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Priest changes suggestions compilation [Ongoing summary]

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  • Priest changes suggestions compilation [Ongoing summary]

    List of Player made suggestions with sources.

    Currently in Crystal Saga the decline of Priest Characters has been building up over the months with players leaving the game due to game inbalances and overall function of the Priest Skills especially regarding the Blood Skill Tree.

    Please note: This isn't a whine thread about how other classes beat us its a suggestion thread about improving and making certain skills less obsolete. Also don't put any comparison to other games this is Crystal Saga hosted by Reality Squared Games not Crystal Legacy or Saga of Heroes etc etc.

    Before reading further on that these are merely suggestions and may not get implemented what so ever. Im here to make things move along instead of staying at a stand still like in the other thread. Everything is subject to change and the figures used are for reference.

    Any further suggestions or corrections, feel free to PM me, leave a message here or leave a message in this group http://forum.r2games.com/group.php?groupid=238. Suggestions for bonus regarding skills especially as more input allows for a better general balanced skill.

    Any flaming or irrelevant posts will be deleted immediately.
    Thank you, Virtue_Sigil.

    ////////// Update Notes //////////

    ////////////////
    ////////////////
    ////////////////

    10-06-2012:
    - Statistics Added for Left Light Tree;
    Light Beam, Spirit Infusion, Improved Light Beam, Improved Spirit Infusion and Master Light Beam
    - Statistics Added for Middle Light Tree;
    Light Heal, Holy Light, Saint's Strength, Healing Wave, Improved Holy Light, Grace, Circle of Healing, Heavenly Protection and Sacred Space.
    - Suggestions compiled for Middle Light Tree;
    Holy Light, Improved Holy Light, Grace and Sacred Space.
    - Added Quick Reference section.

    10-07-2012:
    - Statistics Added for Left Blood Tree;
    Blood Beam, Life Drain, Blood Pact, Improved Blood Beam, Improved Life Drain, Improved Blood Pact and Master Blood Beam.
    - Suggestions compiled for Left Blood Tree;
    Life Drain and Improved Life Drain.
    - Statistics Added for Middle Blood Tree;
    Tenacity, Bloodflow, Enhanced Circulation, Bloodguard, Bloodfog Totem, Demon's Grasp, Sacrifice, Death Cometh and Bloody Acres.
    - Statistics Added for Right Blood Tree;
    Curse of Mastery, Curse of Weakness, Ring of Decay and Phlegmatic Curse.
    - Changed format of thread.
    - Added more sources.

    10-08-2012 - 10-10-2012:
    - Suggestions compiled for Middle Blood Tree;
    Tenacity, Bloodflow, Enhanced Circulation, Bloodguard, Bloodfog Totem and Demon's Grasp.
    - Added a number of player suggestions to Other (under review) Section.

    10-11-2012:
    - Statistics Added for Right Light Tree;
    Guardian Protection, Pure in Heart, Resurrection, Angel's Blessing, Circle of Power and Goddess' Embrace
    - Suggest compiled for Right Light Tree;
    Grace

    ////////////////
    ////////////////
    ////////////////
    Quick Reference (QR)
    #H000 - Holy Tree
    #HL00 ---- Left Branch
    #HL01 ------ Light Beam
    #HL02 ------ Spirit Infusion
    #HL03 ------ Improved Light Beam
    #HL04 ------ Improved Spirit Infusion
    #HL05 ------ Master Light Beam

    #HM00 ---- Middle Branch
    #HM01 ------ Light Heal
    #HM02 ------ Holy Light
    #HM03 ------ Saint's Strength
    #HM04 ------ Healing Wave
    #HM05 ------ Improved Holy Light
    #HM06 ------ Grace
    #HM07 ------ Circle of Healing
    #HM08 ------ Heavenly Protection (Awakening I)
    #HM09 ------ Sacred Space (Awakening II)

    #HR00 ---- Right Branch
    #HR01 ------ Guardian Protection
    #HR02 ------ Pure in Heart
    #HR03 ------ Resurrection
    #HR04 ------ Angel's Blessing
    #HR05 ------ Circle of Power
    #HR06 ------ Goddess' Embrace

    #B000 - Blood Tree
    #BL00 ---- Left Branch
    #BL01 ------ Blood Beam
    #BL02 ------ Life Drain
    #BL03 ------ Blood Pact
    #BL04 ------ Improved Blood Beam
    #BL05 ------ Improved Life Drain
    #BL06 ------ Improved Blood Pact
    #BL07 ------ Master Blood Beam

    #BM00 ---- Middle Branch
    #BM01 ------ Tenacity
    #BM02 ------ Bloodflow
    #BM03 ------ Enhanced Circulation
    #BM04 ------ Bloodguard
    #BM05 ------ Bloodfog Totem
    #BM06 ------ Demon's Grasp
    #BM07 ------ Sacrifice
    #BM08 ------ Death Cometh (Awakening I)
    #BM09 ------ Bloody Acres (Awakening II)

    #BR00 ---- Right Branch
    #BR01 ------ Curse Mastery
    #BR02 ------ Curse of Weakness
    #BR03 ------ Ring of Decay
    #BR04 ------ Phlegmatic Curse

    #Q000 - Other
    #Q001 - Sources

    Skills Listed in Red are First Priority
    Skills Listed in Black are Second Priority/No priority

    How to use Quick Reference
    Get the QR Code next to the section you want to jump to.

    E.g. HM#000

    Go to the top the thread there should be a line of thread tools. Look for the one that says "Search Thread', click on that. Then input the code we got earlier being "HM#000" to go to a certain section. Then click "Search". Afterwards it will bring you to the section.

    Here is a image reference:
    Click image for larger version

Name:	12142124.png
Views:	2
Size:	8.6 KB
ID:	1732927

    Another way is just to press Ctrl + F on your keyboard and input the same code it will bring you to the section as well but won't work for sections that are located on other pages.
    Last edited by Virtue_Sigil; 10-13-2012, 04:29 AM.
    Helpful Links




    Something wrong or suspicious when talking to a Game Master/Moderator? Check here for the current .

    If you want a guide or a reference (stats) just pm me and I will be happy to make on for you.
    Taking a bit of a break as well, kinda sick at the moment.

    Moderators Be Thou for the People.
    -Kind Regards V
    -What's left in the end...is not always what you wish for!

  • #2
    ------------------------Priest Skill Set---------------------------
    QR: #H000
    ////////// Holy Tree //////////

    ////////////////
    ////////////////
    ////////////////

    QR: #HL00
    /////////////// A. Left Branch////////////////
    Currently for the Left Branch of the Holy Tree there aren't any complaints or suggestions about improving the skills.

    QR: #HL01
    1. Light Beam (Req Level 1)
    Cast Time: 1 Second
    Duration: 1 Second
    Cooldown: 0 Seconds
    Radius: 350 Radius
    Light Beam Lv. 1/5: Attack Bonus 44%, Healing Bonus 53%, Bonus Damage 20.
    Light Beam Lv. 2/5: Attack Bonus 48%, Healing Bonus 55%, Bonus Damage 53.
    Light Beam Lv. 3/5: Attack Bonus 53%, Healing Bonus 56%, Bonus Damage 86.
    Light Beam Lv. 4/5: Attack Bonus 57%, Healing Bonus 58%, Bonus Damage 119.
    Light Beam Lv. 5/5: Attack Bonus 61%, Healing Bonus 59%, Bonus Damage 152.

    QR: #HL02
    2. Spirit Infusion (Req Level 20)
    Cast Time: 0 Seconds
    Duration: 0.5 Seconds
    Cooldown: 7 Seconds
    Radius: 350 Radius
    Spirit Infusion Lv. 1/5: Attack Bonus 14%, Healing Bonus 34%, Bonus Damage 211.
    Spirit Infusion Lv. 2/5: Attack Bonus 17%, Healing BOnus 35%, Bonus Damage 245.
    Spirit Infusion Lv. 3/5: Attack Bonus 21%, Healing Bonus 36%, Bonus Damage 279.
    Spirit Infusion Lv. 4/5: Attack Bonus 24%, Healing Bonus 37%, Bonus Damage 313.
    Spirit Infusion Lv. 5/5: Attack Bonus 28%, Healing Bonus 38%, Bonus Damage 347.

    QR: #HL03
    3. Improved Light Beam (Req Level 40)
    Cast Time: 1 Second
    Duration: 1 Second
    Cooldown: 0 Seconds
    Radius: 350 Radius
    Improved Light Beam Lv. 1/5: Attack Bonus 44%, Healing Bonus 53%, Bonus Damage 694.
    Improved Light Beam Lv. 2/5: Attack Bonus 48%, Healing Bonus 55%, Bonus Damage 755.
    Improved Light Beam Lv. 3/5: Attack Bonus 53%, Healing Bonus 56%, Bonus Damage 816.
    Improved Light Beam Lv. 4/5: Attack Bonus 57%, Healing Bonus 58%, Bonus Damage 877.
    Improved Light Beam Lv. 5/5: Attack Bonus 61%, Healing Bonus 59%, Bonus Damage 938.

    QR: #HL04
    4. Improved Spirit Infusion (Req Level 60)
    Cast Time: 0 Seconds
    Duration: 0.5 Seconds
    Cooldown: 7 Seconds
    Radius: 350
    Improved Spirit Infusion Lv. 1/5 Attack Bonus 14%, Healing Bonus 34%, Bonus Damage 983.
    Improved Spirit Infusion Lv. 2/5 Attack Bonus 17%, Healing Bonus 35%, Bonus Damage 1040.
    Improved Spirit Infusion Lv. 3/5 Attack Bonus 21%, Healing Bonus 36%, Bonus Damage 1097.
    Improved Spirit Infusion Lv. 4/5 Attack Bonus 24%, Healing Bonus 37%, Bonus Damage 1154.
    Improved Spirit Infusion Lv. 5/5 Attack Bonus 28%, Healing Bonus 38%, Bonus Damage 1211.

