damage over time spell. This ability counts towards Festering Harvest's heal.
Meld Bone and each sacrifice skill have their own cooldown timer.​

SHADOWKNIGHT DISCIPLINE BUFFS
  • Shadow of Marlow - Ranks I to III. You fade slightly into the realm of dreams, granting 5/6/7% melee mitigation.
  • Putrid Aura - Ranks I to III. You are wreathed in a caustic aura, increasing the damage of all your damage over time spells by 25/50/100% but decreasing melee mitigation by 5/7/10% and aggro by 10/25/50%.
  • Spirit Anchor - Merge your energies with the spirits of the dead, guarding yourself from detrimental mana drains. Mitigates mana drains with a value less than one fourth your maximum mana.
  • Terror Guard - Wreathe yourself in nightmares, enthralling all those who strike you in combat.
FLAYING STRIKES
This AA now increases damage dealt to Ancient and Young races in addition to Humanoid Monsters.​
SHROUD OF THE LICH
Weapon proc moved to slot 5 to allow for more usability.​
UTILITY BENEFICIAL: CONVERSION
Deathly Temptation mana regen increased to 12, health decay increased to 12.​
NECROMANCER
  • Deathly Temptation is now available to purchase at level 40 as a nice step between Call of Bones and Lich.
DRUID
  • Cataclysm mana cost increased.
ROGUE
  • LOIO and Refuge discipline vendor costs have been lowered.
  • A poison vendor has been added to Kelethin, and the poison vendor in The Mountain Crags of Tarhyl has been updated.
  • Nimble Dance duration extended to 10s.
  • Crippling Point now has a vendor cost.
  • Fixed a bug that prevented Concealed Blades AA from working.
  • Gutsy Gambol movement speeds increased slightly. Stamina costs decreased slightly.
  • Wisterol has been re-added to Poison Merchant to allow continued crafting of Savage Frenzy for Marlow quest.
ENCHANTER
  • The duration of the Misdirection line of spells has been doubled.
SPELLS
  • Cleric symbols, Savagery, and Reagent conservation descriptions corrected.
  • Razadian Conservation has been corrected, setting its value at 25%.
  • Flash Powder Ranks I to III correctly state which reagent they require.
  • Flash Powder Rank III now correctly requires a "Flash Powder" reagent.
  • Suffocate, Gasping Embrace, Torment of Gnyrt, Asphyxiate, Chokehold, and Misery of the Swamp spell descriptions updated.
  • Critical Precision spell description updated.
TOP END DUNGEONS

