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beaker1337

Please discuss and/or explain....

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Zero

I only can follow what I see is right, though I can admit I come across as the devils-advocate here reading it myself.

 

Imo, prs has been screwed up [thus we don't want it much worse].

 

The only point we really seem to disagree on is whether or not the other classes can be successful without it, which I do not believe they can be (without mechs). I have never really seen a party do well that did not have a mech or a prs VLing, a mech is almost always involved in the absence of a prs when a party can be "sufficient" in my experience.

 

Regardless, everyone is going to feel the impact in one way or another, this is not like the AS or MS problems where no matter how terrible they are, no one else suffers. This is why I believe we might have a little more lobbying power than expected [expected being prs only]. Certainly those with non-donated or lesser gear depend on VL for their training.

 

Now I suppose that is enough for me on just discussing the problem, we should discuss solutions:

 

1) Muspell is evasion and many people might want to try that route, but we have seen with AS that it does practically nothing if the class is weak in other defensive areas. This should not be seen as a solution, only an absorption boost or damage reduction solution should be accepted as a way to fix prs tanking to where it needs to be, because it should be 2nd only to tankmech [this is essential for balance of the class]. Percentages are not guarantees, so not even block would do, because it won't help that when you are hit, you lose all your hp. Unlike AS, we do not need any boost just to make us "good enough", we need to be 2nd as I said. We are a defensive minded magic support class, it doesn't make sense without you know...the defense.

 

2) Going off of point 1, muspell is our main defensive booster and only real unique buff we use besides holy reflection [as VL can be cast on others it is not unique to prs as we well know]. That being said, muspell edits are essential to the success of prs. Currently, it has attack power, undead absorb and evasion. I say a 15% damage reduction should be added [1/2 of VL].

 

I'm thinking it might be best if we keep going like this to just create a suggestion topic for the staff specifically for prs related issues. They don't have to apply everything on whats there or immediately, but it would give them an idea of what prs want and to be able to put things on the list for future patches.

 

 

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beaker1337

One option would be too add it to Muspell,however with everything is does already wouldn't that make one skill way too OP.  And we then have to worry about when muspell wears off :( that could be a catastrophe) one of the nice things about vl and muspell is you cold stagger them.

I propose, it be added to Meditation. Right now it only gives a regen boost (passive) why not add in the -15% damage reduction or an abs boost here. It could even start at -5%( damage reduction) or +7abs at lvl 1 and graduate it to -15% or +70abs at lvl 10. it would also be passive, so no recast. This in effect should Move PRS tanking to Number 2.

The numbers are a best guess with no math involved... feel free to make suggestions on more accurate numbers

 

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Crius

A damage reduction and an abs boost can't really be compared, so I'm not sure how you came up with 15%/70. The former is a modifier that helps more the more damage the enemy does, the other is a static bonus that helps less the more damage the enemy does.

 

-

 

On a completely different note; perhaps this is just me, but I actually like the idea of the priestess being a support class. The problem is not turning them into slaves that are just there to be taken advantage of by others while you're at it. Apart from VL and regeneration field, they really don't have any support skills though. Well, there's the healing, but it's useless right now. VL is about to be changed, so that's practically out as well. Regeneration field is a bit weak as a support skill, and of course, it's somewhat suicidal to use. The tier 5 attack boost would be another, but I imagine most will spend their limited tier 5 skill points on the offense skills instead as it's more useful.

 

Ideally, I'd like something like distortion for the priestess, but with an added damage (slow HP drain maybe?), potentially as a replacement for extinction which I'm not all that fond of. You'd get better AoE and defense for yourself (by weakening the enemies), and your party would benefit from the same effects. I'd also like regeneration field to be strengthen, but primarily by adding some type of defensive bonus. Just making the priestess resistant to damage is open to abuse (priestess could do all the tanking under a regeneration field), so a better idea would probably be to make monsters switch target if one is available. I'm not sure what to do about healing, but it might be redundant if regeneration field becomes viable. Then again, you could probably increase the healing power by a factor of 10 and it wouldn't do much other than letting the priestess heal their crystal monsters faster.