    QR: #HL05
    5. Master Light Beam (Req Level 80)
    Cast Time: 1 Second
    Duration: 1 Second
    Cooldown: 0 Seconds
    Radius: 350
    Master Light Beam Lv. 1/5 Attack Bonus 44%, Healing Bonus 53%, Bonus Damage 2049.
    Master Light Beam Lv. 2/5 Attack Bonus 48%, Healing Bonus 55%, Bonus Damage 2151.
    Master Light Beam Lv. 3/5 Attack Bonus 53%, Healing Bonus 56%, Bonus Damage 2253.
    Master Light Beam Lv. 4/5 Attack Bonus 57%, Healing Bonus 58%, Bonus Damage 2355.
    Master Light Beam Lv. 5/5 Attack Bonus 61%, Healing Bonus 59%, Bonus Damage 2457.
    Last edited by Virtue_Sigil; 10-06-2012, 10:59 AM.
    Helpful Links




    Something wrong or suspicious when talking to a Game Master/Moderator? Check here for the current .

    If you want a guide or a reference (stats) just pm me and I will be happy to make on for you.
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    Moderators Be Thou for the People.
    -Kind Regards V
    -What's left in the end...is not always what you wish for!

    Comment


    • #3
      ////////////////
      ////////////////
      ////////////////

      QR: #HM00
      ////////////////B. Middle Branch////////////////

      QR: #HM01
      1. Light Heal (Req Level 1)
      Cast Time: 1.5 Seconds
      Duration: 0.5 Seconds
      Cooldown: 0 Seconds
      Radius: 350
      Light Heal Lv. 1/5 HP Restored: 167% of healing stat + 38.
      Light Heal Lv. 2/5 HP Restored: 172% of healing stat + 100.
      Light Heal Lv. 3/5 HP Restored: 177% of healing stat + 162.
      Light Heal Lv. 4/5 HP Restored: 182% of healing stat + 244.
      Light Heal Lv. 5/5 HP Restored: 187% of healing stat + 286.

      QR: #HM02
      2. Holy Light (Req Level 10)
      Cast Time: 0 Seconds
      Duration: 0.5 Seconds
      Cooldown: 2 Seconds
      Radius: 350
      Holy Light Lv. 1/5: Heals 90 HP every 2 seconds, Lasts 12 seconds.
      Holy Light Lv. 2/5: Heals 122 HP every 2 seconds, Lasts 12 seconds.
      Holy Light Lv. 3/5: Heals 154 HP every 2 seconds, Lasts 12 seconds.
      Holy Light Lv. 4/5: Heals 186 HP every 2 seconds, Lasts 12 seconds
      Holy Light Lv. 5/5: Heals 218 HP every 2 seconds, Lasts 12 seconds.

      Suggested Improvement/s;
      • Heal is percentage based instead of fixed values or has a percentage base added alongside fixed value. The percentage being based from target's total HP or caster's Healing Stat.
      • Damage Reduction was a suggested bonus.

      The reasoning behind this suggestion is due the way that the current skill is built being obsolete and useless to mid-levelled and higher levelled Priests. Since the HP healed by the skill is insignificiant especially when players have roughly 15,000 or more HP. Due to the low healing power of the skill, various players rarely touch it only players around Level 30-40 and under seldomly use it. You can see the problem since the HP restored is a fixed value instead of being a percentage based or percentage bonus with a added bonus heal. The suggested change was that the HP restored was based on target's overall Max HP or the caster's Healing Stat. Having it as overall Max HP will make the skill similar to the auto-regen ability, Angel's Blessing. Perhaps making it 1% of target's max HP restored every 2 seconds, increasing by 0.5% each level. That way the skill would be far per say not going overboard having 10% Healed over 2 seconds etc. The only way to get more out this ability is to improve your overall Max HP stat. The other suggestion being based on caster's Healing Stat being a low percentage of perhaps 50% + 40. So using a base Healing stat of 5,000. It would heal 2540 HP every 2 seconds, which sounds reasonable. However the final percentage is up to you. Im merely giving suggestions and providing some figures.

      /////
      The final suggestion to this skill was to add a Damage Reduction bonus as the skill lasts for 12 seconds. Having this would improve the "support" role of a Priest. Allowing the caster to buff friendlies with a damage reduction bonus that when used lowers the amount of HP the target loses from tanking. Therefore allowing the Caster to catch up and heal the missing HP. I don't see any potential negatives having the skill healing based on either the target's max HP or the caster's Healing stat. Since they would work as how I mentioned earlier. The damage reduction would be a added bonus to compensate on the naturally low defense that Priest's have (improving PvE and PvP capabilities) and additional help a lot during Ladder reducing the damage received. It will also lower the rate of players complaining about how their low defensive stats as having some damage reduction helps a long way when doing PvP and PvE.

      QR: #HM03
      3. Saint's Strength (Req Level 20)
      Cast Time: 0 Seconds
      Duration: 0.5 Seconds
      Cooldown: 3 Seconds
      Radius: 350
      Saint's Strength Lvl. 1/5: Reduces Magic Attack by 50%, Healing Increased by 10%.
      Saint's Strength Lvl. 2/5: Reduces Magic Attack by 50%, Healing Increased by 15%.
      Saint's Strength Lvl. 3/5: Reduces Magic Attack by 50%, Healing Increased by 20%.
      Saint's Strength Lvl. 4/5: Reduces Magic Attack by 50%, Healing Increased by 25%.
      Saint's Strength Lvl. 5/5: Reduces Magic Attack by 50%, Healing Increased by 30%.

      QR: #HM04
      4. Healing Wave (Req Level 30)
      Cast Time: 0 Seconds
      Duration: 0.5 Seconds
      Cooldown: 12 Seconds
      Radius: 300
      Healing Wave Lvl. 1/5: HP Restored 124% of Healing stat + 612.
      Healing Wave Lvl. 2/5: HP Restored 128% of Healing stat + 680.
      Healing Wave Lvl. 3/5: HP Restored 131% of Healing stat + 748.
      Healing Wave Lvl. 4/5: HP Restored 135% of Healing stat + 816.
      Healing Wave Lvl. 5/5: HP Restored 139% of Healing stat + 884.

      QR: #HM05
      5. Improved Holy Light (Req Level 50)
      Cast Time: 0 Seconds
      Duration: 0.5 Seconds
      Cooldown: 2 Seconds
      Radius: 350
      Improved Holy Light Lvl. 1/5: Heals 432 HP every 2 seconds, Lasts 12 seconds.
      Improved Holy Light Lvl. 2/5: Heals 470 HP every 2 seconds, Lasts 12 seconds.
      Improved Holy Light Lvl. 3/5: Heals 508 HP every 2 seconds, Lasts 12 seconds.
      Improved Holy Light Lvl. 4/5: Heals 546 HP every 2 seconds, Lasts 12 seconds.
      Improved Holy Light Lvl. 5/5: Heals 584 HP every 2 seconds, Lasts 12 seconds.

      Suggested Improvement/s;
      • Refer to Holy Light #HM02. Similar mechanics same reduction bonus but higher healing percentage or percentage of HP regenerated.

      QR: #HM06
      6. Grace (Req Level 70)
      Cast Time: 3 Seconds
      Duration: 0.5 Seconds
      Cooldown: 6 Seconds
      Radius: 350
      Grace Lvl. 1/5: HP Restored 233% of healing stat + 4357.
      Grace Lvl. 2/5: HP Restored 240% of healing stat + 4584.
      Grace Lvl. 3/5: HP Restored 247% of healing stat + 4811.
      Grace Lvl. 4/5: HP Restored 254% of healing stat + 5038.
      Grace Lvl. 5/5: HP Restored 261% of healing stat + 5265.

      Suggested Improvement/s:
      • Lower Cast Time and cool down.
      • Increased Healing power.

      /////
      The main reason for this change is because many players don't use this skill since the unfavorable cast time and how Light Heal in the same time frame heals more then this skill alone. Having a lower cast time on this skill would improve how the players view the skill and even look forward to using the Level 70 Healing Skill over the Level 1 Healing Skill. Since the purpose of leveling up to gain access to more skills that help how the character plays. Another perspective to view it is that a Level 70 skill should be better than a Level 1 Skill.

      Currently this how the skill compares to one another
      Light Heal Lv. 1/5 HP Restored: 167% of healing stat + 38.
      Light Heal Lv. 2/5 HP Restored: 172% of healing stat + 100.
      Light Heal Lv. 3/5 HP Restored: 177% of healing stat + 162.
      Light Heal Lv. 4/5 HP Restored: 182% of healing stat + 244.
      Light Heal Lv. 5/5 HP Restored: 187% of healing stat + 286.

      Grace Lvl. 1/5: HP Restored 233% of healing stat + 4357.
      Grace Lvl. 2/5: HP Restored 240% of healing stat + 4584.
      Grace Lvl. 3/5: HP Restored 247% of healing stat + 4811.
      Grace Lvl. 4/5: HP Restored 254% of healing stat + 5038.
      Grace Lvl. 5/5: HP Restored 261% of healing stat + 5265.

      With a base Heal stat of 10,000.

      Level 1 Test
      Light Heal Lv. 1/5 HP Restored: 167% of healing stat + 38.
      -Heals 16738 per cast. Whole duration being 33476.
      Grace Lvl. 1/5: HP Restored 233% of healing stat + 4357.
      -Heals 27657 per cast. Whole duration being 27657.

      Level 2 Test
      Light Heal Lv. 2/5 HP Restored: 172% of healing stat + 100.
      -Heals 17300 per cast. Whole duration being 34600.
      Grace Lvl. 2/5: HP Restored 240% of healing stat + 4584.
      -Heals 28584 per cast. Whole duration being 28584.

      Level 3 Test
      Light Heal Lv. 3/5 HP Restored: 177% of healing stat + 162.
      -Heals 17862 per cast. Whole duration being 35724.
      Grace Lvl. 3/5: HP Restored 247% of healing stat + 4811.
      -Heals 29511 per cast. Whole duration being 29511.

      Level 4 Test
      Light Heal Lv. 4/5 HP Restored: 182% of healing stat + 244.
      -Heals 18444 per cast. Whole duration being 36888.
      Grace Lvl. 4/5: HP Restored 254% of healing stat + 5038.
      -Heals 30438 per cast. Whole duration being 30438.

      Level 5 Test
      Light Heal Lv. 5/5 HP Restored: 187% of healing stat + 286.
      -Heals 18,986 per cast. Whole duration being 37972.
      Grace Lvl. 5/5: HP Restored 261% of healing stat + 5265.
      -Heals 31,365 per cast. Whole duration being 31,365.