GLOBAL CHARM CREDITS
Initially we only allowed charm credits to drop from enemies with a respawn timer greater than 30 minutes. Based on feedback and additional data, the following changes have been made. A linear drop adjustment has been added because we want to reward more difficult play.​
  • Respawn limit has been lowered to 20 minutes, and lesser charm credit drop chance lowered by 20%. (More zones, less chance)
  • Greater charm credit drop chance increased by 100%.
  • A linear drop adjustment based on enemy level has been added:
    • 20% drop penalty at 55, 33% drop bonus at 65
CITADEL OF THE CLAW
  • Rust Code added for all named.
  • Experience slightly increased.
  • Visiting nobles have a higher chance to rust code named and drop Commander's Orders.
ELDENAL'S MANSION
  • Hybrid-type Rust Code and accelerated respawn feature added.
  • A new visitor awaits your arrival.
BLOOD QUARRY (ROCK SIDE)
  • An additional Rebel Acquisition token quest has been added that involves this area.
  • Rust code added for named.
  • Trash in this wing now drop Yclistinite Bits.
EMBERFLOW
  • The spawn delay on cash named has been lowered to 5 minutes (from 30min)
WEAPON BALANCE
  • Ortananoch's combat innate, Legacy of the Dragonkin, has been altered. Proc rate has been increased, but will fade after five procs. Proc damage lowered to account for a higher proc rate.
  • Entropy's Spine damage proc, Withering Wave, has been changed to a flat damage value instead of a scaling value.
SUNKEN CATHEDRAL
  • Fixed bugs with named mobs spawning - should work normally henceforth.
  • Improved Quest NPC behavior.
  • Wax Fruit increased from snack to meal.
  • Unfeeling alkahest behavior improved.
  • Improved encounter flagging (Thanks Rymy, Marthog, Wuuc, Paxit).
  • Aggregate fungi should no longer fall under the world.
  • Zone quest reward received a bug fix.
  • Tunnel mushroom add spawning frequency reduced.
  • QoL improvements with respect to the amount of items.
  • Revisions were made in the spiral room.
  • Main quest line lengthened a bit - a new bonus awaits for those going all the way.
  • Quest encounter receives rebalancing and items brought in line with the difficulty.
QUESTS
  • A short little quest in Sundered Mountains offered by Freya the Blacksmith that was broken and could not be completed is fixed.
  • Ryzan's Dagger quest which was broken and could not be completed has been fully redone, now accessible by rogues level 60 and above.
  • Previously, killing 6 of 7 required types of stonemites & elementals for the quest "Things that go bump in the mines" incorrectly gave text implying the quest was complete when it was not actually complete. This has been fixed.
  • Gleaming Steel Sword has been added to the Well-Illustrated Treasure Map loot table.
  • Forest of the Fallen:
    • Vaton has listened to reason and will now allow all animal trappings to be done at the same time.
    • Guorth is allowing multiple defenders at once during the Yiv invasion of the Kromtor fort.
    • Gravedigging with Gumdor should work better.
MISC
  • The command system transition is complete. Commands using /cm will no longer work and will display an error
  • Yclistinite Credits can now be purchased in Lake of Ill Omen. Credits are tradable and can be redeemed for their full value.
  • Increased Heart Panic (Previously Veil of Marlow) and Taraztu's Healing Flames drop rates.
  • The Lug Worm has been fixed.
  • The Silent Halls: Soul Hunters of Rajzaa spawns changed to be more dynamic.
  • Cryospine bodytype has been adjusted to 'animal' to allow druid charm.
  • Lifedraw spell proc added to Ghostmetal Shield.
  • Max health of "a faerie trickster" lowered slightly.
  • Rotten Core(s) are no longer stackable.
  • Axe of Continuous Attraction was fixed to prevent a rare but serious malfunction. Thanks Stever for reporting the issue.
  • The Fletching combine to create Quiver of Scornwood Arrows is now up-to-date with the Fletching revamp in a previous patch.

KNOWN ISSUES
  • Archaic: Tarhyl's Raging Curse is currently not functioning correctly. (Fixed)
  • Some disciplines have occasionally been failing to land successfully with an "out of combat" message
  • The new Paladin target of target spells are not landing on Allies. (Fixed)
  • Edict of Pain I is not working. (Fixed)
  • Paladins can target themselves with their damaging discipline abilities
 
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Infected Tunnels and Windstone -> Experience adjustments are live. Provide feedback. Thanks

I am testing a scaling formula, so values can change whenever.
I went to Windstone with a group tonight. It was my first time there, so, I'm not sure what the experience was like there before. We spent about an hour in there before people had to leave and killed the first two bosses in the zone (the second Dwarf boss was pretty cool!).

My overall feeling is that the experience felt really good, but, only because the zone is #blessed right now -- without the blessing I think it would have felt pretty unrewarding, especially given the high level of difficulty in the zone. The total amount of platinum we earned during the play session as a group was 445pp which also felt extremely low.

My suggestions/feedback:
- Bosses specifically should give additional bonus experience -- it was kind of strange to receive less experience from killing the spider boss than we were getting for the trash on the way to him. I'd suggest boosting the experience from the bosses by 500%.
- The experience from the trash should be boosted by another 50% to feel really worthwhile given the difficulty; we had a Monk pulling and an Enchanter mezzing and it was still pretty tough for us there. Kind of a side note, but, having an enchanter was really awesome and the charm pet did great damage.
- The sell value for all of the zone specific vendor trash should be increased by 15-20x or the monsters themselves should drop a lot more money. I've spent more time in Emberflow than in Windstone and the monetary reward for Emberflow is significantly better. This felt a bit off to me because Windstone felt more dangerous.

Thank you for working on this and for accepting feedback!
 
I brought it up in one of the sod discord channels and hopefully it was noticed. At level 65 you can only get 25% of an AA at most from a single kill. The larger chunks of exp you get for any reason gets wasted beyond the 25%.
 
I brought it up in one of the sod discord channels and hopefully it was noticed. At level 65 you can only get 25% of an AA at most from a single kill. The larger chunks of exp you get for any reason gets wasted beyond the 25%.
Will look into this. Does anyone have any history on why something like this might exist? Old forum posts or whatever.
 
That sounds vaguely like adept exp code. No idea why it would be global though. Perhaps something added with hardcore mode?
 