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beaker1337

A damage reduction and an abs boost can't really be compared, so I'm not sure how you came up with 15%/70. The former is a modifier that helps more the more damage the enemy does, the other is a static bonus that helps less the more damage the enemy does.

 

-

 

On a completely different note; perhaps this is just me, but I actually like the idea of the priestess being a support class. The problem is not turning them into slaves that are just there to be taken advantage of by others while you're at it. Apart from VL and regeneration field, they really don't have any support skills though. Well, there's the healing, but it's useless right now. VL is about to be changed, so that's practically out as well. Regeneration field is a bit weak as a support skill, and of course, it's somewhat suicidal to use. The tier 5 attack boost would be another, but I imagine most will spend their limited tier 5 skill points on the offense skills instead as it's more useful.

 

Ideally, I'd like something like distortion for the priestess, but with an added damage (slow HP drain maybe?), potentially as a replacement for extinction which I'm not all that fond of. You'd get better AoE and defense for yourself (by weakening the enemies), and your party would benefit from the same effects. I'd also like regeneration field to be strengthen, but primarily by adding some type of defensive bonus. Just making the priestess resistant to damage is open to abuse (priestess could do all the tanking under a regeneration field), so a better idea would probably be to make monsters switch target if one is available. I'm not sure what to do about healing, but it might be redundant if regeneration field becomes viable. Then again, you could probably increase the healing power by a factor of 10 and it wouldn't do much other than letting the priestess heal their crystal monsters faster.

@crius

- I did say the numbers i used were not based off any math. They were suggestions for alternatives. Both are very much used for tanking purposes. ABS = is a 1hp reduction in damage, which is primarily used when tanking multiple enemies. It is useful because abs can be use for an infinite numbers of mobs. A damage reduction servers the same purpose just from a different avenue. The only difference really between the 2 is the fact I made one static and one a percentage ( for difference).

-As a support class we have VL, which is about to change. So now the main reason we are a support class is we need to rely on other classes for damge??? T5 might fix, I know.. but as of now the only true support skill we have is Devine Force(t5) and ressurect(which is a little pointless with rebirth scrolls). As you said regen field is a little suicidal to use except in certain circumstances. Imo, it would actually be a little bit more usefull as a support skill if meditaion had the damage reduction added as opposed to muspell. Then maybe PRS in a party could use Devine force + muspell + holy reflection + (new)vl + regen field = support. Also, (new)VL cast on other players would be worth slightly more, with regen field going. Add that with extinction, and cl(for now untill Ice meteorite and lightning storm). And you would have  true support char. Never does enough damage to be OP but damn hard to kill and helps others stay alive.

-The idea of going invisible to mobs while using regen field is awesome, and i like it. the only draw back I can think of is luring mobs to areas then regen field (could be used for evil).

-And as for healing, the delay between cast and effect makes potting a better solution, it also makes it a little hard to do unless you just spam the hell out of  it  whether they need it or not. and then you have to be able to tank properly, or your going to die in the middle of a skill animation :(

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DarkLink64

Now it's a specific thread about it, i'll repost my opinion, wich i'd already post on Zero's thread

 

So, where a Priest can be worth for smting besides 120~125?

 

L1?

Do you play prs? Seems you don't

Mr. Hate strikes back

 

I do indeed play with a PRS, but, the _MAIN_ utility of a priest in a party was her VL BEFORE ad maps

 

Priest have bad AoE, limited to 15 mobs (just like fighters), and, to do damage, they need to build up INT over VIT

 

less VIT = no tank

less INT = no atk pow

 

my point is very simple, people will see no reason to ask for priest or allow them on their parties in non ad1~ad2 maps.

 

If you Mr.Hater forgot, Extinction only works on Undead, and, you whine so much about undeads in AD maps. So, what will happen with Priests if AD monsters changes, like you want?

