[Warrior Priest] - Grace
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Re: [Warrior Priest] - Grace
Floating isn't detrimental at all, but when one of your healers is melee, you're putting one of your lifelines in the front line for everyone to hit, all the time. That kind of situation demands far, far more from the tanks than, say, a Salvation priest in the backline.
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Re: [Warrior Priest] - Grace
Azarael wrote:Floating isn't detrimental at all, but when one of your healers is melee, you're putting one of your lifelines in the front line for everyone to hit, all the time. That kind of situation demands far, far more from the tanks than, say, a Salvation priest in the backline.
Exactly.
If a Witch Elf tries to jump a back-line healer, they have one massive issue. The entire team is going to know they have one vulnerable enemy cut off from the main force and can turn around and smash them.
If that Witch Elf attacked a front-line Grace healer, not only do they have their entire team there to help train them if the attack goes well, but is within range of Guard on a moment's notice if a counter-play is made against them.
Re: [Warrior Priest] - Grace
Spoiler:
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I tried to avoid it the more i could but it end as very big text wall if you want jump directly to the conclussion but you could not understand something as it's a very big relation.
Spoiler:
Conclusion:
Grace path is a remnant of the alpha phase wp of the game, a tank wp, there is NO such support melee/damage dealer in game, only support tank:
-make the wp grace path a tank path
-make him able to guard and heal (this mean a support wp will take a tank place in the 2-2-2 party composition)
-the guard should appropriate reduce the heal the wp can throw to not have it op but it should give to wp a heavy armor
-The detaunt should work as a challenge while using guard
that way you can effectivly use a wp as support class which in this games are tanks.
There are no other supports classes. SO a support path on a not tank class mean that class spec in that path is useless or it's only a good 2nd mastery after the primary.
it's pretty easy balance the heals as you just have to debuff Em even more with the guard buff. Link all to the chance to guard (or make 1 buff that is active that do all of this and as downside lower your heals while leave guard indipendently) mean that this cannot be abused as you get both benefith from the path and malus while and only if the guard is active(or that buff). This was not a my idea and i was against it the time i red it but after a lot of time i find this fine since the ror team would fastly fix it if it's OP.
The biggest contr is that it require a total rewamp of the path but there is no other way a support path on melee not tank class will be used in a party composition.
Last edited by Tesq on Fri Jan 29, 2016 2:29 am, edited 1 time in total.

Re: [Warrior Priest] - Grace
Point by point:
- Isn't this exactly the problem? Having no damage and using a risky playstyle for something other healers can do while sitting in the back lines? Isn't that exactly what we're trying to stop?
- You can go double mastery if you want, but if you're Grace you're stacking Strength - so you can enjoy having your casted heals annihilated by Divine Fury plus a lack of Willpower, which a lot of the WP heals scale quite well with. Additionally, if you're sitting on the frontlines, you're exposing yourself much more to melee and ranged heal debuffs which further impact your usefulness with casted heals - and they'll stack with Divine Fury, too.
- The counters have been listed way back in this thread. Parry, block and absorb stop your heal. Guard and detaunts halve your heal. High armor mitigation wrecks the heal further. Not being able to reach a target because you're snared wrecks the heal. Being punted miles away wrecks the heal. Challenge eats into the heal. There are so many ways to counter lifetap heals from every class, not just WP.
- I disagree that Guard is the only mechanism by which a class can support, but that's beside the point anyway since I'm not looking at seeing Grace be a true hybrid.
- By breaking 2/2/2 I'm not talking about creating lunatic compositions, I'm talking about giving leeway in how the fundamental parts of a 2/2/2 are constructed by allowing hybrids to combine with each other within this setup.
- Its primary role isn't a DPS or a tank, though.
- I want to boost it by reducing the impact of the plethora of counters which exist. The difference between playing Grace WP against a PUG and against premades is like night and day because so many factors combine against you. Grace WP should fail by being burnt out of its RF reserves at range or by running out of AP in melee - that should be how to deal with it. It shouldn't get wrecked just for entering melee range and it shouldn't become a brick because it got punted with full RF (and yes - I meant to say "full RF" here).
So, if you ask me what I'd try? I'd block Supplication for Grace (offering Divine Strike instead) and grant a buff which copies bonuses from Str onto Willpower, possibly stacking, every time you strike an enemy in melee. Your game plan therefore revolves around managing front line and middle / back line positions.
- Isn't this exactly the problem? Having no damage and using a risky playstyle for something other healers can do while sitting in the back lines? Isn't that exactly what we're trying to stop?
- You can go double mastery if you want, but if you're Grace you're stacking Strength - so you can enjoy having your casted heals annihilated by Divine Fury plus a lack of Willpower, which a lot of the WP heals scale quite well with. Additionally, if you're sitting on the frontlines, you're exposing yourself much more to melee and ranged heal debuffs which further impact your usefulness with casted heals - and they'll stack with Divine Fury, too.