      Making Light Heal better in regard to HoT (Heal over Time) when you compare the results to one another as you can see. Lowering the cast time for Grace would make the skill better in terms of HoT and lowering/removing the cooldown entirely would make it replace Light Heal as the main skill for healing.
      Last edited by Virtue_Sigil; 10-13-2012, 04:31 AM.
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      Something wrong or suspicious when talking to a Game Master/Moderator? Check here for the current .

      If you want a guide or a reference (stats) just pm me and I will be happy to make on for you.
      Taking a bit of a break as well, kinda sick at the moment.

      Moderators Be Thou for the People.
      -Kind Regards V
      -What's left in the end...is not always what you wish for!

      Comment


      • #4
        QR: #HM07
        7. Circle of Healing (Req Level 80)
        Cast Time: 1 Second
        Duration: 0.5 Seconds
        Cooldown: 4 Seconds
        Radius: 0
        Circle of Healing Lvl. 1/5: HP Restored 115% of healing stat + 1431.
        Circle of Healing Lvl. 2/5: HP Restored 118% of healing stat + 1504.
        Circle of Healing Lvl. 3/5: HP Restored 122% of healing stat + 1577.
        Circle of Healing Lvl. 4/5: HP Restored 125% of healing stat + 1650.
        Circle of Healing Lvl. 5/5: HP Restored 129% of healing stat + 1723.

        QR: #HM08
        8. Heavenly Protection (Awakening I) (Req Level 15, 30, 45, 60, 75, 90, 105 & 120)
        Cast Time: 0 Second
        Duration: 0.5 Seconds
        Cooldown: 30 Seconds
        Radius: 80 Radius
        Heavenly Protection Lvl. 1/8: Proportional Increase 5%, Bonus 25.
        Heavenly Protection Lvl. 2/8: Proportional Increase 10%, Bonus 50.
        Heavenly Protection Lvl. 3/8: Proportional Increase 15%, Bonus 75.
        Heavenly Protection Lvl. 4/8: Proportional Increase 20%, Bonus 100.
        Heavenly Protection Lvl. 5/8: Proportional Increase 25%, Bonus 125.
        Heavenly Protection Lvl. 6/8: Proportional Increase 30%, Bonus 150.
        Heavenly Protection Lvl. 7/8: Proportional Increase 35%, Bonus 175.
        Heavenly Protection Lvl. 8/8: ???????????????????????????????????????

        Suggested Improvement/s;
        • Refer to Guardian Protection #HR01.

        QR: #HM09
        9. Sacred Space (Awakening II) (Req Level 20, 40, 60, 80, 100, 120)
        Cast Time: 10 Seconds
        Duration: 0.9 Seconds
        Cooldown: 10 Seconds
        Radius: 50
        Sacred Space Lvl. 1/6: Restores HP based on Healing 150%, Bonus HP 238 over 2 seconds.
        Sacred Space Lvl. 2/6: Restores HP based on Healing 155%, Bonus HP 654 over 2 seconds.
        Sacred Space Lvl. 3/6: Restores HP based on Healing 159%, Bonus HP 1070 over 2 seconds.
        Sacred Space Lvl. 4/6: Restores HP based on Healing 164%, Bonus HP 1486 over 2 seconds.
        Sacred Space Lvl. 5/6: Restores HP based on Healing 168%, Bonus HP 1902 over 2 seconds.
        Sacred Space Lvl. 6/6: Restores HP based on Healing 173%, Bonus HP 2318 over 2 seconds.

        Suggested Improvement/s;
        • Grant Caster Immunity
        • Damage nearby enemies similar to curses when a player is in the area of effect or Rebound damage.
        • Placeable Healing Totem instead of Channeling Skill.
        • Larger Radius (Suggestion Removed)

        /////
        The first suggestion to this skill is to grant the caster damage immunity. As this is a channeling skill and requires the player to cast it constantly for the effect to work. While the player casts this skill they are vulnerable and prone to be attacked or affected by negative ailments due to the long time channeling the skill which lasts 20 seconds. A few ailments such as being stunned and HP leech from bosses (Ladder) to name a few which once hit with makes the player end the skill prematurely. Another reason to this suggestion is that all the other classes receive some form of damage immunity, adjusting this skill would give a more balanced gameplay. To expand on this suggestion similar to Bloodfog Totem the effect would only be active every 2 seconds and last 1 second that way other classes still have a chance to combat against the Priest casting Sacred Space. As having full immunity for 20 seconds is unfair towards other classes and recreates a inbalance.

        /////
        Being a Eidolon Skill the Priests using the skill feel the skill is useless due to having one effect, being healing over a area. The skill doesn't make rebirthing to Eidolon worth it since Priests already have three other Healing skills which would heal more over time and are spammable. While Sacred Space requires the player to wait 2 seconds before the heal comes into effect. Another reason is that it forces Priests to play the support role with too many Healing Skills when there are a abundant number of decent Healing skills present already and you can only heal so much.

        Sacred Space (Req Level 120)
        Sacred Space Lvl. 6/6: Restores HP based on Healing 173%, Bonus HP 2318 over 2 seconds.

        Light Heal (Req Level 1)
        Cast Time: 1.5 Seconds
        Duration: 0.5 Seconds
        Cooldown: 0 Seconds
        Radius: 350
        Light Heal Lv. 5/5 HP Restored: 187% of healing stat + 286.

        Healing Wave (Req Level 30)
        Cast Time: 0 Seconds
        Duration: 0.5 Seconds
        Cooldown: 12 Seconds
        Radius: 300
        Healing Wave Lvl. 5/5: HP Restored 139% of Healing stat + 884.

        Circle of Healing (Req Level 80)
        Cast Time: 1 Second
        Duration: 0.5 Seconds
        Cooldown: 4 Seconds
        Radius: 0
        Circle of Healing Lvl. 5/5: HP Restored 129% of healing stat + 1723.

        As you can see the total Cast Time for all three skills would equate to 2.5 seconds. However Light Heal over the less time heals considerably more than Sacred Space itself both being maxed skills. The most value to this skill is it allows Priests to Heal without pressing anything. Making Rebirthing a less favorable course of action regarding skills. A bonus effect would give the skill more popularity and would give Priests something to look forward to after second rebirth becoming a Eidolon. That is where the suggestion of giving a AoE damage similar to Shockwave over the peroid of time due to the channeling requirement. It would heal friendlies over time while having a DoT towards enemies. So the essence of DoT/HoT both in one skill.

        /////
        The channeling requirement same reasons as the suggestion above. Allowing the Priest to place a Healing Totem instead with the effect similar to the Healing Totem pets drop. That way they can use Sacred Space concurrently with other skills and aren't capped being unable to do anything else until the skill finishes or the Priest opts to end it prematurely.

        ///// Suggestion Removed
        The last suggestion is to increase the overall radius/area of effect for this skill so that it reaches over a larger range covering and healing party members that are just out of reach. A 50 increase to radius would suffice. Since the current 50 Radius covers a small area and causes players to huddle up close together. Which is problematic especially when the party gets targeted with AoE attack or AoE stuns effectively causing the party to die (this is the main case in PvP events such as Sengolia, Landgrab, Ladder and etc).
        Last edited by Virtue_Sigil; 10-13-2012, 04:31 AM.
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        Moderators Be Thou for the People.
        -Kind Regards V
        -What's left in the end...is not always what you wish for!

        Comment


        • #5
          ////////////////
          ////////////////
          ////////////////

          QR: #HR00
          /////////////// B. Right Branch ///////////////
          QR: #HR01
          1. Guardian Protection (Req Level 10)
          Cast Time: 0 Seconds
          Duration: 1 Second
          Cooldown: 30 Seconds
          Radius: 80
          Guardian Protection Lvl. 1/5: Defense increased by 5% + 10 lasts for 30 minutes.
          Guardian Protection Lvl. 2/5: Defense increased by 10% + 20 lasts for 30 minutes.
          Guardian Protection Lvl. 3/5: Defense increased by 15% + 30 lasts for 30 minutes.
          Guardian Protection Lvl. 4/5: Defense increased by 20% + 40 lasts for 30 minutes.
          Guardian Protection Lvl. 5/5: Defense increased by 25% + 50 lasts for 30 minutes.

          Suggested Improvement/s;
          • Make buffs exclusive to Party only similar to Hymn.

          QR: #HR02
          2. Pure in Heart (Req Level 30)
          Cast Time: 0 Seconds
          Duration: 0.5 Seconds
          Cooldown: 16, 14, 12, 10 & 8 Seconds
          Radius: 350
          Pure in Heart Lvl. 1/5: Purges negative ailments. Max target 3. Cooldown 16 seconds.
          Pure in Heart Lvl. 2/5: Purges negative ailments. Max target 5. Cooldown 14 seconds.
          Pure in Heart Lvl. 3/5: Purges negative ailments. Max target 8. Cooldown 12 seconds.
          Pure in Heart Lvl. 4/5: Purges negative ailments. Max target 12. Cooldown 10 seconds.
          Pure in Heart Lvl. 5/5: Purges negative ailments. Max target 15. Cooldown 8 seconds.

          QR: #HR03
          3. Resurrection (Req Level 40)
          Cast Time: 10 Seconds
          Duration: 0.5 Seconds
          Cooldown: 10, 8, 6, 4 & 2 Seconds
          Radius: 350
          Resurrection Lvl. 1/5: Revive with 20% HP/MP. Casting Time 10 seconds.
          Resurrection Lvl. 2/5: Revive with 25% HP/MP. Casting Time 8 seconds.
          Resurrection Lvl. 3/5: Revive with 30% HP/MP. Casting Time 6 seconds.
          Resurrection Lvl. 4/5: Revive with 35% HP/MP. Casting Time 4 seconds.
          Resurrection Lvl. 5/5: Revive with 40% HP/MP. Casting Time 2 seconds.

          QR: #HR04
          4. Angel's Blessing (Req Level 50)
          Passive Skill
          Angel's Blessing Lvl. 1/5: HP restored 2% and MP restored 2% over 10 seconds.
          Angel's Blessing Lvl. 2/5: HP restored 4% and MP restored 2% over 10 seconds.
          Angel's Blessing Lvl. 3/5: HP restored 6% and MP restored 2% over 10 seconds.
          Angel's Blessing Lvl. 4/5: HP restored 8% and MP restored 2% over 10 seconds.
          Angel's Blessing Lvl. 5/5: HP restored 10% and MP restored 2% over 10 seconds.