 

 

My point is:

 

keep exp monsters atk pow as it is, and keep the hidden formula _ONLY_ at PvE (See? PvE. I agree with VL being fixed on PvP)

 

It isn't a matter of time to change power build or whatever, priest is a class focused on support, and their main support "VL" got nerfed

 

30% of HP doesnt tank 1/3 of 30% abs increase or even 30% final damage reduction

 

 

Even with Priest/Mage new ABS/HP formula with Vitality/INT, this doesn't mean that a Priest will be able to kill into non-undead maps and to be what she was designed to be: a supporter

 

 

I know, 30% of HP increase casted on other players helps, but, not much at all

 

 

Lets wait and see... so keep your mout shout, Mr.Hater

 

 

 

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beaker1337

Now it's a specific thread about it, i'll repost my opinion, wich i'd already post on Zero's thread

 

So, where a Priest can be worth for smting besides 120~125?

 

L1?

Do you play prs? Seems you don't

Mr. Hate strikes back

 

I do indeed play with a PRS, but, the _MAIN_ utility of a priest in a party was her VL BEFORE ad maps

 

Priest have bad AoE, limited to 15 mobs (just like fighters), and, to do damage, they need to build up INT over VIT

 

less VIT = no tank

less INT = no atk pow

 

my point is very simple, people will see no reason to ask for priest or allow them on their parties in non ad1~ad2 maps.

 

If you Mr.Hater forgot, Extinction only works on Undead, and, you whine so much about undeads in AD maps. So, what will happen with Priests if AD monsters changes, like you want?

 

 

My point is:

 

keep exp monsters atk pow as it is, and keep the hidden formula _ONLY_ at PvE (See? PvE. I agree with VL being fixed on PvP)

 

It isn't a matter of time to change power build or whatever, priest is a class focused on support, and their main support "VL" got nerfed

 

30% of HP doesnt tank 1/3 of 30% abs increase or even 30% final damage reduction

 

 

Even with Priest/Mage new ABS/HP formula with Vitality/INT, this doesn't mean that a Priest will be able to kill into non-undead maps and to be what she was designed to be: a supporter

 

 

I know, 30% of HP increase casted on other players helps, but, not much at all

 

 

Lets wait and see... so keep your mout shout, Mr.Hater

Did you read any of what was discussed above? Gogg hasn't even posted here... ?

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Rehv

Came here again to ask: PLEASE don't change PRS now and say "later it'll be fixed". We've seen that before, it takes a long time before it's finally fixed :S

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DarkLink64

It wasn't a response for Gogg, it's my opinion about changes, like VL fix

 

I agree with ABS PvP formula to be *1.0 instead of *0.3 and VL hidden formula to be fix, but i desagree about vl hidden formula to be fixed at PvE

 

 

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beaker1337

It wasn't a response for Gogg, it's my opinion about changes, like VL fix

 

I agree with ABS PvP formula to be *1.0 instead of *0.3 and VL hidden formula to be fix, but i desagree about vl hidden formula to be fixed at PvE

That sounds a little unfair... The *1.0 is designed to compensate everyone for the removal of a PRS skill. And to keep everything the way it is everywhere else.

So why even change anything???? oh wait then no one has to log a mule PRS to cast VL they always have it, sorry I don't know what i was thinking. [/sarcasm]

The change will happen, the "when" is what we are concerned about, and what will happen next. Please read the whole thing, if you are concerned about it you may actually find it interesting. Or maybe not.

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rodeo1

What i dont understand is why nerf VL if they are just going to change things to compensate for the nerf. Roomers say they might reduce the att power of the mobs and give abs boost to PRS abs. If all this is done then why change anything at all. The compensation will give the effect of the missing hidden part of VL. Then things will not really change for anyone except that the mobs will be easier to kill and ppl will exp faster and that partys wont need the PRS as much and make them less needed in the partys. Therefore the only thing that will come of this is the PRS gets hurt while everyone else still gets the same protection without needing the PRS.

 

So I dont see a need for this change. Leave VL it like it is.  ;D

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DarkLink64

Complain with 3R, not me

 

Honestly, i think the VL nerf on PvP was a MUST HAVE. And plus, the new ABS Formula is to prevent 1 shoting pvp, wich is ridiculous and annoying

 

So i Agree with VL nerf on PvP and ABS increase, but at PvE, i think VL should work as it work now

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Zero

Speaking of prs as a support class, this was a suggestion I made to help them better become "medics on the field" for PvP. With the new abs formula, healing in PvP might actually be of some use. Curious as to what others think on the issue.