- The counters have been listed way back in this thread. Parry, block and absorb stop your heal. Guard and detaunts halve your heal. High armor mitigation wrecks the heal further. Not being able to reach a target because you're snared wrecks the heal. Being punted miles away wrecks the heal. Challenge eats into the heal. There are so many ways to counter lifetap heals from every class, not just WP.
- I disagree that Guard is the only mechanism by which a class can support, but that's beside the point anyway since I'm not looking at seeing Grace be a true hybrid.
- By breaking 2/2/2 I'm not talking about creating lunatic compositions, I'm talking about giving leeway in how the fundamental parts of a 2/2/2 are constructed by allowing hybrids to combine with each other within this setup.
- Its primary role isn't a DPS or a tank, though.
- I want to boost it by reducing the impact of the plethora of counters which exist. The difference between playing Grace WP against a PUG and against premades is like night and day because so many factors combine against you. Grace WP should fail by being burnt out of its RF reserves at range or by running out of AP in melee - that should be how to deal with it. It shouldn't get wrecked just for entering melee range and it shouldn't become a brick because it got punted with full RF (and yes - I meant to say "full RF" here).
So, if you ask me what I'd try? I'd block Supplication for Grace (offering Divine Strike instead) and grant a buff which copies bonuses from Str onto Willpower, possibly stacking, every time you strike an enemy in melee. Your game plan therefore revolves around managing front line and middle / back line positions.
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- Posts: 56
Re: [Warrior Priest] - Grace
In our warband, a grace healer never takes a heal slot, because they can never match the range healers. They are always put into a dps slot, so whether you like it or not, they will always be seen as dps. The only way you change that, is if you remove the melee aspect completely, which is ruining the spec.Azarael wrote:Point by point:
- Isn't this exactly the problem? Having no damage and using a risky playstyle for something other healers can do while sitting in the back lines? Isn't that exactly what we're trying to stop?
- You can go double mastery if you want, but if you're Grace you're stacking Strength - so you can enjoy having your casted heals annihilated by lack of Willpower, which a lot of the WP heals scale quite well with. Additionally, if you're sitting on the frontlines, you're exposing yourself much more to melee and ranged heal debuffs which further impact your usefulness with casted heals.
- The counters have been listed way back in this thread. Parry, block and absorb stop your heal. Guard and detaunts halve your heal. High armor mitigation wrecks the heal further. Not being able to reach a target because you're snared wrecks the heal. Being punted miles away wrecks the heal. Challenge eats into the heal. There are so many ways to counter lifetap heals from every class, not just WP.
- I disagree that Guard is the only mechanism by which a class can support, but that's beside the point anyway since I'm not looking at seeing Grace be a true hybrid.
- By breaking 2/2/2 I'm not talking about creating lunatic compositions, I'm talking about giving leeway in how the fundamental parts of a 2/2/2 are constructed by allowing hybrids to combine with each other within this setup.
- Its primary role isn't a DPS or a tank, though.
- I want to boost it by reducing the impact of the plethora of counters which exist. The difference between playing Grace WP against a PUG and against premades is like night and day because so many factors combine against you. Grace WP should fail by being burnt out of its RF reserves at range or by running out of AP in melee - that should be how to deal with it. It shouldn't get wrecked just for entering melee range and it shouldn't become a brick because it got punted with full RF.
So, if you ask me what I'd try? I'd block Supplication and Divine Mend for Grace (offering Divine Strike in its place) and grant a buff which copies bonuses from Str onto Willpower, possibly stacking, every time you strike an enemy in melee. Your game plan therefore revolves around managing front line and middle / back line positions.
Scenarios are slightly different, with them given some leeway for their slotted role because they can heal a little more often that orvr.
Re: [Warrior Priest] - Grace
Addressing this specifically, since a lot of people don't seem to grasp this.Azarael wrote:Parry, block and absorb stop your heal. Guard and detaunts halve your heal. High armor mitigation wrecks the heal further. Not being able to reach a target because you're snared wrecks the heal. Being punted miles away wrecks the heal. Challenge eats into the heal. There are so many ways to counter lifetap heals from every class, not just WP.
Radiance heals for, without Grace of Sigmar, 306 health +50% of damage dealt, and hits for roughly 400 damage. Say 500 with Divine Fury, which you will have. That's 556 health restored per strike.
Against medium armour, no armour buffs or the like, that 500 is now gutted for about 45%. You now hit for 275.
Heal reduced to 443. Guard reduces the damage by further by 50%. Now you hit for about 130 damage, healing reduced to about 368, give or take a bit from Toughness nicking off a few points.
368 heal per strike is what you get for risking yourself on the front line. Meanwhile, Salvation is only mitigated by incoming and out-going heal debuffs.
