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Gloria and Archangel


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#26 SolidJelly

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Posted 13 June 2013 - 06:52 AM

I'm getting a lot of mixed responses here, but having read the forums a lot, I came up with the following conclusions:

Sanctuary: Many raiders from the SEA server have said that Sanctuary level 5 is absolutely necessary for raids later, I've browsed SEA forums as well. While there are some that say lv 1 is necessary, the majority who have done PVE hard mode has said lv 5 Sanctuary is necessary.

Gloria: It is a luxury item, but at crucial times we cannot depend on this to heal. If this doesn't proc, you have a dead person. I decided that it's not worth the extra points beyond level 1.

Archangel: Many say this is a fantastic skill to have, and I agree. However, I think because Sanctuary is important, having high level Archangel + high level Sanctuary is only a luxury that pure FS builds have (ie. Holy Light lv 1 users). For hybrids, you can only get 1 of these maxed. Maxing Archangel for a hybrid requires you to sacrifice some healing in order to get it...

Recovery: This seems to be important in later raids (I'm talking like CoA and AoD and possibly WoE). Level 1 just doesn't seem to be enough, level 2 seems to be pushing it, level 3 will make this skill good.

In the end, I ended up sacrificing Archangel level 5 for Sanctuary level 5. My build is as follows:
http://ro2base.com/b...1.1.1/0.0.0.0.0
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#27 vonnegut

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Posted 13 June 2013 - 07:04 AM

Nice, this is similar to what I have, except I removed everything from the middle tree to go RoG level 5 for Colo. Honestly, as long as you do everything you need to do and you stay aware of everything going on in front of you, you'll be fine. Hybrids have to make a lot of tough choices in their skill trees.
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#28 SolidJelly

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Posted 13 June 2013 - 02:31 PM

Thx, I wanted max RoG as well but decided against it because once you get enough blood points for your gear, it's likely you won't need RoG anymore. It looks like Priests will have a healing/support role in WoE too and WoE seems to work by stealing key bases/points, so there won't be much KS going on.

Btw I wanted to ask, for people that know, how important is Recovery in CoA/AoD/WoE? How many points minimum is necessary?
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#29 Jargous

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Posted 14 June 2013 - 02:36 AM

CoA, AoD you don't need to bother.
WoE, depends on your playstyle along with others. While you can get away with 1, many who are too concerned with massive stuns/knockdowns go 5 and eventually try to get away with 3.
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#30 SolidJelly

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Posted 14 June 2013 - 02:52 AM

CoA, AoD you don't need to bother.
WoE, depends on your playstyle along with others. While you can get away with 1, many who are too concerned with massive stuns/knockdowns go 5 and eventually try to get away with 3.

Hmm...would there be enough time to cast Recovery, since most AOE stuns last only 3 seconds? Things like BM's wild impact, warrior's leap, etc.
By the time you react to these AOE stuns, you can probably only take off 1 second away from the stun, which is not much, I don't see the point in mass Recovery for this.
I can only imagine casting Recovery for slow/immobilize skills like Sorc's Frost Diver and Ranger traps? Even then these skills are mainly single target only...but then again you might be up against a team of sorcs...I think level 2 or 3 is probably enough for the few unlucky teammates who are targetted by them
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#31 Jargous

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Posted 14 June 2013 - 03:15 PM

When you deal with coordinated teams, 3 seconds of stun can contribute to an easy 10 seconds of pain for the party (with additional stuns).
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#32 SolidJelly

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Posted 15 June 2013 - 12:45 AM

When you deal with coordinated teams, 3 seconds of stun can contribute to an easy 10 seconds of pain for the party (with additional stuns).

In that case, no amount of Recovery can get you out of it. If one team decides to keep rotating Warrior's Leap, BM's wild impact, etc. then the other team doesn't have much of a choice. Recovery has a 10 sec cooldown...
To be honest, I don't think AOE stuns are going to be that big of a problem, since both teams can do the same to each other and it's only 3 seconds. I think kiting's via slow/immobilize is going to be a much bigger problem though, since Frost Diver can almost be permanently applied to a person (6 sec duration, 5 sec cooldown), Cold Bolt can be spammed to permanently slow an enemy by 40% move speed and traps last 10 seconds. If you get caught by any of these as a melee, you're pretty much dead. Saving Recovery for those situations, I feel is much more useful than trying to remove a 3-second stun.

Ugh, just speaking on the topic of crowd control in PVP gives me a headache. I'd imagine melee classes are going to absolutely RAGE at the already overpowered ranged classes when WoE comes around.
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#33 Jargous

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Posted 15 June 2013 - 04:52 AM

Saving recovery for skills like Cold Bolt/Frost diver would be quite useful given that they can be instantly put back on. There are nerfs coming around, but I think the real wait is the effect of the status build (apparently that will be used to determine your resistance to status effects and other various factors).
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#34 Fold

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Posted 17 June 2013 - 09:52 AM

Max Recovery will be required for WoE, or you're gonna have wizards completely shutting down melee. If we're talking pve, I would only leave it at 1. I've never had to rescue more than one person at a time with Recovery. If half the raid is getting hit from aoes, there is a much bigger problem going on.

Also, CoA and AoD set bonuses will grant +hit %, which is going to make 5/5 Meditatio extremely valuable.
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#35 SolidJelly

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Posted 17 June 2013 - 03:19 PM

Max Recovery will be required for WoE, or you're gonna have wizards completely shutting down melee. If we're talking pve, I would only leave it at 1. I've never had to rescue more than one person at a time with Recovery. If half the raid is getting hit from aoes, there is a much bigger problem going on.

Also, CoA and AoD set bonuses will grant +hit %, which is going to make 5/5 Meditatio extremely valuable.

Max Recovery and Meditatio...sounds like something only a FS can achieve :p_swt:
I don't like Meditatio because it works on chance (crit heals), same as Gloria. As a healer I want to get tools that are reliable and guaranteed to give me the amount of heal I want when I press the button.
Hearing you say this though...I might consider getting lv 3 Recovery now...
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#36 Fold

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Posted 17 June 2013 - 03:34 PM

I always force crit heals with Aspersio + Heal, so Meditatio benefits me tremendously. I rarely do aspersio+HH unless i'm timing a heal with incoming AoE or something big like that. Aspersio + Heal gives you more flexibility with your heals. You can control how much overhealing you would waste on your tank with 3 critical heals compared to one large heal.

About Recovery: Like I said, it really won't be mandatory at max until WoE. For now I leave mine at level 1 and just use it as an occasional emergency dispel on someone stuck in ice or something.
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#37 SolidJelly

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Posted 17 June 2013 - 03:48 PM

Ah, forcing crit heals with asp is a good way, forgot about that.
Still, I think level 5 Meditatio is a luxury, most people leave it at lv 1 which already gives 340%. At lv 5, it gives 500% which is not even a 50% increase.
It might be worth the points if you have the points to spare...but certainly not for hybrids who are already strapped for points.

Btw Foldie I saw u in Colo yesterday, you were no. 1 in the early rounds! I didn't make it far in though to see what you ended up with.
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