          QR: #HR05
          5. Circle of Power (Req Level 60)
          Cast Time: 0 Seconds
          Duration: 1 Second
          Cooldown: 30 Seconds
          Radius: 80
          Circle of Power Lvl. 1/5: Attack increased by 5% + 10 lasts for 30 minutes.
          Circle of Power Lvl. 2/5: Attack increased by 10% + 20 lasts for 30 minutes.
          Circle of Power Lvl. 3/5: Attack increased by 15% + 30 lasts for 30 minutes.
          Circle of Power Lvl. 4/5: Attack increased by 20% + 40 lasts for 30 minutes.
          Circle of Power Lvl. 5/5: Attack increased by 25% + 50 lasts for 30 minutes.

          Suggested Improvment/s;
          • Refer to Guardian Protection #HR01.

          QR: #HR06
          6. Goddess' Embrace (Req Level 80)
          Cast Time: 0 Seconds
          Duration: 0.5 Seconds
          Cooldown: 100 Seconds
          Radius: 0
          Goddess' Embrace Lvl. 1/5: Purges and gives temporary immunity to negative buffs. Lasts for 6 seconds. 100 seconds cooldown.
          Goddess' Embrace Lvl. 2/5: Purges and gives temporary immunity to negative buffs. Lasts for 7 seconds. 90 seconds cooldown.
          Goddess' Embrace Lvl. 3/5: Purges and gives temporary immunity to negative buffs. Lasts for 8 seconds. 80 seconds cooldown.
          Goddess' Embrace Lvl. 4/5: Purges and gives temporary immunity to negative buffs. Lasts for 9 seconds. 70 seconds cooldown.
          Goddess' Embrace Lvl. 5/5: Purges and gives temporary immunity to negative buffs. Lasts for 10 seconds. 60 seconds cooldown.

          Suggested Improvement/s;
          • Increase cooldown reduced per level.
          Last edited by Virtue_Sigil; 10-13-2012, 04:29 AM.
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          Comment


          • #6
            #B000
            //////////Blood Tree//////////

            ////////////////
            ////////////////
            ////////////////
            QR: #BL00
            /////////////// A. Left Branch ///////////////

            QR: #BL01
            1. Blood Beam (Req Level 1)
            Cast Time: 0 Seconds
            Duration: 1 Second
            Cooldown: 0 Seconds
            Radius: 350
            Blood Beam Lvl. 1/5: Attack Ratio 80% of magic attack + 18, Bonus Damage 4.0% of your current HP.
            Blood Beam Lvl. 2/5: Attack Ratio 80% of magic attack + 47, Bonus Damage 4.1% of your current HP.
            Blood Beam Lvl. 3/5: Attack Ratio 80% of magic attack + 76, Bonus Damage 4.2% of your current HP.
            Blood Beam Lvl. 4/5: Attack Ratio 80% of magic attack + 105, Bonus Damage 4.4% of your current HP.
            Blood Beam Lvl. 5/5: Attack Ratio 80% of magic attack + 134, Bonus Damage 4.5% of your current HP.

            QR: #BL02
            2. Life Drain (Req Level 10)
            Cast Time: 0 Seconds
            Duration: 0.5 Seconds
            Cooldown: 6 Seconds
            Radius: 350
            Life Drain Lvl. 1/5: HP Drain 150, Damage Bonus 2%.
            Life Drain Lvl. 2/5: HP Drain 203, Damage Bonus 4%.
            Life Drain Lvl. 3/5: HP Drain 256, Damage Bonus 6%.
            Life Drain Lvl. 4/5: HP Drain 309, Damage Bonus 8%.
            Life Drain Lvl. 5/5: HP Drain 362, Damage Bonus 10%.

            Suggested Improvement/s;
            • HP Drain is percentage based instead of fixed values or has a percentage base added alongside fixed value. If possible HP is based of the user. That way it would give Hybrids and Blood Priests a incentive to increase Endurance and HP.

            /////
            This is one of the main skills that need to be fixed as they are considered obsolete especially in PvP events where balancer buffs are given and overall in terms of PvP. Since the effects of this skill are mainly fixed being that HP Drain will always drain the same amount. However the secondary effect with increase damage and damage reduction work properly.

            This is current how the skill works;
            -Life Drain
            Life Drain Lvl. 1/5: HP Drain 150, Damage Bonus 2%.
            Life Drain Lvl. 2/5: HP Drain 203, Damage Bonus 4%.
            Life Drain Lvl. 3/5: HP Drain 256, Damage Bonus 6%.
            Life Drain Lvl. 4/5: HP Drain 309, Damage Bonus 8%.
            Life Drain Lvl. 5/5: HP Drain 362, Damage Bonus 10%.

            -Improved Life Drain
            Improved Life Drain Lvl. 1/5: HP Drain 1080, Damage Bonus 2%.
            Improved Life Drain Lvl. 2/5: HP Drain 1176, Damage Bonus 4%.
            Improved Life Drain Lvl. 3/5: HP Drain 1272, Damage Bonus 6%.
            Improved Life Drain Lvl. 4/5: HP Drain 1368, Damage Bonus 8%.
            Improved Life Drain Lvl. 5/5: HP Drain 1464, Damage Bonus 10%.

            As you can see the effect of HP Drain is pretty much negligible especially considering that even using Improved Life Drain Lvl. 5/5 1464 damage barely hits anything. A suggested change for how this skill works is to add a damage bonus that is based of our current HP which pretty much every other Blood Attack skill has. Another suggestion is giving it a percentage drain similar to Blood Pact following the same percentage increments. Allowing the Blood Priest to develop a true DoT (Damage over time) skill basing it on our HP, Magic Attack and/or enemy's current HP instead of fixed variables.


            Reference for later
            1st Test;
            Enemy 50,000 HP
            Caster 50,000 HP, 5,000 Magic Attack.

            2nd Test;
            Enemy 100,000 HP
            Caster 100,000 HP, 10,000 Magic Attack.

            ///
            e.g 1st Example
            Improved Life Drain Lvl. 1/5: HP Drain 4.0% + 1080 of current HP, Damage Bonus 2%.
            Improved Life Drain Lvl. 2/5: HP Drain 4.2% + 1176 of current HP, Damage Bonus 4%.
            Improved Life Drain Lvl. 3/5: HP Drain 4.4% + 1272 of current HP, Damage Bonus 6%.
            Improved Life Drain Lvl. 4/5: HP Drain 4.5% + 1368 of current HP, Damage Bonus 8%.
            Improved Life Drain Lvl. 5/5: HP Drain 4.7% + 1464 of current HP, Damage Bonus 10%.

            So the overall effect of this skill being maxed would be;
            Improved Life Drain Lvl. 5/5: HP Drain 4.7% + 1464 of current HP, Damage Bonus 10%.

            Which will give a enemy a negative ailment that will drain 4.7% of their current HP plus a additional 1464 HP and restore that to the caster. Also during the same time frame the skill is active a 10% damage reduction is given and the enemy is dealt 10% extra magic damage while being attacked. Essentially it would make the skill more useful then how it's currently built.

            Figures;
            Enemy with 50,000 HP. Will give 2,350 HP initially drained, then another 1464 HP. Totalling 3,814.
            Enemy with 100,000 HP. Will give 4,700 HP initially drained, then another 1464 HP. Totalling 6,164.

            It gives the skill a better effect having a percentage bonus based on the enemies' HP instead of having a fixed value. The slight change doesn't go overboard as the skill doesn't drain from their max HP rather just their current HP and the values are decent in that regard. Not doing so much damage since its a sub skill where as the Blood Beam attacks are the main skill for attacking. However im just throwing values out there to note the changes. I think the overall percentages should be tweaked slightly higher than what I stated.

            ///
            e.g 2nd Example
            Another way to go about it is to have it based on the caster's current or Maxed HP. Giving the skill a extra bonus damage based on the casters HP. The way to go about it would look probably something similar to this using the same percentages as stated earlier to maintain the results.
            Improved Life Drain Lvl. 1/5: HP Drain 4.0% + 1080 based on your current HP, Damage Bonus 2%.
            Improved Life Drain Lvl. 2/5: HP Drain 4.2% + 1176 based on your current HP, Damage Bonus 4%.
            Improved Life Drain Lvl. 3/5: HP Drain 4.4% + 1272 based on your current HP, Damage Bonus 6%.
            Improved Life Drain Lvl. 4/5: HP Drain 4.5% + 1368 based on your current HP, Damage Bonus 8%.
            Improved Life Drain Lvl. 5/5: HP Drain 4.7% + 1464 based on your current HP, Damage Bonus 10%.

            It would give the same figures as above if the caster had the same HP but instead of basing it on the enemy HP, it's based on the caster's HP. Having a change like this would opt Blood Priests/Hybrids to focus slightly more on increasing HP and Endurance.

            ///
            One last way it could be done is base it on the caster's Magic attack.
            Improved Life Drain Lvl. 1/5: HP Drain 40% + 1080 based on magic attack, Damage Bonus 2%.
            Improved Life Drain Lvl. 2/5: HP Drain 42% + 1176 based on magic attack, Damage Bonus 4%.
            Improved Life Drain Lvl. 3/5: HP Drain 44% + 1272 based on magic attack, Damage Bonus 6%.
            Improved Life Drain Lvl. 4/5: HP Drain 45% + 1368 based on magic attack, Damage Bonus 8%.
            Improved Life Drain Lvl. 5/5: HP Drain 47% + 1464 based on magic attack, Damage Bonus 10%.

            Maxed Skill with 10,000 Magic attack would hit the enemy roughly 5080 damage. If it was made this way it would scale accordingly when a balancing buff is given it a true form of being balanced. Since it doesn't give a fixed hit but instead has a percentage bonus.

            ///
            To summarise give this skill a bonus effect that gives a percentage based on either;
            -Enemy current HP
            -Caster's Current HP
            -Caster's Magic Attack

            A way to compensate for the change and increased percentage bonus is to increase the cooldown by 1-2 seconds.