 

Suggestion to change prs: - Sorry, this will be very long >.>

 

-I know I've mentioned this before, but I think its coming to an appropriate time to consider it: A change to holy reflection [+50% damage reflection with +35% bonus for undead]. There is a lot of reasoning I have for wanting to try this. Effect would have to be disabled for bosses ofc.

 

-With the VL fix, we won't have almost any purpose in PvP anymore, as people only used us for VL there anyway. Without VL as well, we will undoubtedly be very vulnerable in PvP, but I don't have any idea of what kind of tank fix that might come. A change in holy reflection would make us unique in PvP in the idea that we can be much more effective with support. Its one of the most basic moves you make in any game, if the opponent has a medic healing them, you run around them and kill the often defenseless medic. If our job in PvP [since we need to be 8th in 1 v 1] is going to be healing type stuff, we need a way to protect ourselves while healing [or simply giving people a reason not to attack the medics]. With reflecting damage, we wouldn't be hitting people hard, but have their own power work against them [like PS charging strike] to help protect us from them. Seeing as how I said make it 50% for general use, it shouldn't make anyone one shot themselves, especially with abs enhancement now in play. This would however, allow with 1 person backing us up, allow us to protect ourselves if people try to kill us in BC. This way people can protect medics on the field, who in turn, help them.

 

-I never got why holy reflection was undead only, and prs/ks seem to have been heavy penalized since the beginning of this game for this "undead concept". FS is a known demon killer [or was at least, maybe AS is the new one :P], yet it has no specific demon only skill. All other classes work off the principle that a specialty skill has some kind of generic effect [such as +120% damage], and then a specific bonus on top of it [such as +50% damage to demons] -this is an example of Ata's twist javelin. This ensures I'm not wasting my skill points, I'm not totally screwed the second something isn't a demon. Adding more frustration, these type of skills have absolute zero PvP use. I'm not much of a PvPer, but as mentioned above, it would make a perfect defensive buff that I think we'll need. Look at even our other skills, holy bolt. It has a generic damage formula, then +100% damage boost against undead. I'm still an undead specialist if most of my skills have undead bonuses, it doesn't have to be an undead specific skill.

 

-This boost would also help give you reason to nerf extinction, since it improves prs in every part of the game. We need to nerf it heavily to begin with, and this is just the kind of boost to provide the justification for it [finally making us less strong to undead and better overall].

 

-This also creates a gigantic issue, to make up for their very limited functionality, they must be overly compensated in effect, making them ridiculously strong to what they do work for. This merits complaints about ks/prs because there are well...still undeads in the game :P. I've said this before though, that I think it is fair to nobody. It gives prs/ks skills which are totally unusable in some areas, which is part of the reason prs becomes an absolute atrocity in terms of ability the second they fight a non-undead. Then on the other side, they become absolute gods among undead maps. This isn't fair to anyone, we're light years ahead of others in some areas, then light years behind in others. This too weak or too strong mentality creates horrible adjustments in how the class plays, I feel good one minute and lousy another.

 

-The premise of a true DoT skill is promising. When we just boost generic attack or defense skills, everything starts working the same as if there was only class. They need different ways of achieving it to make the user feel like there are certain reasons to play this one class over any other. DoT can be one such way, it is a different way to achieve the same thing, but provides a much different feel. It was once suggested to add such an effect to pikeman with venom spear, the problem is attack style DoTs won't really work well here or rather are hard to do so The trade off for using a DoT skill like venom spear, must prove better than the alternative [tornado]. With skills working so fast, you lose a lot of casts or damage for taking the time to cast a DoT. This means it is often faster to kill things straight spamming one skill then to stop for a DoT. In buff form as well, I would not have to trade off attacking for my DoT, it would do its job on my own and just supplicate the weak 1 v 1 or AoE of prs [current, T5 can be adjusted for future use]

 

-With a DoT, this means healing becomes much more beneficial. One of the biggest issues of healing is we cannot do anything else while healing. This means our damage output drops to 0, and we're left defenseless in many situations. With a DoT buff over an attack skill, we may finally be able to use things like regen field while still providing enough additional damage to justify the loss over our attack skills for the benefit. It would work perfect to aid healing, since we can't attack anyway, it would attack for us. Regen field is a perfect example, holy reflection + regen field may be a combination we could use for something like SoD or BC to achieve true support [since regen field is extremely risky to use and has long cancel/activate times].

