Hello, is this thread still alive? I feel like I need to say something about my beloved class.
Lvl 10 Highness Heal is too OP. My priest recovers 150.000++ HP when HH crits. Consider nerfing the level cap to lvl 5 as it was then. We still have Renovatio, Heal, Assumptio, and Sanctuary. Too big a heal will just make any priests level HH and forget the other ones.
Look at the 3 skills below Sacrament: Coluceo Heal, Assumptio, Sanctuary. Back then, these 3 skills are what defined Priests. Coluceo Heal was used when the tank or anyone was about to die and all the heals were on cooldown. Assumptio was used to protect someone from dying because our heals weren't as OP as they are now. Sanctuary was used to mitigate the AoE one-shot.
Now who level these 3 skills? Basically all you need is Renovatio to keep everything smooth. Just throw in a situational HH and you're done. People don't need a damage reduction buff since the heals over-heal the received damage already. This is so sad. The fact that Priests aren't the pinnacle of healing anymore breaks my heart. Now people rely on Soulmakers. Why on earth are we "defeated" by the relatively new class when we have been a support class since CBT?
Considering the fact that ML grinding is centered around lure and kill, people now won't bring in a Priest to a grind party because most of the healing skills generate aggro. Renovatio's duration just isn't long enough to keep the lurer alive. Well I believe Renovatio and Land of Recovery were given a 12-sec duration because they were supposed to be the secondary healing skills. The main healing skills were Highness Heal and Heal. They didn't generate aggro because back then the tanks or any other classes usually had grabbed the threat already.
If there is no way to fix the hit rate that grants insane crit heals (as pointed by Vee), better nerf the heal value for all the healing classes. This in turn makes healing skills necessary to max and could give a choice to be FS again. This is just one side of the game, so the rest of rebalancing should follow.
Also, introduce something fresh to the old skills such as Angelus. Right now Angelus is useless. Buff the effect of Angelus and reduce its cooldown to compensate for the nerfed healing skills. Assumptio is fine as it is, but the cooldown can be decreased just a little.
Recovery is a good skill if it removes all buffs and debuffs, including party buffs and dots, excluding external buffs such as food and potions. However the debuffs must be worth erased since almost all debuffs don't have any impacts whatsoever except maybe stun.
I don't know how to improve Suffragium since it gives a debatable result, but perhaps it could be a good skill if it affects the party as well. Who doesn't want more haste? Wizards sure want.
For now, we fight for one aoe slot together with Wizards, Sorcerers, and Crescentias. No, wait, we can even be completely replaced by Mermaids and Willow Workers. R.I.P.
Priests used to be a meh class in term of dps. Dots weren't worth maxing and RoG was only available every 20 second. Even if we leveled RoG, we were left with a weak HL for the rest of its cooldown. Now with the advent of master level everything has changed a lot. Priests can stand equal with the other DPS classes, even way stronger with 3 insane dots. Priests are even considered weird or noob if they choose to stay FS.
What we can do about this is to nerf the dots and decrease the cooldown of Ray of Genesis. This way, the complaints stating that 'priests are dependent on dots since the direct attack skills are weak' are addressed. Nerf the dots already because even with lvl 1 dots we can still kill people easily. Remember, we have three dots and they don't.
Ray of Genesis is fine as it is now because, well, what else would we use? Lvl 10 HL is super good for PVE, but in PVP scenario RoG is better because we can save the Aspersio for Judex.
Judex also shouldn't chain stun people. If they can't alter the cooldown reduction, all stun skills from all classes should give a buff similar to Strong Will. This way, the law of diminishing return applies. We can still stun for 5 seconds but the next Judex won't be as effective as the first is.
Edited by HokaHoka, 04 March 2015 - 05:59 AM.