Maybe powerleveling? Similarly, monk FD gives groups -assistance penalty for that reason as well which would be amazing if removed.
 
I know there is a 25% cap on kill xp(quest/adventure band xp bypasses this limit). The cap wasn't exclusive to adept kills they were just the primary source of that level of xp.
 
With all the recent positive changes I think I want to mention this again as this was a constant problem as I was xping. I don't think it's worth keeping assistance penalty in the game. It hurts real xp groups where the main source of damage is a monk. If the monk FDs the group gets penalised extremely heavily. If the monk does no FD the tank turns into a DPS class. Maybe I had a unique experience leveling up but playing as a monk+druid and enc+pal this was consitently something awful that we had to deal with.

I have 700 AAs sitting around because I am xp capped. This change would do nothing for me personally anymore. I simply think it's not worth harming a bunch of legit xp groups to make power leveling more difficult.
 
I have 700 AAs sitting around because I am xp capped. This change would do nothing for me personally anymore. I simply think it's not worth harming a bunch of legit xp groups to make power leveling more difficult.
Plus there are other more effective ways to power level and at this point who cares tbh - remove assistance penalty with FD it is really annoying and pointless.
 
I brought it up in one of the sod discord channels and hopefully it was noticed. At level 65 you can only get 25% of an AA at most from a single kill. The larger chunks of exp you get for any reason gets wasted beyond the 25%.

Just tested this and it's 100% true. Just got a fresh AA bar, as shown below.
unknown.png


One AA is roughly ~260,000 exp from checking dozens of instances in logs.
Went and killed a white con in blessed Windstone with 100% new area bonus and an EXP pot on.
unknown.png


This is my AA bar after that 200,708 and 28,208 exp more.
I tried getting it before the second exp hit but it happened fast. It's easy to tell that just based on the initial 200k hit, my bar should've been about 75-80% filled.
unknown.png


Sad to say but basically any EXP over 65,000 in one hit has been wasted for god knows how long.
 
wonder if it had any effect on tome exp back in the day. either way, no reason to riot as its not like people were out there grinding AA off 70k per kill mobs on the regular.
 
wonder if it had any effect on tome exp back in the day. either way, no reason to riot as its not like people were out there grinding AA off 70k per kill mobs on the regular.
This is true. I doubt it had any effect on tome exp but moving forward if single target exp is in any type of future this will need to get fixed. It’s already currently an issue for multi target exp in some zones, FR lava spirits, and a couple other situations though.

I don’t think new encounter bonus falls under this issue as well.
 
very brief observation:

shadowknight self healing is noticeably worse after the changes.
meld bone says it costs 0 stamina yet it clearly takes 8-10% off my bar, and refuses to cast when less than 10%~.
festering strike should probably cost less and it should probably be unresistable, its a downgrade from previous healing methods due to the resistability and the fact that high dr mobs make it essentially worthless.

at this point shadowmight just need an upgrade to deflux.
 
Slight observation. The new paladin target of target heal works much better when it hits knights using shields than anyone else due to the second heal triggering off of a block.

On a knight tanking with a shield it will trigger usually right away, but put in a 2h, or have a warrior tank, or cast on a mob attacking a non-tank, and it's likely to not trigger at all. This mechanic just feels odd and I'm not sure what reason it's set up this way. Paladins are supposed to provide significantly better healing for shield-on Paladin/SK tanks but lackluster healing on anyone else to the point that you might as well not use it? Why? It just seems odd especially considering if it does happen to proc instantly, it's still a heal that is around a similar power level to a druid quick heal, which is nice to have on a Paladin, but is very weak compared to an actual healer; remove the proc portion and it's barely a heal at all.

Perhaps if the spell triggered the second heal at the end of its duration no matter what, or triggered off a certain number of hits or damage taken no matter what, or .. something .. it just seems designed in an odd way. I don't understand why it's designed as a heal that you'd only really cast when the target of target is specifically a shield-on tank; maybe I'm missing some design philosophy here.
 
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Slight observation. The new paladin target of target heal works much better when it hits knights using shields than anyone else due to the second heal triggering off of a block.
i cast this spell a profoundly small amount compared to the 100% uptime on zealous might, bit of a bummer i would have preferred a touch of vitality or remedy upgrade
 
I like the idea of the new pally heal target of target spell. Whether it's worth it mana wise I haven't looked at but it does have the advantage of not having to target someone else. I do like it, especially when boxing.

