Priest Exping.

Wealwawn

Dalayan Adventurer
I started with this whole big crappy thread listing a bunch of things most already know. So I deleted that and got to my idea.

Problem: It is generally boring exping on a priest at times, and bringing in two can slow dps quite a bit.

Solution: Streamlined spells like the Martyr's Intercession line.

Example:
Spell: Nature's Bite
Class: Druid(14)
Mana Cost 25 Spell skill: Evocation
Cast time: 1 seconds Resist type: Unresistable
Recharge time: 3 seconds
Direct damage (14) 15 - 64 (64)

Now here is where I have a couple ideas that could be interesting. At this point, the spell is literally identical to Zealot's strike. Druids are different than clerics though. So, here are a few different ideas.

Procs an attack buff on the group. OR

Procs a mana regen, and small hot on the group.

Procs a reverse DS.

Spell landing on you: Your heart beats faster as nature slams into you.

Spell landing on someone else: Wealwawn's eyes yellow.

Now the real trick is coming up with ones for shamans they would use that isn't op.
My suggestion was mirrored the zealot martyrs line like suggested with the druids, and give a recourse of % more dot damage done for you, very much like Bitter cold.

I would really like to see some follow up on this. I think that through discussion we can make some really cool things!! Maybe I am just envious of clerics Martyr's line. I think that a efficient way for all of the priests to do damage and support a single group are not only cool but important. If all someone wants is more numbers I'll give you all the numbers in the world.
 
Last edited:
Let me start off by saying that grinding is boring for any class.

Is the problem that playing a healer in an exp group is boring or that healers don't stack well in exp groups?

If the latter is a larger problem I don't think giving shamans and druids nukes is a great answer. I would much rather see cool, new, fun ideas. I think it would be cool if one priest class could cast a set up or assist spell and another could finish it.

All three classes could get the same two spells but they would do different things depending on which class started the "combo" and which class finishes it.

Just need to make it so the same person or perhaps even two of the same classes could not set up and finish one anothers spells.

Say a cleric starts their set up on the tank. The tank of the group would then get a song buff on them. I think that means it has to be a HoT? The cleric could then emote informing they set up a buff. The other healer, say a druid, would then cast a finisher and that would make something cool happen.

Druids finishers could be ae nukes, or debuffs
Shaman finishers could be ae slows, or dots
Cleric finishers could be swarm pets (hammers) or even a group hot that is low healing but would give the group more resists

I think making most of the finishers aes would be better so they are more so only wanted to be used in exp groups and not so much in raids.

I'm just on my phone at work so I'm making this post fast. I hope people can follow this and I don't sound too dumb.
 
Last edited:
Let me start off by saying that grinding is boring for any class.

Is the problem that playing a healer in an exp group is boring or that healers don't stack well in exp groups?

If the latter is a larger problem I don't think giving shamans and druids nukes is a great answer. I would much rather see cool, new, fun ideas. I think it would be cool if one priest class could cast a set up or assist spell and another could finish it.

All three classes could get the same two spells but they would do different things depending on which class started the "combo" and which class finishes it.

Just need to make it so the same person or perhaps even two of the same classes could not set up and finish one anothers spells.

Say a cleric starts their set up on the tank. The tank of the group would then get a song buff on them. I think that means it has to be a HoT? The cleric could then emote informing they set up a buff. The other healer, say a druid, would then cast a finisher and that would make something cool happen.

Druids finishers could be ae nukes, or debuffs
Shaman finishers could be ae slows, or dots
Cleric finishers could be swarm pets (hammers) or even a group hot that is low healing but would give the group more resists

I think making most of the finishers aes would be better so they are more so only wanted to be used in exp groups and not so much in raids.

I'm just on my phone at work so I'm making this post fast. I hope people can follow this and I don't sound too dumb.