 

I think the change could be very interesting and promising, though it could be risky to try. It would be the first true practical DoT skill the game would have, and a perfect buff for a defensive minded support class. I think it could make prs give a unique feel to playing it. Apologies again for the extremely long justification of it.

 

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Rkokie

Wow lotsa text, sorry but i skipped it after the first post.

 

It's just that i'd like to know why ppl are bitchin about tank ability's, my 105 prs can tank 11 even some 12x chars.. Whats up?

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Zero

Wow lotsa text, sorry but i skipped it after the first post.

 

It's just that i'd like to know why ppl are bitchin about tank ability's, my 105 prs can tank 11 even some 12x chars.. Whats up?

 

Apparently you didn't even read the first post, clearly stated there:

 

"The main thing that concerns me is to fix the lack of tanking in Priestess compared to other classes, they have decided to get rid of the "hidden abs in vl" so VL will only be worth 30% hp boost."

 

VL is the reason prs tanks well. Without it, its about as paper as AS.Don't mention HP build, b/c melee don't use them and you can't compare someone who has 200-300+ stats in HP stat to someone who has base HP.

 

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Rkokie

"IF" vl gets changed "THEN" it's a concern, but now it's no problem

 

And the stats? It's a choice, kill or tank. OR go hybrid.

 

If priestesses die quick? get a shield and put 150 health stats

U'll be hard to kill.

 

Now I have like 300 hp stats on my prs tho i could also tank when around 150,

 

300 hp stats just prevents 12x pikes from ohkoing me.

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Zero

"IF" vl gets changed "THEN" it's a concern, but now it's no problem

 

And the stats? It's a choice, kill or tank. OR go hybrid.

 

If priestesses die quick? get a shield and put 150 health stats

 

Try telling that to the melee? Its like a conspiracy theory of some sort to them should they EVER have to use a non-base HP build. Mage/prs are expected to pump 100+, when melee are put in situations that force them to do the same, I'll stop complaining.

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beaker1337

@Zero

-I'm i favor of a balance, one where everyone has definite strengths and weaknesses. Im ok with being a support char, however mainly destroying any chance of actually killing anything, just to suit one persons play style, is crazy.

I am a 116 PRS, so at most there is only really one type of mob on any given lvl I have any chance of killing, in what most would consider a timely manner. And that would be, you guessed it the undead. Holy reflection is a good skill, and PRS only.. don't change it. If we have true tank potential then this would have to be factored in also, yet more time before final VL fix/tank fix. In quite a few maps it serves as a good guard to ranged attacks even. who else has that?

as for extinction, its also a good skill it provides a way for PRS to help any party in a non support way, my CL looks pretty and thats about it. So, everyone says extinction is too strong, It has a delay so i cant spam it constantly. And well to be honest, we are about to have one crazy nerf to VL that is gonna take awhile to get used to and or fix. Why propose another nerf, on top of that???? they might as well just say screw it delete prs from the game entirely. they are only used for VL and we can edit the game to compensate. :( I'm actually a little irritated by this now :(

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Rkokie

Any magic char needs health -_-, mage dies just as fast without health as priestess does.

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beaker1337

"IF" vl gets changed "THEN" it's a concern, but now it's no problem

 

And the stats? It's a choice, kill or tank. OR go hybrid.

 

If priestesses die quick? get a shield and put 150 health stats

U'll be hard to kill.

 

Now I have like 300 hp stats on my prs tho i could also tank when around 150,

 

300 hp stats just prevents 12x pikes from ohkoing me.

 

Heres the deal.... mostly we've already written off PvE with the change in its formula to compensate this is a non issue. everyone will get the boost

they changed it from abs*0.3 to abs*1.

so your abs in bc is now like 233% higher than it was.

Now we have been talking mostly PvE. Because that so far has been where the issue will be.

