I still don't understand why WP heal debuff doesn't require a tactic like Dok does.
WP
Absence of Faith - Now builds 30 Righteous Fury instead of requiring 30 Righteous Fury (also a 50% heal debuff)
DoK
requires 2 spec points, 1 for skill and 1 for tactic to get the heal debuff,
Maybe I am looking at it wrong.
[PTS] Patch Notes 28/02/2025
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Re: [PTS] Patch Notes 28/02/2025
It is interesting how non in RoR history has ever put a dps zealot and 6 k burst in the same sentence, even as a joke.JohnnyWayne wrote: Thu Mar 06, 2025 6:53 am I've done some testing around and I could get a burst of 6k dmg over 3 seconds out of the class with a perfect setup on a unguarded target previously. That is less, than what can do on sorc / bw ST speccs (again, expecting a valid dps specc option from my side).
"Can we play with him, master? He seems so unhappy. Let us help him smile. Please? Or at least let us carve one on his face when he stops screaming."
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Re: [PTS] Patch Notes 28/02/2025
Youre correct. Originally Absence of Faith was 20s cd 25% HD 10s duration. Now its 10s Cd 50% HD. So already a big buff. Guilty Soul also Atm is great, if it heaaled from dmg done like originally it would be the perfect tactic. Then Dps Dok it was fine that HD was 9pts and tactic because it was 50% aoe HD on direct dmg Crit.Akalukz wrote: Thu Mar 06, 2025 2:23 pm I still don't understand why WP heal debuff doesn't require a tactic like Dok does.
WP
Absence of Faith - Now builds 30 Righteous Fury instead of requiring 30 Righteous Fury (also a 50% heal debuff)
DoK
requires 2 spec points, 1 for skill and 1 for tactic to get the heal debuff,
Maybe I am looking at it wrong.
Now its Pathetic, dok hd. New Mechanic Needs to give more than 25% Crit dmg, like 10% crit+10% Armour pene and 7s Duration and 50% Less rf gain during that 7s. Now its impossible to use the new Dps Dok in any real way:E In pts dps dok 9pts tactic makes lacerate 50% HD which is better because no need to spec for it, but it costs RF instead of ap? Return it to ap+give essence. Wracking Agony+Pillage Essence keep them what they are now instead of what it is in PTS. Also Soulfire/Fell Sacrifice should have 2-4s cooldown but use ap and return rf/essence. Essential imo.
2x Tactics to make SE 3s Dot + Baby Wop finisher, another tactic increase lacerate 15s and 18s Fs + 25% Increased SE dmg. Then you can only be Drowning in blood(the new mechanic) for SE to do any of that and the ending dmg cannot even crit even though the new mechanic is 25% increased crit dmg and required for SE to function, it should definetely be able to crit imo.
EDIT; I think Shield should get Divine Strike back, and Dps Should get Sigmars Radiance/Transfer Essence back-no reason to restrict it to neither shield/dw.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz
Re: [PTS] Patch Notes 28/02/2025
Easy answer they aren’t same archetypes and don’t have similar roles (support != damage dealer or tank) some nostalgia included https://dai.ly/x8ae97zsalazarn wrote: Thu Mar 06, 2025 9:40 amOne could say why then shouldn't sorcs and bright wizards be tanky like healers. Why should a healer be tankier than another ranged class that cant detaunt and continue doing its job so easily and has only 100ft range.Bozzax wrote: Wed Mar 05, 2025 5:54 pm I suspect most ppl that push the willpower dream has never played a healer seriously ever. There is no such thing as striking a balance btw defenses and heal output. A dead healer don't heal simple as that guess what will always be prio 1.
If you have problems killing something in this iteration you
a. Play solo DPS
b. Live the 2h tank dream
c. Play in random groups with no coordination
d. Play a DPS healer
e. Play in a WB that don't flanc or move very well
It's more controversial but I also believe rvr to be largely a numbers grind. And I think one of the main reasons for this is that healers being tanky as hell and being able to ress in combats have the ability to draw out fights, nullify sudden 'lightning strikes' and drag fights out into attrition that is based on numbers and dps.
You may think healers should be required to be renown piñatas in order to fulfill the healer support role. Since healing is stationary or semi stationary in any wb clash this will be boring and bad for healers and the game.
Secondly healers already have taken significant nerfs to survival across the board and strayed from a design principle of old.