Interesting idea
 
I think it's a pretty fine line as far as balancing goes. Druids and shamans can do decent dps if there is another healer in a group doing most of the healing, and if you increase that dps further there could be some pretty substantial consequences as far as class desirability or 6man content difficulty.
 
I agree with Kedrin 100% grinding for any class can be repetitive and the issue is the stacking, with that being said I do not see why it is a real issue either roll a different toon or deal with the groups slightly less dps. Each class brings certain things to the table no need to change classes or mechanics around. I am pretty sure most people can tell what they will be doing on that class before they reach 65 and 100 aas. If at that point you don't like what you are doing roll a different toon.

Also, having multiple priests really doesn't decrease kill rates over extended periods that much as usually the reason killing is slowed is due to healers mana and not tanks hps. So it can even out over the long run.
 
I'd also like to see Mortal Kombat style fatalities that can be done when mobs are low on hp.
 
I agree with Kedrin 100% grinding for any class can be repetitive and the issue is the stacking, with that being said I do not see why it is a real issue either roll a different toon or deal with the groups slightly less dps. Each class brings certain things to the table no need to change classes or mechanics around. I am pretty sure most people can tell what they will be doing on that class before they reach 65 and 100 aas. If at that point you don't like what you are doing roll a different toon.

Also, having multiple priests really doesn't decrease kill rates over extended periods that much as usually the reason killing is slowed is due to healers mana and not tanks hps. So it can even out over the long run.

The priests that have posted are never bottlenecked by running out of mana.
 
Lets just take healers out completely and give tanks life on hit.

I know that you are being silly but I always thought as a concept everybody having some percentage of life on hit and all classes being dps classes would be pretty cool. Not for this game certainly but I'd love to see it in action.
 
True but we are not talking about the super top en changes they would be across the board. If the super top end are board healing just pull more mobs.
 
Healer mana usually isn't as much an issue as knight mana if you are running either SK or Paladin tanks.
Kedrin made a good point, the problem as I had written up but deleted before because I thought everyone knew was stacking.
The boring part about a healer is that you almost have to pay attention.
Having 500 more dps than a healer means you are probably going to finish your rotation faster. even if you're using a warrior breaks are going to happen unless you are the most insane crazy group ever and its double exp. I think some sort of class synergy would be neat but eh.
My real thought was short term utility. It's cool that say, I can give WoN, DS, and regen. Lets be realistic though. There are buffbots. Honestly, WoN is not going to make/break your groups dps or survivability. Lets say a mob attacks 4 times a round, twice every 3 seconds. Lets also say that your tank mitigates 1/4 of all of those rounds completely on average (these aren't accurate statistics obviously, but the digging that I would have to go through to get the numbers that may or may not be accurate anyway... you get the point.) That is 60 hits on your tank a minute. Thats 45 dps. If its a non relic its 35 dps. This can be pretty substantial on ae pulls. You can also get a 19 ds clicky. More than half of non relic ds. The most solid utility druids bring are ports and evac, you can bring a wizard instead and you get that and blades, which, might just = 45 dps.
 
I know that you are being silly but I always thought as a concept everybody having some percentage of life on hit and all classes being dps classes would be pretty cool. Not for this game certainly but I'd love to see it in action.

Thing is I wasn't being silly
 
quote Wealwawn:
"Problem: It is generally boring exping on a priest at times"
I never kill mobs for the pure purpose of getting xp(Cleric main,doing CoP3,400+ AAs).
Think I got most of my xp from CMal 3 getting stuff for newer players,thats the closest I
would call "grinding" xp.

quote Wealwawn:
"bringing in two can slow dps quite a bit."
who cares

quote Wealwawn:
"Solution: Streamlined spells like the Martyr's Intercession line"
Just to let you know,the whole spell line is crap,with worn ft15 + mana regen buffs it can drain
me out of mana which never happens when I just melee and use fast heals mostly.I can imagine
at low levels without mana regen to speak of its even worse.