Additionally, parry negates 100% of your healing. A block negates 100% of your healing. If you are disarmed, you are not healing. Punted, not healing anymore. Knocked-down? You guessed it, not healing. Probably dead, too.
If someone wants to counter a back-line healer, they either have to get back there and kill them or use a heal-debuff. Grace can be counted simply by having their target face them with a measurable amount of parry, which is not difficult to achieve.
Key word there - Warband.BrosephStylin wrote:In our warband, a grace healer never takes a heal slot, because they can never match the range healers. They are always put into a dps slot, so whether you like it or not, they will always be seen as dps. The only way you change that, is if you remove the melee aspect completely, which is ruining the spec.
Last edited by ThePollie on Fri Jan 29, 2016 2:41 am, edited 1 time in total.
Re: [Warrior Priest] - Grace
And that's just for Radiance, which has the base heal to save itself.
Divine Assault gets absolutely BLASTED by damage reductions and resists, because its heal factor is 100% linked to the damage it deals.
Divine Assault gets absolutely BLASTED by damage reductions and resists, because its heal factor is 100% linked to the damage it deals.
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- Posts: 56
Re: [Warrior Priest] - Grace
Yes, the now normal means of orvring, which the majority of players partake in. If the majority doesn't matter, then this thread is useless.ThePollie wrote:Key word there - Warband.
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Re: [Warrior Priest] - Grace
uhmm i get your point but you cannot just try to make grace wp work with out give him a role in the party composition, and make it viable but still leave him out from the premades composition; you cannot make it just viable otherwise the time spent on his fix it's just wasted, you need to make him viable in a good sc group and also in WB set up.
Anyway even if you remove the counters that wp have you still have a risky healer just in the mouth of enemys front lines.
It still get focus first and it still die first. Unless it's durable as a tank in the aoe aka take very low damage anyway. Which would make it op and a lot. So just better make it a tank at this point for me.
Less problem related to classic party composition, less balance factor to take into account, more option for wp player, a healer tank in every game it's a magnet player it would also make the game more interesting for new player.
anyway if that is what you really want to achive, undefitable attacks or undefitable healing components + immunity to KD/disarm is what you should value.
But i hardly see it viable anyway, heal debuff and 2 taunt and you probably kill 1/2 healer of enemy party with good focus. Aoe wont allow efficently guard swap and so have a healer in the aoe is bad sight in any way you put it.
Anyway even if you remove the counters that wp have you still have a risky healer just in the mouth of enemys front lines.
It still get focus first and it still die first. Unless it's durable as a tank in the aoe aka take very low damage anyway. Which would make it op and a lot. So just better make it a tank at this point for me.
Less problem related to classic party composition, less balance factor to take into account, more option for wp player, a healer tank in every game it's a magnet player it would also make the game more interesting for new player.
anyway if that is what you really want to achive, undefitable attacks or undefitable healing components + immunity to KD/disarm is what you should value.
But i hardly see it viable anyway, heal debuff and 2 taunt and you probably kill 1/2 healer of enemy party with good focus. Aoe wont allow efficently guard swap and so have a healer in the aoe is bad sight in any way you put it.
Last edited by Tesq on Mon Feb 01, 2016 12:53 pm, edited 2 times in total.

Re: [Warrior Priest] - Grace
Exactly. Radiance will always heal at least 307 health, no matter how much mitigation you have.Azarael wrote:And that's just for Radiance, which has the base heal to save itself.
Divine Assault gets absolutely BLASTED by damage reductions and resists, because its heal factor is 100% linked to the damage it deals.
Divine Assault relies entirely on damage dealt. Granted, it attacks Spirit resistance, which is marginally easier to attack through. Parry and block still counters it, Absorbs negate it entirely, and its still a melee ability. Range shuts it down.
Roughly 300 damage per strike, 350% heal per strike. It has the potential to heal a lot. Resistance auras, Spirit resistance potions, and high toughness are more than enough to reduce this ability to actually heal less than Radiance. And there is nothing a Grace priest can do about any of it. You have to rely entirely on you enemy not to have those defenses or are forced to make room for a Knight and Swordmaster for spirit resist debuffs. Two group slot choices dedicated just so you can use one attack.
I don't ever want to see this game balanced around 24v24 or 48v48. I frankly don't see it possibly, anyway.BrosephStylin wrote:Yes, the now normal means of orvring, which the majority of players partake in. If the majority doesn't matter, then this thread is useless.
Grace is a healer with the ability to contribute some damage during the course of their role. That is their role. They're a healer. They heal people.Tesq wrote:uhmm i get your point but you cannot just try to make grace wp work with out give him a role in the party composition, and make it viable but still leave him t out from the premades composition; even if you remove the counters that wp have you still have a risky healer just in the mouth of enemys front lines.
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