Lastly no healers wo support aren’t tanky as hell that is a lie basically
Don’t get distracted by heals having a spec option as dps or hybrid (when we talk about support healers)
Last edited by Bozzax on Thu Mar 06, 2025 4:57 pm, edited 4 times in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: [PTS] Patch Notes 28/02/2025
Melee DoK now revolves around Drowning in Blood Uptime (12.5 seconds with full SE) and our heal debuff, which is obviously going to be used during that window, costs SE. WP have the same ability and it builds RF. The difference is that WP aren't punished for using their heal debuff when DoKs are. I'm referring to a specific interaction with a new ability they have attached to melee dok that now costs SE, please don't quote me if you're not going to address exactly what I'm asking.Reivren27 wrote: Thu Mar 06, 2025 5:54 amboth classes are losing class resources about the same, but here's the thing: the doc has the ability to slow down rdps, WP doesn't. the doc will now have at least some semblance of burst damage due to drowning in blood, WP doesn't have this. And WP is much more dependent on the critical strike chance due to the main tactics of guilty soul, which there is nothing to replace. Both classes are about the same level in the dps spec, but wp has no tools at all to close the distance with rdps classes, except for weapons from the dungeon, but with it wp loses more than it gains.Brew wrote: Thu Mar 06, 2025 2:48 am Melee DoK heal debuff still requires 30 SE. Melee WP heal debuff now builds RF instead of costing RF.
With the new Drowning in Blood mechanic making melee DoK dependent on SE generation (whereas the WP does not have to interact or rely on this mechanic) what was the thought process behind making this change to WP and not to just DoK or both?
<Art Supplies>
Re: [PTS] Patch Notes 28/02/2025
Solshar, 83 Runepriest main, The Jempire
I don't think any Rune Priest is going to be excited about these changes, we're already the least played healer on Order side.
Keeping a single party stable is the strength of the Rune Priest. With the changes to Master Runes and Blessing of Grungni no longer being unique to the class, this role is at risk. The buffs to Book Priests make them stronger in this single party role, while still retaining their dominance in warband healing. Rune Priests are getting nothing to improve their laughably bad out of party healing, yet we are now expected to share the niche that we currently occupy - The small tweak to Rune of Serenity will not fix this.
Class popularity and play rates are a strong indicator of perceived power by the player base. Jempire healing comps frequently contain 1-2 Rune Priests, 1-2 Archmages and 6-7 Book Priests. Our more enlightened Book Priests, while not complaining about the buffs to their healing are scratching their heads at the rationale behind it.
It's not uncommon for top Book Priests in Jempire to post 3x the healing numbers of Rune Priests at the end of a play session. If I play well and with a bit of luck, I might place 3rd/4th in heal numbers out of 8 healers. This requires me to run 1050 Willpower and +175 Heal power while taking a hit to survivability. Meanwhile our Book Priests spend nothing on healing output and can stack everything into defensive stats.
A final note on Blessing of Grungni being given to Warrior Priests. This is the biggest slap in the face and it is flying under the radar due to the noise around Master Rune changes.
To be clear:
I don't think any Rune Priest is going to be excited about these changes, we're already the least played healer on Order side.
Keeping a single party stable is the strength of the Rune Priest. With the changes to Master Runes and Blessing of Grungni no longer being unique to the class, this role is at risk. The buffs to Book Priests make them stronger in this single party role, while still retaining their dominance in warband healing. Rune Priests are getting nothing to improve their laughably bad out of party healing, yet we are now expected to share the niche that we currently occupy - The small tweak to Rune of Serenity will not fix this.
Class popularity and play rates are a strong indicator of perceived power by the player base. Jempire healing comps frequently contain 1-2 Rune Priests, 1-2 Archmages and 6-7 Book Priests. Our more enlightened Book Priests, while not complaining about the buffs to their healing are scratching their heads at the rationale behind it.
It's not uncommon for top Book Priests in Jempire to post 3x the healing numbers of Rune Priests at the end of a play session. If I play well and with a bit of luck, I might place 3rd/4th in heal numbers out of 8 healers. This requires me to run 1050 Willpower and +175 Heal power while taking a hit to survivability. Meanwhile our Book Priests spend nothing on healing output and can stack everything into defensive stats.