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beaker1337

Any magic char needs health -_-, mage dies just as fast without health as priestess does.

And mage has ES.

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Zero

@Zero

And that would be, you guessed it the undead. Holy reflection is a good skill, and PRS only.. don't change it.

 

Holy reflection is hardly noticeable on undead, because your other skills are so ridiculously OP towards it. When I can chop off over half a monsters life with a single skill [even et3 ones], do I really care about holy reflection taking away the smallest tick off their HP? You can't use it in PvP because it is also specifically undead, nor towards any other non-undead monster. For a buff, that is near useless for what it does vs the alternative [extinction]. Extinction + muspell are plenty enough, combined with the fact divine force also gives an undead bonus. Do note I still said to add a +35% bonus for undead, making it 85% towards undead. You're acting like I said disable it for undead.

 

I've mentioned other numerous reasons this would be an obvious benefit that improves the class overall. It would help better protect us in PvP when people can have their own insane attack power work against them. This would allow us to do other things besides VL, as with a tank boost and the formula change, we could be proper field medics [hr protects us and we tank well, allowing us to heal]. The biggest problem with healing was always you could accomplish no other thing with it, since you can't pot/use skills while using a healing skill, HR would improve that situation if changed.

 

As a fellow prs, I cannot imagine why you would be against such a change, if you read the whole wall of text up there, you will see its a very nice improvement on the class overall. A nerf on extinction will come at some point, you have several of us within the class who can recognize its OP, its pretty bad when that happens. A nerf on super OP is still OP mind you. Your 116, which is part of why you can't see how strong the skill is. Because the skill is a percentage, it works on any monster no matter how weak or how strong, which means prs in the highest hunting maps are downing undeads in a few seconds, it still chops off over half their hp with a single click. Even if it was 25%, it would make no difference in being an OP skill.

 

@Rkkokie:

Any magic char needs health? I agree, I believe I clearly stated that. I'm asking you why melee don't need it. When we want better defenses to be more equal with melee, its some kind of crime. Then when melee can't tank in PvP with base HP stat builds, suddenly we have to change the whole PvP formula so they can [i believe the change is truly for the good but the reason for it was not]. Going by your logic I should just tell them to shut up and go pump 200 stats in health, is that not the exact same reasoning you used for prs/mgs? It would be a double standard for you not to tell the melee they need to do the same in PvP instead of this formula fix.

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beaker1337

@Zero

And that would be, you guessed it the undead. Holy reflection is a good skill, and PRS only.. don't change it.

 

Holy reflection is hardly noticeable on undead, because your other skills are so ridiculously OP towards it. When I can chop off over half a monsters life with a single skill [even et3 ones], do I really care about holy reflection taking away the smallest tick off their HP? You can't use it in PvP because it is also specifically undead, nor towards any other non-undead monster. For a buff, that is near useless for what it does vs the alternative [extinction]. Extinction + muspell are plenty enough, combined with the fact divine force also gives an undead bonus. Do note I still said to add a +35% bonus for undead, making it 85% towards undead. You're acting like I said disable it for undead.

 

I've mentioned other numerous reasons this would be an obvious benefit that improves the class overall. It would help better protect us in PvP when people can have their own insane attack power work against them. This would allow us to do other things besides VL, as with a tank boost and the formula change, we could be proper field medics [hr protects us and we tank well, allowing us to heal]. The biggest problem with healing was always you could accomplish no other thing with it, since you can't pot/use skills while using a healing skill, HR would improve that situation if changed.

 

As a fellow prs, I cannot imagine why you would be against such a change, if you read the whole wall of text up there, you will see its a very nice improvement on the class overall. A nerf on extinction will come at some point, you have several of us within the class who can recognize its OP, its pretty bad when that happens. A nerf on super OP is still OP mind you. Your 116, which is part of why you can't see how strong the skill is. Because the skill is a percentage, it works on any monster no matter how weak or how strong, which means prs in the highest hunting maps are downing undeads in a few seconds, it still chops off over half their hp with a single click. Even if it was 25%, it would make no difference in being an OP skill.