            QR: #BL03
            3. Blood Pact (Req Level 30)
            Cast Time: 0 Second
            Duration: 1 Seconds
            Cooldown: 12 Seconds
            Radius: 350
            Blood Pact Lvl. 1/5: Attack Scale 80% Magic Attack, Bonus Attack 500, Extra Damage 6.0% of current HP, Blood Drain/sec 1% of Max HP, Max 72.
            Blood Pact Lvl. 2/5: Attack Scale 80% Magic Attack, Bonus Attack 556, Extra Damage 6.2% of current HP, Blood Drain/sec 1% of Max HP, Max 168.
            Blood Pact Lvl. 3/5: Attack Scale 80% Magic Attack, Bonus Attack 612, Extra Damage 6.4% of current HP, Blood Drain/sec 1% of Max HP, Max 252.
            Blood Pact Lvl. 4/5: Attack Scale 80% Magic Attack, Bonus Attack 668, Extra Damage 6.5% of current HP, Blood Drain/sec 2% of Max HP, Max 432.
            Blood Pact Lvl. 5/5: Attack Scale 80% Magic Attack, Bonus Attack 724, Extra Damage 6.7% of current HP, Blood Drain/sec 2% of Max HP, Max 600.

            QR: #BL04
            4. Improved Blood Beam (Req Level 40)
            Cast Time: 0 Second
            Duration: 1 Second
            Cooldown: 0 Second
            Radius: 350
            Improved Blood Beam Lvl. 1/5: Attack Ratio 80% of magic attack + 449, Bonus Damage 4.0% of your current HP.
            Improved Blood Beam Lvl. 2/5: Attack Ratio 80% of magic attack + 487, Bonus Damage 4.1% of your current HP.
            Improved Blood Beam Lvl. 3/5: Attack Ratio 80% of magic attack + 525, Bonus Damage 4.2% of your current HP.
            Improved Blood Beam Lvl. 4/5: Attack Ratio 80% of magic attack + 563, Bonus Damage 4.4% of your current HP.
            Improved Blood Beam Lvl. 5/5: Attack Ratio 80% of magic attack + 602, BOnus Damage 4.5% of your current HP.

            QR: #BL05
            5. Improved Life Drain (Req Level 50)
            Cast Time: 0 Second
            Duration: 1 Second
            Cooldown: 6 Seconds
            Radius: 350
            Improved Life Drain Lvl. 1/5: HP Drain 1080, Damage Bonus 2%.
            Improved Life Drain Lvl. 2/5: HP Drain 1176, Damage Bonus 4%.
            Improved Life Drain Lvl. 3/5: HP Drain 1272, Damage Bonus 6%.
            Improved Life Drain Lvl. 4/5: HP Drain 1368, Damage Bonus 8%.
            Improved Life Drain Lvl. 5/5: HP Drain 1464, Damage Bonus 10%.

            Suggested Improvement/s;
            • Refer to Life Drain #BL02.

            QR: #BL06
            6. Improved Blood Pact (Req Level 70)
            Cast Time: 0 Second
            Duration: 1 Second
            Cooldown: 12 Seconds
            Radius: 350
            Improved Blood Pact Lvl. 1/5: Attack Scale 80% Magic Attack, Bonus Attack 1762, Extra Damage 6.0% of current HP, Blood Drain/sec 1% of Max HP, Max 480.
            Improved Blood Pact Lvl. 2/5: Attack Scale 80% Magic Attack, Bonus Attack 1848, Extra Damage 6.2% of current HP. Blood Drain/sec 1% of Max HP, Max 770.
            Improved Blood Pact Lvl. 3/5: Attack Scale 80% Magic Attack, Bonus Attack 1934, Extra Damage 6.4% of current HP. Blood Drain/sec 1% of Max HP, Max 1120.
            Improved Blood Pact Lvl. 4/5: Attack Scale 80% Magic Attack, Bonus Attack 2020, Extra Damage 6.5% of current HP, Blood Drain/sec 2% of Max HP, Max 1530.
            Improved Blood Pact Lvl. 5/5: Attack Scale 80% Magic Attack, Bonus Attack 2106, Extra Damage 6.7% of current HP, Blood Drain/sec 2% of Max HP, Max 2000.

            QR: #BL07
            7. Master Blood Beam (Req Level 80)
            Cast Time: 0 Second
            Duration: 1 Second
            Cooldown: 0 Second
            Radius: 350
            Master Blood Beam Lvl. 1/5: Attack Ratio 80% of magic attack + 1296, Bonus Damage 4.0% of your current HP.
            Master Blood Beam Lvl. 2/5: Attack Ratio 80% of magic attack + 1359, Bonus Damage 4.1% of your current HP.
            Master Blood Beam Lvl. 3/5: Attack Ratio 80% of magic attack + 1422, Bonus Damage 4.2% of your current HP.
            Master Blood Beam Lvl. 4/5: Attack Ratio 80% of magic attack + 1485, Bonus Damage 4.4% of your current HP.
            Master Blood Beam Lvl. 5/5: Attack Ratio 80% of magic attack + 1548, Bonus Damage 4.5% of your current HP.
            Last edited by Virtue_Sigil; 10-11-2012, 03:05 AM.
            Helpful Links




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            If you want a guide or a reference (stats) just pm me and I will be happy to make on for you.
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            -Kind Regards V
            -What's left in the end...is not always what you wish for!

            Comment


            • #7
              ////////////////
              ////////////////
              ////////////////
              QR: #BM00
              ////////////////B. Middle Branch////////////////

              QR: #BM01
              1. Tenacity (Req Level 1)
              Passive Skill
              Tenacity Lvl. 1/5: Crit damage reduced by 4%.
              Tenacity Lvl. 2/5: Crit damage reduced by 8%.
              Tenacity Lvl. 3/5: Crit damage reduced by 12%.
              Tenacity Lvl. 4/5: Crit damage reduced by 16%.
              Tenacity Lvl. 5/5: Crit damage reduced by 20%.

              Proposed Skill that will be looked into in the future. Not entirely sure about how Crit Damage vs Crit Defense is calculated so this might be tricky to test.

              QR: #BM02
              2. Bloodflow (Req Level 20)
              Passive Skill
              Bloodflow Lvl. 1/5: Attack increased by 3%, req HP above 70%.
              Bloodflow Lvl. 2/5: Attack increased by 6%, req HP above 70%.
              Bloodflow Lvl. 3/5: Attack increased by 9%, req HP above 70%.
              Bloodflow Lvl. 4/5: Attack increased by 12%, req HP above 70%.
              Bloodflow Lvl. 5/5: Attack increased by 15%, req HP above 70%.

              Suggested Improvement/s;
              • Permanent Effect instead of having the requirement of 70%+ HP or lower % HP requirement.
              • Extra 1% Attack Increase increment per level.

              /////
              Bloodflow works as described however a few changes could be done on the passive skill to improve its overall effectiveness. I refer to how the the skill has a 70% HP requirement in order for the passive to have any effect. Now when you think about the skill in practical scenarios such as PvP and PvE you would think that the skill would work great on both aspects. However this isn't entirely the case, although it is good in PvE applications since you have varying methods of keeping your health up being Potions, Blessed Stones and Health Orbs.

              When you look at the PvP aspect the passive has barely effect in game play as most of those methods are inaccessible like for instance in Sengolia. Keeping your HP up above 70%+ is unrealistic since Blood Priests being a DoT class have barely any healing capabilities unless they are a hybrid Blood-Holy type and due to the way the skills have been made lacking on Blood leech skills this is the case especially with Life Drain/Improved Life Drain as I stated earlier in this article. Also since overall most hits taken in take away more than 30%+ of current HP even for the toughest Priests out there.

              The suggested change is to either entirely remove the current HP requirement entirely allowing the bonus to be in effect at all times or lower the HP requirement to around 40%. As currently the bonus is pretty much negligible being that a Blood Priest doesn't have access to booster buffs such as Guardian Protection, Circle of Power and/or Heavenly Protection. This means they have less defensive capabilities, less attack and/or lower attributes compared to a Holy "support", they are almost sitting ducks.

              I skipped Heavenly Protection as both classes can have it, depending whether or not they choose to that Scion Rebirth skill or not. So right now;
              -Blood Priest
              Bloodflow Lvl. 1/5: Attack increased by 3%, req HP above 70%.
              Bloodflow Lvl. 2/5: Attack increased by 6%, req HP above 70%.
              Bloodflow Lvl. 3/5: Attack increased by 9%, req HP above 70%.
              Bloodflow Lvl. 4/5: Attack increased by 12%, req HP above 70%.
              Bloodflow Lvl. 5/5: Attack increased by 15%, req HP above 70%.

              -Holy Priest
              Circle of Power Lvl. 1/5: Attack increased by 5%
              Circle of Power Lvl. 2/5: Attack increased by 10%
              Circle of Power Lvl. 3/5: Attack increased by 15%
              Circle of Power Lvl. 4/5: Attack increased by 20%
              Circle of Power Lvl. 5/5: Attack increased by 25%

              As you can see Bloodflow offers 15% at max skill level while Circle of Power offers 25%. Therefore a Blood type being worse off than a Holy, commonly known as a "support", since the 10% does go a long way when it comes to stats. Which when you look at it, doesn't sound right as a DoT/Area control control class being made slightly more PvP orientated skills doesn't compare at all towards a Holy type. So the suggestion is to adjust the current skill to having a extra 1% attack increase increment so 4% per level would compensate for the low bonus closing the gap so there is only a 5% difference between Circle of Power and Bloodflow.

              QR: #BM03
              3. Enhanced Circulation (Req Level 30)
              Passive Skill
              Enhanced Circulation Lvl. 1/5: 8 HP Regen Increase, 3% Magic Damage Reduction.
              Enhanced Circulation Lvl. 2/5: 13 HP Regen Increase, 6% Magic Damage Reduction.
              Enhanced Circulation Lvl. 3/5: 18 HP Regen Increase, 9% Magic Damage Reduction.
              Enhanced Circulation Lvl. 4/5: 23 HP Regen Increase, 12% Magic Damage Reduction.
              Enhanced Circulation Lvl. 5/5: 28 HP Regen Increase, 15% Magic Damage Reduction.

              Suggested Improvement/s;
              • Increase HP regen or base it on total HP. Similar to Angel's Blessing which constantly restores HP/MP over time but just HP.