A final note on Blessing of Grungni being given to Warrior Priests. This is the biggest slap in the face and it is flying under the radar due to the noise around Master Rune changes.
To be clear:
- RPs are facing a nerf to their ability to apply this class defining tactic to the party.
- This is happening due to changes in the range, duration and pulse frequency of the Master Rune.
- This tactic is now being given to Warrior Priests, the most played healer on Order side.
- They are having existing tactics moved to core abilities to free up space to slot it.
- It has a 100ft range, the range of the pre-nerf Master Rune.
- The range bubble moves with the Warrior Priest.
- The Warrior Priest does not have to waste any global cooldowns to activate it, it's always on.
Last edited by Solshar on Sat Mar 08, 2025 1:27 am, edited 3 times in total.
Re: [PTS] Patch Notes 28/02/2025
Soo for dok i would remove the resource needed for the anti heal and nerf some rf stuff.
For wp shield only thing is
Charged Fury - Reworked into: Whenever you hit an enemy with a melee ability, heal your friendly target for 150. Can only trigger once per second.
That's bad just make 25% chance on hit to heal 600. like that the RNG make it could proc often or less. More fun and probably better.
For wp shield only thing is
Charged Fury - Reworked into: Whenever you hit an enemy with a melee ability, heal your friendly target for 150. Can only trigger once per second.
That's bad just make 25% chance on hit to heal 600. like that the RNG make it could proc often or less. More fun and probably better.
Re: [PTS] Patch Notes 28/02/2025
One ability I'd like to suggest a review is the ressurection. I didn't see it on patch notes, but if the team is going to fix this ability then sorry.
When we try to res someone, and the dead player accept other res, made by other player, the ability we're casting continue and then gets in cd. The correct should be the ability stop when the dead player accept other res.
When we try to res someone, and the dead player accept other res, made by other player, the ability we're casting continue and then gets in cd. The correct should be the ability stop when the dead player accept other res.
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Re: [PTS] Patch Notes 28/02/2025
So I played around some more with the DPS WP changes on test and I don't think I've changed my mind, I just don't understand most of these changes.
Guilty Soul was nerfed so hard that for my favorite playstyle(solo) I probably won't even use the tactic and instead use the new Blessing of Sigmar(bludgeon gives %15 armor pen) and Beacon of Courage(AA+25% dmg/bludgeon +25% base dmg) along with the staples of Divine Fury/Fanaticism. So a major loss of DPS(lost AA haste) and burst(nerfed Hammer of Sigmar) for maybe some reliable DPS on higher armor classes while also still leaving enough RF to use Divine Assault and maybe even use Divine Light once in a while. I suppose this could be that fabled build diversity they talk about!
Divine Impact - REMOVE IT. I already have a 2sec cast ability I don't use in most situations(Soulfire only in AoE situations) why do I need another? Even with the recent change I will never even have this ability on my hotbar as using it is always a large dps loss and its just soooooooooooo easy to interrupt, at least Soulfire is AoE so your target cant just get to close to cancel the ability, let alone running out of the 5ft radius. Really whats the use case for this ability?
Vanquish - I like it but does the game really need another armor debuff?
Empowered Smite - NO MORE AOE FOR THE LOVE OF ALL!!!
The Comet’s Gift - not enough tactics slots to ever use it but I like the idea of it.
Hammer of Sigmar - no, please revert.
Bludgeon - good change
Guilty Soul - wow this is such a nerf, bring back the old version that healed for its dmg please
Beacon of Courage - I would use it while missing the AA haste.
Judgement - good change maybe think of adding the 2sec snare back.
Weight of Guilt - good change maybe just be like all other melee snares with no pre req needed.
I mostly agree with yoluigi in that I'd discard most of the changes you added and just stick with the Judgement and Weight of Guilt changes and adding some way to deal with kiters and you have a fairly well balanced DPS class.
and ismetto sorry to break this to you but the DoK and WP were designed with DPS in mind from day 1 Live to RoR, they have had a viable DPS mastery spec Wrath/Torture.
Guilty Soul was nerfed so hard that for my favorite playstyle(solo) I probably won't even use the tactic and instead use the new Blessing of Sigmar(bludgeon gives %15 armor pen) and Beacon of Courage(AA+25% dmg/bludgeon +25% base dmg) along with the staples of Divine Fury/Fanaticism. So a major loss of DPS(lost AA haste) and burst(nerfed Hammer of Sigmar) for maybe some reliable DPS on higher armor classes while also still leaving enough RF to use Divine Assault and maybe even use Divine Light once in a while. I suppose this could be that fabled build diversity they talk about!