quote Wealwawn:
Procs an attack buff on the group.
I think with Ports,op HoTS,the best damage shield,best regen etc. they really dont need another
abilitiy,and why an attack buff ,looks more like a chanter or Shammy thing to me.

quote Wealwawn:
Procs a mana regen, and small hot on the group.
Dont forget to make the HoT stack with the other 2 already existing and stacking HoTs.
*Irony off*

quote Wealwawn:
Procs a reverse DS.
Again,an ability from another class.
*sighs*

quote Wealwawn:
Now the real trick is coming up with ones for shamans they would use that isn't op.
You mean like their overpowered group heals?
*manical laughter*

Conclusion (same as always since Druids got HoTs):
If there is one class on SoD which doesnt need anything else it is Druids.

edit:
"The boring part about a healer is that you almost have to pay attention."
I dont find that boring,if you do you should switch to a melee/dps alt.
 
Last edited:
quote Wealwawn:
"Problem: It is generally boring exping on a priest at times"
I never kill mobs for the pure purpose of getting xp(Cleric main,doing CoP3,400+ AAs).
Think I got most of my xp from CMal 3 getting stuff for newer players,thats the closest I
would call "grinding" xp.

quote Wealwawn:
"bringing in two can slow dps quite a bit."
who cares

quote Wealwawn:
"Solution: Streamlined spells like the Martyr's Intercession line"
Just to let you know,the whole spell line is crap,with worn ft15 + mana regen buffs it can drain
me out of mana which never happens when I just melee and use fast heals mostly.I can imagine
at low levels without mana regen to speak of its even worse.

quote Wealwawn:
Procs an attack buff on the group.
I think with Ports,op HoTS,the best damage shield,best regen etc. they really dont need another
abilitiy,and why an attack buff ,looks more like a chanter or Shammy thing to me.

quote Wealwawn:
Procs a mana regen, and small hot on the group.
Dont forget to make the HoT stack with the other 2 already existing and stacking HoTs.
*Irony off*

quote Wealwawn:
Procs a reverse DS.
Again,an ability from another class.
*sighs*

quote Wealwawn:
Now the real trick is coming up with ones for shamans they would use that isn't op.
You mean like their overpowered group heals?
*manical laughter*

Conclusion (same as always since Druids got HoTs):
If there is one class on SoD which doesnt need anything else it is Druids.

Thanks for your opinions.
 
Let me fix this for you.
quote Wealwawn:
"Problem: It is generally boring exping on a priest at times"
I never kill mobs for the pure purpose of getting xp(Cleric main,doing CoP3,400+ AAs).
Think I got most of my xp from CMal 3 getting stuff for newer players,thats the closest I
would call "grinding" xp.

quote Wealwawn:
"bringing in two can slow dps quite a bit."
who cares
people who care about not having 1 codex and are raiding stuff!?
quote Wealwawn:
"Solution: Streamlined spells like the Martyr's Intercession line"
Just to let you know I obviously don't know what I am talking about.

quote Wealwawn:
Procs an attack buff on the group.
hOLY **** AN ATTACK BUFF FROM A CHARACTER WITH SEVERAL ATTACK BUFFS HOLY **** NAH BETTER OFF ON TWO CLASSES THAT DON'T HAVE THAT SHIT .

quote Wealwawn:
Procs a mana regen, and small hot on the group.
Dont forget to make the HoT stack with the other 2 already existing and stacking HoTs. I really wish you would have noticed that this was also from another class but, I don't know how to fix this for you. This is vortex gg
*Irony off*

quote Wealwawn:
Procs a reverse DS.
Again,an ability from another class. TWO CLASSES CANT HAVE THE SAME THING. HOLY CRAP.
*sighs*

quote Wealwawn:
Now the real trick is coming up with ones for shamans they would use that isn't op.
You mean like their overpowered group heals?
*manical laughter*
It's been talked about a lot that shamans need nothing to improve their healing / dps because they already put out such ridiculous damage and healing as it is.
Conclusion (same as always since Druids got HoTs):Elixir of Bliss is better per tick than ancient hot. Go look at the numbers. EoB is still better on engage for raids.