              ////
              Another passive skill that could do with some tweaking. It sounds nice on paper especially the damage reduction, but we aren't looking at that. The function of this skill that we are looking at is the HP regen ability. Now HP regen is defined as how much HP your character regenerates every 3 seconds. Looking at the bonus provided by the skill it offers 28 HP regen which isn't a lot especially when you look at Soul. There is currently only one Soul node that offers HP regen being Heart - Patience giving a 154 HP regen unless I am mistaken and there's another Soul node that has HP regen bonus. The Olympic Rings Insignia also gives a 33+ HP regen bonus. I know that HP regen isn't to supposed to be a reliable method of restoring HP and im not saying it is, im just trying to improve what we currently have and suggest a change to Blood skills. Two suggestions come to mind when improving this skill which wouldn't affect majorly on the current game play we have.

              ///
              One being more HP regen per level since right now the bonus offered is too little. So instead of the current;
              Enhanced Circulation Lvl. 1/5: 8 HP Regen Increase, 3% Magic Damage Reduction.
              Enhanced Circulation Lvl. 2/5: 13 HP Regen Increase, 6% Magic Damage Reduction.
              Enhanced Circulation Lvl. 3/5: 18 HP Regen Increase, 9% Magic Damage Reduction.
              Enhanced Circulation Lvl. 4/5: 23 HP Regen Increase, 12% Magic Damage Reduction.
              Enhanced Circulation Lvl. 5/5: 28 HP Regen Increase, 15% Magic Damage Reduction.

              The skill could look something more like;
              Enhanced Circulation Lvl. 1/5: 25 HP Regen Increase, 3% Magic Damage Reduction.
              Enhanced Circulation Lvl. 2/5: 50 HP Regen Increase, 6% Magic Damage Reduction.
              Enhanced Circulation Lvl. 3/5: 75 HP Regen Increase, 9% Magic Damage Reduction.
              Enhanced Circulation Lvl. 4/5: 100 HP Regen Increase, 12% Magic Damage Reduction.
              Enhanced Circulation Lvl. 5/5: 125 HP Regen Increase, 15% Magic Damage Reduction.

              Another thing would be to factor in a percentage bonus which would increase HP regen so that the value isn't static.
              Enhanced Circulation Lvl. 1/5: 1% + 20 HP Regen Increase, 3% Magic Damage Reduction.
              Enhanced Circulation Lvl. 2/5: 2% + 40 HP Regen Increase, 6% Magic Damage Reduction.
              Enhanced Circulation Lvl. 3/5: 3% + 60 HP Regen Increase, 9% Magic Damage Reduction.
              Enhanced Circulation Lvl. 4/5: 4% + 80 HP Regen Increase, 12% Magic Damage Reduction.
              Enhanced Circulation Lvl. 5/5: 5% + 100 HP Regen Increase, 15% Magic Damage Reduction.

              At its most basic level it would give a regen bonus of 105 meaning it would restore 105 HP every 3 seconds. The change wouldn't go over the top since it wouldn't give much of an advantage over other classes as it wouldn't restore much HP over time. This skill is mainly changed to focus restoring the HP lost to cover the cost of using Blood skills such as Blood Beam and curses. The bonus is similar to having a passive Minor Healing Potion active all the time, a very low level potion at that.

              Minor Healing Potion (Level 1): Restores 115 every 3 seconds.
              Lesser Healing Potion (Level 15): Restores 310 every 3 seconds.
              Healing Potion (Level 30): Restores 621 every 3 seconds.

              ///
              The other being a change to make the skill more like Angel's Blessing. In regard to the HP regenerating capabilities of Angel's Blessing and to compensate for this change lower the bonus given and only give the HP regeneration bonus due to the fact that Blood Priests don't require MP unless they are a hybrid.

              Enhanced Circulation Lvl. 1/5: 1% HP restored every 10 seconds, 3% Magic Damage Reduction.
              Enhanced Circulation Lvl. 2/5: 2% HP restored every 10 seconds, 6% Magic Damage Reduction.
              Enhanced Circulation Lvl. 3/5: 3% HP restored every 10 seconds, 9% Magic Damage Reduction.
              Enhanced Circulation Lvl. 4/5: 4% HP restored every 10 seconds, 12% Magic Damage Reduction.
              Enhanced Circulation Lvl. 5/5: 5% HP restored every 10 seconds, 15% Magic Damage Reduction.

              This would make it just higher than level 2 Angel's Blessing at maxed level.

              Having a slight boost would contribute a lot overall to how people play Blood Priest characters as they rely mainly on their HP.

              QR: #BM04
              4. Bloodguard (Req Level N/A)
              Passive Skill
              Bloodguard Lvl. 1/5: Max HP increased by 937.
              Bloodguard Lvl. 2/5: Max HP increased by 1435.
              Bloodguard Lvl. 3/5: Max HP increased by 1932.
              Bloodguard Lvl. 4/5: Max HP increased by 2430.
              Bloodguard Lvl. 5/5: Max HP increased by 2928.

              Suggested Improvement/s;
              • Max HP Bonus is percentage based instead of fixed values or has a percentage base added alongside fixed value. As currently the fixed value only providing around 3,000 bonus HP barely contributes to the player's overall HP.

              /////
              For this skill having a percentage bonus instead of a fixed bonus would improve greatly how much this skill is used. Im saying this because of the way the skill is currently designed it barely affects the characters overall stats for mid and late-game characters especially those that have rebirthed into higher planes such as Scion and Eidolon.

              I will elaborate further on the issue as with over time characters stats are better due to higher wings, soul upgrades, gems, equipment, mounts and etc. They improve to get better stats and gain access to skills that improve those stats further or use those stats in applications such as PvP/PvE.

              As the player continues to build and progress their character, Bloodguard becomes very obsolete as the bonus they give being fixed are negligible at higher levels. A Level 100 character with 90,000 HP with Bloodguard at max level would only gain a 2,928 HP increase. While another character at Level 50 would also only gain 2,928 HP. This is the same for any level character regardless if they are Mortal, Scion or Eidolon. The skill doesn't contribute much if not at all to those characters.

              So to improve the current skill and fix it instead of having this;
              Bloodguard Lvl. 1/5: Max HP increased by 937.
              Bloodguard Lvl. 2/5: Max HP increased by 1435.
              Bloodguard Lvl. 3/5: Max HP increased by 1932.
              Bloodguard Lvl. 4/5: Max HP increased by 2430.
              Bloodguard Lvl. 5/5: Max HP increased by 2928.

              We would have something like this;
              Bloodguard Lvl. 1/5: Max HP increased by 2%+ 937.
              Bloodguard Lvl. 2/5: Max HP increased by 4%+ 1435.
              Bloodguard Lvl. 3/5: Max HP increased by 6%+ 1932.
              Bloodguard Lvl. 4/5: Max HP increased by 8%+ 2430.
              Bloodguard Lvl. 5/5: Max HP increased by 10%+ 2928.

              Given the percentage bonus it helps greatly distinguish characters of all level ranges and improve greatly how this skill is viewed. As the percentage bonus would also take into account and be influenced by majority of upgrades, particularly Soul Development, wing upgrades and gems to name a few.

              QR: #BM05
              5. Bloodfog Totem (Req Level 60)
              Cast Time: 0 Second
              Duration: 0.5 seconds
              Cooldown: 45 Seconds
              Radius: 0 Second
              Bloodfog Totem Lvl. 1/5: 2 second Stealth, Last for 20 seconds, Time between buffs 5.0 seconds.
              Bloodfog Totem Lvl. 2/5: 2 second Stealth, Last for 20 seconds, Time between buffs 4.5 seconds.
              Bloodfog Totem Lvl. 3/5: 2 second Stealth, Last for 20 seconds, Time between buffs 4.0 seconds.
              Bloodfog Totem Lvl. 4/5: 2 second Stealth, Last for 20 seconds, Time between buffs 3.5 seconds.
              Bloodfog Totem Lvl. 5/5: 2 second Stealth, Last for 20 seconds, Time between buffs 3.0 seconds.

              Suggested Improvement/s;
              • Increase Radius so that Bloodfog Totem works effectively.
              • Instantaneous Effect with Bloodfog Totem stealthing you as soon as you place it down.
              • Grant 0.5 or 1 second immunity to prevent unstealthing while entering stealth.

              /////
              There are a lot of issues regarding this skill which could do with some improvements. This skill right now does the following and grants the user with a stealth buff that lasts for 2 seconds with will continuously buff over the 20 second period which the Bloodfog totem is still active. When you first think about it, a 2 second buff well that would help a lot but in practical use its a skill that is majority of the time neglected by Blood Priests opting to save their skill points for skills that actually do something decent.

              The first suggestion is to increase the radius of the totem. Since right now the totem only buffs in a small range which most AoE attacks cover easily such as Balrog's Hell, Blizzard and Rain of Arrow's just to name a few. It renders the skill impractical in use due to the small range and skills automatically getting the Blood Priest out of stealth. Being a DoT/Area Control class having the Bloodfog Totem with two times the current radius would increase drastically how this skill is used as the main style of game play is known as "kiting". Kiting around a target while throwing DoT, holding target in place while damaging the target. With a larger effective range the Blood Priest is allowed to do that instead of sitting like a duck waiting to be hit.

              Another suggestion is to have the Bloodfog Totem to initially cast stealth on the Priest, as currently you have to wait 2 seconds after using to skill to be stealthed. The reason behind this suggestion is because of the way Blood Priests work and this skill being mainly as a method of getting away or kiting. A lot can happen in a 2 second time frame such as being Silenced, Stun, Snared etc and timing is of the essence.

              The final suggestion to improving the overall effectiveness of this skills is to grant a 0.5 seconds immunity. Since currently the skill has a flaw being that if the Blood Priest gets attacked while just before entering or just placed under the effect of stealth they would get unstealthed and lose the buff. Thus meaning they would have to wait another 2 seconds to receive another stealth buff. Being removed from stealth immediately as you enter it because of delay damage decreases the usefulness of this skill since majority of the time, this is the case.
              Last edited by Virtue_Sigil; 10-11-2012, 03:06 AM.
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              • #8
                QR: #BM06
                6. Demon's Grasp (Req Level 70)
                Cast Time: 4 Seconds (Level 1), 5 Seconds (Level 2), 6 Seconds (Level 3), 7 Seconds (Level 4) & 8

                Seconds (Level 5)
                Duration: 0.5 Seconds
                Cooldown: 180 Seconds (3 minutes)
                Radius: 350
                Demon's Grasp Lvl. 1/5: Stuns target during channeling lasting 4 seconds.
                Demon's Grasp Lvl. 2/5: Stuns target during channeling lasting 5 seconds.
                Demon's Grasp Lvl. 3/5: Stuns target during channeling lasting 6 seconds.
                Demon's Grasp Lvl. 4/5: Stuns target during channeling lasting 7 seconds.
                Demon's Grasp Lvl. 5/5: Stuns target during channeling lasting 8 seconds.