Divine Impact - REMOVE IT. I already have a 2sec cast ability I don't use in most situations(Soulfire only in AoE situations) why do I need another? Even with the recent change I will never even have this ability on my hotbar as using it is always a large dps loss and its just soooooooooooo easy to interrupt, at least Soulfire is AoE so your target cant just get to close to cancel the ability, let alone running out of the 5ft radius. Really whats the use case for this ability?
Vanquish - I like it but does the game really need another armor debuff?
Empowered Smite - NO MORE AOE FOR THE LOVE OF ALL!!!
The Comet’s Gift - not enough tactics slots to ever use it but I like the idea of it.
Hammer of Sigmar - no, please revert.
Bludgeon - good change
Guilty Soul - wow this is such a nerf, bring back the old version that healed for its dmg please
Beacon of Courage - I would use it while missing the AA haste.
Judgement - good change maybe think of adding the 2sec snare back.
Weight of Guilt - good change maybe just be like all other melee snares with no pre req needed.
I mostly agree with yoluigi in that I'd discard most of the changes you added and just stick with the Judgement and Weight of Guilt changes and adding some way to deal with kiters and you have a fairly well balanced DPS class.
and ismetto sorry to break this to you but the DoK and WP were designed with DPS in mind from day 1 Live to RoR, they have had a viable DPS mastery spec Wrath/Torture.
- live4treasure
- Posts: 323
Re: [PTS] Patch Notes 28/02/2025
I think you haven't quite understood what I meant. If you'd read the whole context, what I am saying is that the preferred burst combo was always:JohnnyWayne wrote: Thu Mar 06, 2025 3:48 pmThere is a tactic that allows for 50% higher crit damage 5 seconds after you used a 5 point skill. You need that to burst down a target. It is not about general dps as you describe it but rather dps in a small time frame. I managed to do 7k damage in 3 seconds earlier if you have lucky crits. Otherwise its around 5k.live4treasure wrote: Thu Mar 06, 2025 2:11 pm I just wanted to comment, that in fact, you never would want to use it at 5 mechanic points. The reason is because that entirely screws up your rotation and kills your potential to score a kill.
You in fact always would want to use Fury of Asuryan -> Another damage spell -> Laser.
What your nerf primarily achieved was making non-full-combos less attractive. So something like 4 dots (4 tranq) -> radiant lance -> dissipating energies / shammy equivalent -> fury of asuryan -> Searing Touch.
Removing the damage portion from searing touch makes this quicker, less committed combo a less viable option.
You build up force with full dot setup. With 5 tranq you go: storm of cronos -> dot -> Asuryan -> searing touch -> radiant lance -> Asuryan -> storm of cronos. Searing touch now crits with ~1250 and previously with 1600.
Afterwards you can decide if you want to build force and use law of conductivity as a setup for your next (weaker) burst phase. What you described gets me (no cleanse tactic against target dummies) 735 dps compared to the one using 5 stacks with ~850 dps
5 tranquility with law of age + dots -> fury of asuryan for 10% outgoing damage and 50% critical damage -> dissipating energies -> searing touch (with increased conductivity tactic)
You would never have wanted to use 5 stack searing touch previously, because even with the 30% damage boost by itself it would not be enough to threaten a kill in 6v6 or a competent smallscale environment.
The short form combo with 4 stacks is just that. As a ranged character that has to stand still to cast, you can be in different situations where you have a differing amount of time available to you to set up a damage combo. Sometimes you won't have the space and you're looking to use 4 for the faster cast times, because you need to start looking for a kill right now, and doing so is not about overall dps. For this reason, searing touch being an instant cast spell is something that you would always use at the END of a series of spells. The classic combo before was Radiant Lance - Dissipating Energies - Fury of Asuryan - Searing Touch, which squeezes in the maximum amount of damage into the shortest possible window of time, aka what is called Timestamping.
Using Searing Touch at 5 stacks of tranquility does the opposite of timestamping, and thus I am saying that no one would ever have normally wanted to use it like that anyway, and this nerf primarily effects spell combinations that are done in the 1-4 bonus range.
Giladar - rr 82 DPS AM
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