If there is one class on SoD which doesnt need anything else it is Enchanters.
?E]
Fixed that for you.
You missed the entire point. Thanks for bringing your negativity into a series discussion. Obviously I am trying to make my class even more overpowered for exp, so I can grind out the MASSIVE amount of tomes I have left to do. Not make what I have noticed as a joyous part of the game for a lot of people and myself more interesting. I am talking about real short term support, which there is a lack of in this game, because things like slow aren't as useful as the mob dying faster when you just have a cleric who can quick heal half the tanks health. Sure, there is savagery, but when it lasts 22 minutes and you can just walk a beastlord behind your group? So yah I am obsessed with making the toon I don't play stronger, don't mind that the only things I need on him are for raids and the idea behind the parameters of the spell would be a group exp only thing. Maybe if you read some of the things I said you'd realize that they were simply a few ideas. It is great that you like helping people. I like helping people too. Maybe read more into the things I am saying next time.
 
I think that the spell finisher thing could be pretty interesting. Do you think that it would be based around the tank or the mob?
One of the general ideas that I had going into this thread was having actual short term utility, as the only spells I can really think as short term support are GoG and AoD to extents, and Protection of the Lady/ Elemental Barrier/ Paragon. I think it would be interesting if a secondary healer could offer something like a short duration buff and deal damage/ or heal at the same time. They have that much more to offer a group, but not something so large as done on raids.
The warrior changes just sparked something I guess, seeing all the cool things done there made me want to see a fun unique thing for more people. A couple similar lines for the priests that react with each other could be cool. Spell weaving. Even maybe have Shm/Dru be different then Clr/Dru and the same token Shm/Clr and Dru/Clr?? Then you are having to coordinate and stuff too. Sounds real fun, but a bit complicated.
 
Would the goal to be use spells to do the finisher or some sort of skill (Clerics can bash for example)?

I guess the choice is between would you wrap the system around making the priests more melee or keeping the priests more caster like. On that note, you could have Clerics melee (aka bash it) to start and have a druid/shm cast to finish. Or flip it around depending on the goal.
 
quote Wealwawn:
"Problem: It is generally boring exping on a priest at times"
I never kill mobs for the pure purpose of getting xp(Cleric main,doing CoP3,400+ AAs).
Think I got most of my xp from CMal 3 getting stuff for newer players,thats the closest I
would call "grinding" xp.

quote Wealwawn:
"bringing in two can slow dps quite a bit."
who cares

quote Wealwawn:
"Solution: Streamlined spells like the Martyr's Intercession line"
Just to let you know,the whole spell line is crap,with worn ft15 + mana regen buffs it can drain
me out of mana which never happens when I just melee and use fast heals mostly.I can imagine
at low levels without mana regen to speak of its even worse.

quote Wealwawn:
Procs an attack buff on the group.
I think with Ports,op HoTS,the best damage shield,best regen etc. they really dont need another
abilitiy,and why an attack buff ,looks more like a chanter or Shammy thing to me.

quote Wealwawn:
Procs a mana regen, and small hot on the group.
Dont forget to make the HoT stack with the other 2 already existing and stacking HoTs.
*Irony off*

quote Wealwawn:
Procs a reverse DS.
Again,an ability from another class.
*sighs*

quote Wealwawn:
Now the real trick is coming up with ones for shamans they would use that isn't op.
You mean like their overpowered group heals?
*manical laughter*

Conclusion (same as always since Druids got HoTs):
If there is one class on SoD which doesnt need anything else it is Druids.

edit:
"The boring part about a healer is that you almost have to pay attention."
I dont find that boring,if you do you should switch to a melee/dps alt.

Not only was your input completely worthless to this discussion, you have no idea how to quote which is both sad, pathetic, and made me upset.
 
Back
Top Bottom