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Fistand Fistand
posted on Tuesday, April 17 2012, 07:11 AM in Game Suggestions
DISCLAIMER: So yes, I'm totally writing a revamp-ish topic for every class out there.
THEREFORE, my suggestions may in no way represent the original developers' sights on classes, but hey, if they made Zerks that imbalanced, I don't really trust them with the balancing anymore. Sue me. Of course, I'm not thinking I know better than anyone does, but these are MY suggestions on how to make the class[es] more in-depth and interesting. Feel free to implement them selectively, or not at all.
Addendum: I'm still Russian, so there are still occasional grammar/spelling mistakes.
Addendum addendum: I also recommend reading the Sages' suggestions before reading this topic. It'll clarify some points brought up in this thread, and most importantly, will help to compare the two classes.

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Hello everyone!
So I promised to write a thread for Priests, and I'll do so, mainly because Priests and Sages are pretty similar and one suggestion can't go without another. Should've probably been writing it right away when I finished Sage, but I didn't feel so good back then. Sorry.
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So, what do we know about Priests?
Their main feature is that they're powerful single-target healers, having a variety of single-target heals, cures and buffs at their disposal. As such, they're nicely suited for keeping themselves alive, which is the main topic of discussion on whether they're imbalanced or not. My answer is "No", because they're healers and have few offensive spells, so they can't cause much trouble in terms of damage. Sure, they can keep themselves alive, but hey, when a Priest heals himself, he isn't healing anyone else. ;)
That said, we've come to the main disadvantage of Priests: lack of reliable multi-target healing spells. They are and must NOT be suited to area-of-effect healing: this is Sages' work.
To sum up, Priests are actually well-balanced...except for some particular aspects, which I'll describe below.
Here it goes!
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As with Sages, I will not dwell on the offensive nor healing capabilities of Priests. Their heals are powerful and well balanced.
What needs improvement are their buffs, the main discerning feature between Priests and Sages.
So let's get this straight.
1) Advanced Rescue 2.
+100/200/300/400/500 [All Attack Power] for 10s. It's minor, but will surely help.
2) Weakened/Augment Dismissal 2, Antidote 2.
Raise the cooldown to 2 seconds, but:
On cast, gives the target [Corresponding Debuff Immunity] for 4 seconds.
Why? The fact that those spells only dispel 1 debuff of given type has long been the scourge of Priests. Many times in PvP and PvE enemies not only vary their debuffs, but also inflict many of them in short amount of time.
This will help to both heal single targets and to discern Priests from Sages, as 2s cooldown, albeit short, will prevent most Priests from "purging" the whole party (which, as you already guessed, is Sages' work.)
3) Earthen/Pyre/Aquatic Blessing.
Earthen Blessing: [strike]+3000/4000/5000 [All Defense Power][/strike] +1/2/3% [Damage Absorption].
Pyre Blessing: +3/5/7% [All Attack Power].
Aquatic Blessing: +5/7/10% [Maximum HP].
Why? Utterly useless at this point, 'nuff said.
4) Colossal Capability 2.
[All Attack Power] +1/2/3%, [Size] +30%.
Why? See above.
5) Potential Growth 2.
As with Sage: [All Stats] +70/85/100.
6) Heavenly Wisdom.
As with Sage: [Maximum MP] + 500/1000/2000, [Intelligence] + 30/40/50, [Wisdom] +30/40/50.
7) Sacred Prayer.
As with Sage: [Heal Recovery Amount] +5/7/10/15/20/25/30%.
8) Cognitive Shield.
[Number of Protective Shield] +3/5/7, [Value of Protective Shield] +5000/10000/25000, BUT: [Heal Amount Received] -40%
Why? First, this shield, as it is now, is utterly useless.
As it is the only Priests' protective spell, it must be buffed. This will enable them to rescue people from emergencies, but 30s CD is pretty low and would make the Priest pretty much unkillable if repeatedly cast on self, so I think he shouldn't be able to heal himself or the target properly when under the shield, making this a good skill for escaping.
9) Celestial Anger.
For 30 seconds. [All Attack Power] +20%, [Movement Speed] +20%, [strike][Restart Skill Reuse Standby Time].[/strike][Attack Speed] +10%.
Why? It's a Priest's "ultimate" skill.
I thought of it to be an incredibly powerful offensive buff, but soon found out that 2 Priests could exploit the latter buff, so I replaced it by a more fitting offensive buff.
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Also, as someone reminds me, there are some shared spells from the Mage class that nicely fit Priests, too.
They don't really belong to Priests, but I'll list them for complicity's sake.
1) Spirit Step.
+5/10/15% [Movement Speed].
2) Mana Regeneration.
Every 1 second [MP] +3% for 10s.
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And that's mostly it.
I did not change the healing mechanics of the Priests because it's pretty powerful as is; however, their buffs have long needed improvement, which is what I've offered to do. Contrary to Sage, a Priest is a more offensive class, able to heal himself and his party members "on the move" and bolster his teammates' offensive capabilities.
Please comment!
Fistand out.

P.S. In the end, I'd like to thank February, Xea and November for helping me balance the skills. Pwn-dora! :lol:
Responses (2)
  • Accepted Answer

    Allen Allen
    replied on Sunday, April 22 2012, 08:43 AM #Permalink
    I like the suggestions for Colossal Capability, Aquatic Blessing, Pyre Blessing and Celestial Anger. Having percentage boost instead of their current fixed bonus damage/hp are much more effective in Noscrubs. The stats they give are balanced for retail, where epics are extra-rare and costumes don't give as much stats.


    I disagree with giving Earthen Blessing the ability to add damage absorption as we know how imbalanced it is to let the said stat go excessively in the game. Perhaps another xx% to defense?


    2) Weakened/Augment Dismissal 2, Antidote 2.
    Raise the cooldown to 2 seconds, but:
    On cast, gives the target [Corresponding Debuff Immunity] for 4 seconds.
    Why? The fact that those spells only dispel 1 debuff of given type has long been the scourge of Priests. Many times in PvP and PvE enemies not only vary their debuffs, but also inflict many of them in short amount of time.
    This will help to both heal single targets and to discern Priests from Sages, as 2s cooldown, albeit short, will prevent most Priests from "purging" the whole party (which, as you already guessed, is Sages' work.)


    Very reasonable suggestion here. This change should help priests be more supportive without making them totally imbalanced. But personally, I would like to find out more what priests have to say before touching this skill. As some may prefer the current one's mechanics over this 2 sec-cd suggestion.
    Reply voted down Show
  • Accepted Answer

    Sedy Admin Sedy
    replied on Sunday, April 22 2012, 01:47 PM #Permalink
    Thanks for taking the time on this Fistand.
    Pretty much all the debuffs (player AND monster) in the game need looking at since they are fairly useless with the high HP and defense everyone has now. It would need to be done all at once for every job to keep things balanced which is why it hasn't been done yet, it's a huge job. I was actually waiting for the next update from official since they mentioned 3rd jobs and even a new one. Seems that isn't happening now (not surprised) so this is something I will start looking at soon.
    Reply voted down Show
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