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Okay so I just looked at it....yeah the new spell is kinda meh. I might end up just making a hotkey to assist and cast the old quick heal. The new runic heal should either have a base heal of 796 or have its mana cost lowered to 260. Either of these things would prevent me from making the hotkey.

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Actually considering the effort required to make the spell, having it be only even to the old quick heal(minus an effect that might go off if there is space and that person blocks) is also pretty meh. I only did my enc's runic 2 recently despite having everything needed for it for probably two years because it seems pointless. I have my pal's runic already so I would continue to use it if it were at least even but would I really care to put in the effort to get it if it's not really an upgrade? It would seem like a lot of work for nothing.
 
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I like the idea of the new pally heal target of target spell. Whether it's worth it mana wise I haven't looked at but it does have the advantage of not having to target someone else. I do like it, especially when boxing.

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Okay so I just looked at it....yeah the new spell is kinda meh. I might end up just making a hotkey to assist and cast the old quick heal. The new runic heal should either have a base heal of 796 or have its mana cost lowered to 260. Either of these things would prevent me from making the hotkey.

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Actually considering the effort required to make the spell, having it be only even to the old quick heal(minus an effect that might go off if there is space and that person blocks) is also pretty meh. I only did my enc's runic 2 recently despite having everything needed for it for probably two years because it seems pointless. I have my pal's runic already so I would continue to use it if it were at least even but would I really care to put in the effort to get it if it's not really an upgrade? It would seem like a lot of work for nothing.
The spell is decent when it procs, but it is pretty awful when it doesn't. It feels weird that you don't use it in a raid when a warrior is tanking because the heal is miniscule without a shield in. Making it a straight up heal instead, or making it trigger off of either a certain damage threshold or a block could fix this. A benefit of just making it a straight heal would be saving that buff slot for sure.

It also would be nice if it generated more threat so you can cast it if you lose aggro on a mob to both get it back and heal the squishy it's hitting.

Right now the most use I get out of it is when I myself am tanking with a shield to pad heals in between uses of blessing of malath. It is a nice heal boost when soloing for sure, but only really with a shield in which again is just a weird way to restrict the use of a heal spell.
 
So I was paying more attention to spells today and I found that having the old pal quickheal on hotkey was better. The target of target heal is a neat idea but when you can make a hotkey that assists and then heals, but then also be able to heal any target, well, it loses some of the appeal. That disadvantage combined with the lower base efficiency makes me not like it.

The nice thing about inspire faith is it made me realise I should have made a hotkey to heal target of target ages ago. It's a nice hotkey to have for sure.
 
So I was paying more attention to spells today and I found that having the old pal quickheal on hotkey was better. The target of target heal is a neat idea but when you can make a hotkey that assists and then heals, but then also be able to heal any target, well, it loses some of the appeal. That disadvantage combined with the lower base efficiency makes me not like it.

The nice thing about inspire faith is it made me realise I should have made a hotkey to heal target of target ages ago. It's a nice hotkey to have for sure.
Which quick heal are you using? If it procs the new runic is much more efficient than Remedy and can pump out much more healing faster. If it doesn't proc, it's efficiency is slightly worse than Remedy, but still can do a bit more healing faster.

Touch of vitality is better than both the new runic (when it procs) and Remedy both in terms of efficiency and in terms of the amount of healing it does, but I've found it's too slow casting. I don't have casting speed increment though so maybe that helps.. maybe I'll try it with casting speed increment to see how it feels.

It is very odd that the R2 has worse efficiency and healing output than touch of vitality even when the special block heal happens to be successful. Perhaps that's because of the faster casting time, but if that's so then having the convoluted block heal mechanic to make it worth it is just weird. If a warrior is tanking and you're providing support heals you'd demem R2 and go back to touch of vitality, your lvl 64 heal; having to do this feels pretty bad.
 
This is for my personal use case where raiding is what matters...

Yes, the inspire faith can heal 30hp/s more than remedy at the cost of efficiency. As someone who will run out of mana during fights that matter(to me) the loss of efficiency matters. The extra 30hp/s isn't enough for me to care about really, especially considering runic hot gives 93hp/s extra over regular hot plus reliable spell mitiagation and it's to the entire group. If I want more healing faster I think that is a better choice almost every time.

So I will keep using remedy for now in all but a few edge cases. I am still open to changing my mind about this as I play and try to pay attention to what's happening, but now that I've spent time looking into it to see what's really going on I doubt I will be using inspire faith much at all.
 
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