 

@Rkkokie:

Any magic char needs health? I agree, I believe I clearly stated that. I'm asking you why melee don't need it. When we want better defenses to be more equal with melee, its some kind of crime. Then when melee can't tank in PvP with base HP stat builds, suddenly we have to change the whole PvP formula so they can [i believe the change is truly for the good but the reason for it was not]. Going by your logic I should just tell them to shut up and go pump 200 stats in health, is that not the exact same reasoning you used for prs/mgs? It would be a double standard for you not to tell the melee they need to do the same in PvP instead of this formula fix.

You see this is part of the problem..... In the highest hunting maps... which well I can't get, so its impossible for me to judge. In the lower ranks of the PRS the thing that keeps us earning xp is the fact that we have extinction. I just got to actually start using it at 115. and now you want me to agree that is op. Sorry, i might be able to agree with you later, but im too noob, right now. I spent along time working to get to use a skill that well helps us do something except support, one that actually contributes to the Offensive side of PRS. one that actually makes PRS worth a damn other than the fact evryone wanted VL. I can't agree with you. VL bonus will be gone..... until we know if they are going to add it to another skill or nerf all mobs attack power. I say we should keep extinction as it is, and then quite possibly still keep it the same. As of now, we cant pvp, we cant mass kill, we wont be able to provide any decent def buffs, shit we cant def buff ourselves, so ya lets give up hunting too.

And as for reflection, i really dont care i use it and never worry about it. when an undead dies, hes gone. if it helped cool, if not ill never notice.

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Crius

In PvE, I don't really see holy reflection being useful regardless of what you do, unless you raise the damage reflected to ridiculous values. The priestess still has to take a hit it to work, but unfortunately, monsters are a lot more durable than the priestess is. So they lose 50% more than the priestess, big deal when they have 10 times as much HP to begin with. You'll be dead long before they even start to notice.

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Zero

In PvE, I don't really see holy reflection being useful regardless of what you do, unless you raise the damage reflected to ridiculous values. The priestess still has to take a hit it to work, but unfortunately, monsters are a lot more durable than the priestess is. So they lose 50% more than the priestess, big deal when they have 10 times as much HP to begin with. You'll be dead long before they even start to notice.

 

Its just a small bonus [PvE wise] that helps aid the mass kill/ 1 v 1 a bit, its just a little extra damage on top of your normal attacks. Seeing as we have extinction, and even if its nerfed, I see no reason it should be undead only, because it won't help us jack [we already kill undeads stupid fast, the difference it makes there is basically nothing]. PvP wise, a 50-75% reflection rate could be quite strong against some classes like pike, helping us protect ourselves more and enabling us to help others.

 

@beaker:

 

Perhaps I wasn't as clear as I meant to be on the extinction nerf, it would be traded only for both a tanking boost and some other changes [like HR or maybe ice meteorite]. The 120+ exp maps all have tons of undead, so now its not just 1 mob you're using extinction on like in ft1/ft2 [witch/zombie hulk], its a good portion of it, perhaps something you haven't seen yet at 11x. Half or more of a mob losing 52% in one click is retarded strong, that is in a different league of OP altogether from normal OP. I said it before, even if it was 25-30%, it would still be freaking strong. So you would trade using extinction once more for a lot of other boosts, that sounds pretty reasonable to me.

 

It has been a thorn in our side for far too long which makes me wish we never had the skill to begin with, because its every anti-prs argument for saying our class is fine. Its a stupid situational skill that everyone focuses on while ignoring how weak we are when we cant use it. You want to keep being OP for a skill that can be used in like 15% of the game, rather than being a good class for 100% of it. I can't agree or see it as logical, and going by your own words, it would be bad to keep such a status quo for one persons play style. Even with a HR change and extinction nerf, prs would still have amazing undead abilities [absorbing 50% of the damage, chopping off 25-30% HP with one click, 85% reflection to undead]. That is plenty strong, but you don't want that, you want to be retarded strong for undead at the cost of everything else that we actually need. No one is going to want to approve your ideas to help us tank and AoE well when they see you downing hunt mobs capable of dropping 120 items in basically 2 clicks. Gogg would be more than happy to tell you "Something is wrong with prs? What is the matter, forgot how to use extinction?"

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