                Suggested Improvement/s;
                • Remove Channeling entirely so its a instantaneous skill.
                • Add a DoT effect while channeling the skill.
                • Lower Skill Cooldown. Currently being 3 minutes compared to other classes such Mages, Knights and Rogues which stuns take 20 seconds to cooldown.

                /////
                Alright this is a skill that needs a major overhaul due to the many flaws it has already making most Priests build their characters to be support-orientated or two-part hybrid.

                What the skill currently does is places the target under the stun effect which periodically rebuffs every second. At first glance the skill sounds great however one problem, its a channeling skill. This means in order for them to stay under the effects of being stunned you have to cast it and you are unable to access any of your other skills unless you decide to cancel channeling which will also stop the skill stunning the enemy.

                So basically the skill holds the target in place for reasons unknown. You can't attack, it doesn't have any other bonus, all you do it hold them in place. Or another view is that you stun the target so someone else can get the kill forcing Blood Priests into being more of Support role, whereas we are supposed to be DoT/Area of Control.

                The improvement suggested here is to remove the channeling requirement entirely and place the target under stun for a certain amount of time being maybe 4 seconds.

                So instead of;
                Demon's Grasp Lvl. 1/5: Stuns target during channeling lasting 4 seconds.
                Demon's Grasp Lvl. 2/5: Stuns target during channeling lasting 5 seconds.
                Demon's Grasp Lvl. 3/5: Stuns target during channeling lasting 6 seconds.
                Demon's Grasp Lvl. 4/5: Stuns target during channeling lasting 7 seconds.
                Demon's Grasp Lvl. 5/5: Stuns target during channeling lasting 8 seconds.

                It would be this;
                Demon's Grasp Lvl. 1/5: Dazes target for 1 second.
                Demon's Grasp Lvl. 2/5: Dazes target for 2 seconds.
                Demon's Grasp Lvl. 3/5: Dazes target for 3 seconds.
                Demon's Grasp Lvl. 4/5: Dazes target for 4 seconds.
                Demon's Grasp Lvl. 5/5: Dazes target for 5 seconds.

                ///

                If the channeling can't be removed then a DoT effect given so that the target gets damaged while being under the effects of Demon's Grasp. Since other than holding the target in place it doesn't do anything else. There isn't any practical use besides prolonging the inevitable the only application being PvE but still forced to play the support role. The suggested improvement is to give it a DoT ability similar to curses or a leech HP effect. Such as the following for examples.

                e.g. Example 1
                Demon's Grasp Lvl. 1/5: Stuns target during channeling lasting 4 seconds. Deals 40% magic attack every 2 seconds.
                Demon's Grasp Lvl. 2/5: Stuns target during channeling lasting 5 seconds. Deals 43% magic attack every 2 seconds.
                Demon's Grasp Lvl. 3/5: Stuns target during channeling lasting 6 seconds. Deals 45% magic attack every 2 seconds
                Demon's Grasp Lvl. 4/5: Stuns target during channeling lasting 7 seconds. Deals 47% magic attack every 2 seconds
                Demon's Grasp Lvl. 5/5: Stuns target during channeling lasting 8 seconds. Deals 49% magic attack every 2 seconds.

                Similar to curses however over 2 seconds instead of 3.

                or

                e.g. Example 2
                Demon's Grasp Lvl. 1/5: Stuns target during channeling lasting 4 seconds. Leeches 4.0% of current HP and restores it to caster every 2 seconds.
                Demon's Grasp Lvl. 2/5: Stuns target during channeling lasting 5 seconds. Leeches 4.2% of current HP and restores it to caster every 2 seconds.
                Demon's Grasp Lvl. 3/5: Stuns target during channeling lasting 6 seconds. Leeches 4.4% of current HP and restores it to caster every 2 seconds.
                Demon's Grasp Lvl. 4/5: Stuns target during channeling lasting 7 seconds. Leeches 4.6% of current HP and restores it to caster every 2 seconds.
                Demon's Grasp Lvl. 5/5: Stuns target during channeling lasting 8 seconds. Leeches 5.0% of current HP and restores it to caster every 2 seconds.

                Now the second does sound a bit overpowered so maybe a slight tweak and lower it since leeching 5.0% HP every 2 seconds over 8 seconds does sound a bit much. Since the overall effect would leech 20.0% HP over its full course for the maxed kill. So instead perhaps 4% being the maxed. Making the skill look like this instead.

                Demon's Grasp Lvl. 1/5: Stuns target during channeling lasting 4 seconds. Leeches 3.0% of current HP and restores it to caster every 2 seconds.
                Demon's Grasp Lvl. 2/5: Stuns target during channeling lasting 5 seconds. Leeches 3.2% of current HP and restores it to caster every 2 seconds.
                Demon's Grasp Lvl. 3/5: Stuns target during channeling lasting 6 seconds. Leeches 3.4% of current HP and restores it to caster every 2 seconds.
                Demon's Grasp Lvl. 4/5: Stuns target during channeling lasting 7 seconds. Leeches 3.6% of current HP and restores it to caster every 2 seconds.
                Demon's Grasp Lvl. 5/5: Stuns target during channeling lasting 8 seconds. Leeches 4.0% of current HP and restores it to caster every 2 seconds.

                ///
                Alright now looking at another aspect of the skill that needs a major fix is the cooldown. Right now the is one the main concerning factors other the usability of the skill is how ridiculous the cool down is compared to other classes. While our class has a 3 minute cool down before we can reuse the skill other classes have their cool downs limited to under 30 seconds.

                Such as the following;
                Knight; Shield Breaker 25 seconds cooldown.
                Mage; Meteor Strike 24 seconds cooldown.
                Rogue; Shadow Rush 8 seconds cooldown

                We want a slight tweak in order to make it more balance and so that Blood Priests actually have a decent set of skills instead of getting the lower end of the stick. Giving a 30 second cool down instead would be highly appreciated and would fit nicely with the other suggestions providing DoT or Leech bonus.

                QR: #BM07
                7. Sacrifice (Req Level 80)
                Cast Time: 0 Second
                Duration: 1 Second
                Cooldown: 30 Seconds
                Radius: 350
                Sacrifice Lvl. 1/5: Bonus Attack 2858, Restores 60% damage as HP.
                Sacrifice Lvl. 2/5: Bonus Attack 2997, Restores 70% damage as HP.
                Sacrifice Lvl. 3/5: Bonus Attack 3136, Restores 80% damage as HP.
                Sacrifice Lvl. 4/5: Bonus Attack 3275, Restores 90% damage as HP.
                Sacrifice Lvl. 5/5: Bonus Attack 3275, Restores 100% damage as HP.

                QR: #BM08
                8. Death Cometh (Awakening I) (Req Level 15, 30, 45, 60, 75, 90, 105 & 120)
                Cast Time: 0 Second
                Duration: 0.5 Seconds
                Cooldown: 30 Seconds
                Radius: 80
                Death Cometh Lvl. 1/8: Increases Magic Attack by 3%, Increases Max HP by 3%, Vampire Leech Coefficient 8%.
                Death Cometh Lvl. 2/8: Increases Magic Attack by 6%, Increases Max HP by 6%, Vampire Leech Coefficient 16%.
                Death Cometh Lvl. 3/8: Increases Magic Attack by 9%, Increases Max HP by 9%, Vampire Leech Coefficient 24%.
                Death Cometh Lvl. 4/8: Increases Magic Attack by 12%, Increases Max HP by 12%, Vampire Leech Coefficient 32%.
                Death Cometh Lvl. 5/8: Increases Magic Attack by 15%, Increases Max HP by 15%, Vampire Leech Coefficient 40%.
                Death Cometh Lvl. 6/8: Increases Magic Attack by 18%, Increases Max HP by 18%, Vampire Leech Coefficient 48%.
                Death Cometh Lvl. 7/8: Increases Magic Attack by 21%, Increases Max HP by 21%, Vampire Leech Coefficient 56%.
                Death Cometh Lvl. 8/8: ???????????????????????????????????????

                Suggested Improvement/s;

                QR: #BM09
                9. Bloody Acres (Awakening II) (Req Level 20, 40, 60, 80, 100 & 120)
                Cast Time: 0
                Duration: 0.5 Seconds
                Cooldown: 30 Seconds
                Radius: 80
                Bloody Acres Lvl. 1/6: Detains multiple targets lasts for 8 seconds.
                Bloody Acres Lvl. 2/6: Detains multiple targets lasts for 9 seconds.
                Bloody Acres Lvl. 3/6: Detains multiple targets lasts for 10 seconds.
                Bloody Acres Lvl. 4/6: Detains multiple targets lasts for 11 seconds.
                Bloody Acres Lvl. 5/6: Detains multiple targets lasts for 12 seconds.
                Bloody Acres Lvl. 6/6: Detains multiple targets lasts for 13 seconds.

                Suggested Improvement/s;
                • Does percentage based and value based DoT (damage over time) like Curse of Weakness, Curse of Decay and Phlegmatic Curse. HP leech effect
                • Remove Immunity given to enemy player when Bloody Acres is cast on them. Allowing the Priest to attack.

                Makes player trapped inside target depending of whether or not they can move fast enough
                Causes mobs to despawn
                Target unreachable until timer runs out
                Last edited by Virtue_Sigil; 10-11-2012, 03:06 AM.
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                Moderators Be Thou for the People.
                -Kind Regards V
                -What's left in the end...is not always what you wish for!

                Comment


                • #9
                  ////////////////
                  ////////////////
                  ////////////////
                  QR: #BR00
                  ////////////////C. Right Branch////////////////
                  QR: #BR01
                  1. Curse Mastery (Req Level 10)
                  Passive Skill
                  Curse Mastery Lvl. 1/5: Max HP increased by 2%
                  Curse Mastery Lvl. 2/5: Max HP increased by 4%
                  Curse Mastery Lvl. 3/5: Max HP increased by 6%
                  Curse Mastery Lvl. 4/5: Max HP increased by 8%
                  Curse Mastery Lvl. 5/5: Max HP increased by 10%

                  Suggested Improvement/s;
                  •Refer to Bloodguard #BM04

                  QR: #BR02
                  2. Curse of Weakness (Req Level 20)
                  Cast Time: 0 Seconds
                  Duration: 0.5 Seconds
                  Cooldown: 10 Seconds
                  Radius: 350
                  Curse of Weakness Lvl. 1/5: Deals 30% magic attack + 36 every 3 seconds, Attack Reduced by 5%, Lasts for 15 seconds.
                  Curse of Weakness Lvl. 2/5: Deals 31% magic attack + 42 every 3 seconds, Attack Reduced by 10%, Lasts for 15 seconds.
                  Curse of Weakness Lvl. 3/5: Deals 33% magic attack + 47 every 3 seconds, Attack Reduced by 15%, Lasts for 15 seconds.
                  Curse of Weakness Lvl. 4/5: Deals 34% magic attack + 53 every 3 seconds, Attack Reduced by 20%, Lasts for 15 seconds.
                  Curse of Weakness Lvl. 5/5: Deals 35% magic attack + 59 every 3 seconds, Attack Reduced by 25%, Lasts for 15 seconds.


                  QR: #BR03
                  3. Ring of Decay (Req Level 40)
                  Cast Time: 0 Seconds
                  Duration: 0.5 Seconds
                  Cooldown: 10 Seconds
                  Radius: 350
                  Ring of Decay Lvl. 1/5: Deals 30% magic attack + 91 every 3 seconds, Defense Reduced by 5%, Lasts for 15 seconds.
                  Ring of Decay Lvl. 2/5: Deals 31% magic attack + 98 every 3 seconds, Defense Reduced by 11%, Lasts for 15 seconds.
                  Ring of Decay Lvl. 3/5: Deals 33% magic attack + 106 every 3 seconds, Defense Reduced by 18%, Lasts for 15 seconds.
                  Ring of Decay Lvl. 4/5: Deals 34% magic attack + 114 every 3 seconds, Defense Reduced by 26%, Lasts for 15 seconds.
                  Ring of Decay Lvl. 5/5: Deals 35% magic attack + 122 every 3 seconds, Defense Reduced by 35%, Lasts for 15 seconds.

                  QR: #BR04
                  4. Phlegmatic Curse (Req Level 60)
                  Cast Time: 0 Seconds
                  Duration: 0.5 Seconds
                  Cooldown: 10 Seconds
                  Radius: 350
                  Phlegmatic Curse Lvl. 1/5: Deals 30% magic attack + 173 every 3 seconds, Movement Reduced by 40%, Lasts for 15 seconds.
                  Phlegmatic Curse Lvl. 2/5: Deals 31% magic attack + 183 every 3 seconds, Movement Reduced by 45%, Lasts for 15 seconds.
                  Phlegmatic Curse Lvl. 3/5: Deals 33% magic attack + 193 every 3 seconds, Movement Reduced by 50%, Lasts for 15 seconds.
                  Phlegmatic Curse Lvl. 4/5: Deals 34% magic attack + 203 every 3 seconds, Movement Reduced by 55%, Lasts for 15 seconds.
                  Phlegmatic Curse Lvl. 5/5: Deals 35% magic attack + 213 every 3 seconds, Movement Reduced by 60%, Lasts for 15 seconds.
                  Last edited by Virtue_Sigil; 10-11-2012, 03:07 AM.
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                  Something wrong or suspicious when talking to a Game Master/Moderator? Check here for the current .

                  If you want a guide or a reference (stats) just pm me and I will be happy to make on for you.
                  Taking a bit of a break as well, kinda sick at the moment.

                  Moderators Be Thou for the People.
                  -Kind Regards V
                  -What's left in the end...is not always what you wish for!

                  Comment


                  • #10
                    QR: #Q000
                    ////////// Other //////////

                    ////////////////
                    ////////////////
                    ////////////////
                    Below these are just suggestions that players have given me and im reviewing whether they should be added or not. As majority make the game unbalanced and will probably be cut from the final review.
                    • Avernal Realm. Buffs such as Guardian Protection, Circle of Power and Heavenly Protection should be removed upon entering Avernal. Inside Avernal Realm buffs should be exclusive to caster only.
                    • HoT and DoT should be percentage based.
                    • Another Set of Celestial Frageron Weapon, Slayers Ring and Slayers Staff should be made for Blood Priests with Attack Speed bonus instead of Casting Speed bonus. Also with the Slayer Staff Magic Attack and Endurance bonus instead of Healing bonus.
                    • Instead of Adding another set of Celestial Frageron Weapon and pieces of Slayer add Endurance bonus and Attack Speed bonus on current equipment.
                    • Allow Healing Skills to do "Crits". Healing isn't fixed to one value e.g. Heal of 1000 but every 2-3 casts the Heal boosts up to 1,200 and etc.
                    • Priest Off-Hand gives Intelligence Bonus, Defense Bonus or Magic Bonus.
                    • Curse deals damage every 2 seconds over 3 seconds
                    • Death Cometh immunity to silence
                    • Curses to do Crits
                    • Curses trigger frost
                    • Goddess Embrace shorter cooldown
                    •
                    Last edited by Virtue_Sigil; 10-11-2012, 02:59 AM.
                    Helpful Links




                    Something wrong or suspicious when talking to a Game Master/Moderator? Check here for the current .

                    If you want a guide or a reference (stats) just pm me and I will be happy to make on for you.
                    Taking a bit of a break as well, kinda sick at the moment.

                    Moderators Be Thou for the People.
                    -Kind Regards V
                    -What's left in the end...is not always what you wish for!

                    Comment


                    • #11
                      QR: #Q001
                      ////////// Sources //////////

                      ////////////////
                      ////////////////
                      ////////////////

                      Player forum Private Messages.
                      http://forum.r2games.com/showthread....-should-change As of 10-05-2012
                      http://forum.r2games.com/showthread....l-Death-Cometh
                      http://forum.r2games.com/showthread....kill-no-effect
                      http://forum.r2games.com/showthread....m-Priest-Buffs
                      http://forum.r2games.com/showthread....n-Crystal-Saga
                      http://forum.r2games.com/showthread....st-skill-Grace
                      http://forum.r2games.com/showthread....l=1#post209943
                      http://forum.r2games.com/showthread....l=1#post210076
                      http://forum.r2games.com/showthread....l=1#post226921
                      http://forum.r2games.com/showthread....l=1#post228989
                      http://forum.r2games.com/showthread....l=1#post228998
                      http://forum.r2games.com/showthread....l=1#post231084
                      http://forum.r2games.com/showthread....l=1#post194902
                      http://forum.r2games.com/showthread....l=1#post195473
                      http://forum.r2games.com/showthread....l=1#post201111
                      http://forum.r2games.com/showthread....l=1#post193122

                      The rest based on personal experience.
                      Last edited by Virtue_Sigil; 10-11-2012, 03:01 AM.
                      Helpful Links




                      Something wrong or suspicious when talking to a Game Master/Moderator? Check here for the current .

                      If you want a guide or a reference (stats) just pm me and I will be happy to make on for you.
                      Taking a bit of a break as well, kinda sick at the moment.

                      Moderators Be Thou for the People.
                      -Kind Regards V
                      -What's left in the end...is not always what you wish for!

                      Comment


                      • #12
                        well that is so true....score for that
                        Server: Netheran Realm

                        Class:Rogue

                        IGN:AliciaMEOW

                        I love pie ^^

                        Comment


                        • #13
                          Agree with everything that has been posted.
                          Server: (S39) Erie Marsh
                          Character: Jessie
                          Class: Priest
                          Level: 106+
                          Plane Eidolon
                          Guild DarkCrusade


                          “I'm selfish, impatient and a little insecure. I make mistakes, I am out of control and at times hard to handle. But if you can't handle me at my worst, then you sure as hell don't deserve me at my best.”

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                          • #14
                            Pretty much covers all of that "Priest Should Change" forum and makes it all organized. I did try blood priest for a while, but it's much weaker than holy priest which to me didn't make much sense. Hope to see that GM or someone looks at this forum.

                            Comment


                            • #15
                              totally agree with everything here ive seen, tho wheres the right branch for holy didnt see it listed.

                              as for a few other suggestions that could help the blood line i didnt see, you should be able to aim bloody acres like you can with curses. ive been experimenting with this skill here and there and it has a few applications with how its currently set up, the major drawback is u have absolutely no control which target is hit at all unless its 1vs1 and theres no enemies/mobs around u. the biggest potential use for bloody acres is the fact you cant atk over it, so mages cant blink out, knights cant hook, etc. if you could aim it and if it did damage itd be much more effective and useful for things not just in pvp.another possible way to improve bloody acres would be to make it an AoE stun rather then trapping people inside it kind of like an improved version of demons grasp

                              death cometh could maybe give damage immunity instead of converting damage into hp which could make it more practical in pvp, since it only lasts a short time.

                              the middle blood branch needs alot of reworking done with it since at the moment only a few of the skills are actually useful in pvp. for example instead of crit damage reduction tenacity could give a crit damage increase to the blood priest.

                              most the other suggestions with this branch have been covered, like removing the channeling and lowering the cooldown for demons grasp... the bloodfog totem doesnt have too many applications for it but the instant cloak suggestion would be very helpful. perhaps lowering its cooldown.


                              the holy tree i dont have too many quarrels with tho id like to maybe see the revive skill moved to the middle branch since it really only has 1 main use for it which is ladder, and blood priests that take the tenacity branch already lose enough with the buffs. maybe making sacred space grant all in range damage immunity at timed intervals, since priests are supposed to be the masters of the support role.


                              ive reskilled over a dozen times experimenting with different skill set ups and so far ive really only found one thats been very good. which is 1 down the left and middle branches in holy with lvl5 buffs, revive, angels blessing. with holy scion/eido awakening skills. and lvl1 left branch and lvl5 right branch on the blood tree. but im always experimenting and hoping against hope they'll fix the blood priest skills to be more beneficial in pvp.

                              P.S. sorry for the long post

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