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Thread: Cleric Soul Fixes

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    RIFT Guide Writer Burninalways's Avatar
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    Default Cleric Soul Fixes

    As there has been no post on where Cleric is going or if any changes are going to happen I thought I would make this post, either to speed things up and put ideas on the table or get a response.

    So here at the start is a near complete rework of Sentinel, then below some bits of other souls.


    Sentinel

    Notes:
    The idea behind the new Sentinel is at the start of the game you be using instant & cast time abilities to heal as you heal dungeons, later on it becomes easier to group heal while maintaining your tank healing.
    Near towards later in the game you start to change how you play to deal with the new difficulty presented, while still using what your learned at the beginning.
    So when at end of it you'll be doing powerful tank healing while healing small groups as you progress through all the endgame content.

    Tooltips values were taken from a level 65 character with full PA, geared in PTS raid gear (Wisdom weapon runes, Max dps orbs), I also rounded the values to the nearest 100 or 1000.
    Character stats and spec: http://i.imgur.com/6INvJwD.png

    Forward Thinking will not proc from healing done by Marked by the Light, Fullness of Life, Vigilance or Faith Rewarded.

    I am lacking a 4 point root ability which I have no idea to fill with, which doesn't matter.
    I have cut back on the number of root abilities, which was inspired by what Pyromancer and Stormcaller has, so in the end there are currently 15 root and 8 tier abilities that Sentinel has.


    Removed:
    Bolt of Light
    Heroic Resolve
    Touch the Light
    Healing Communion
    Urgency
    Attentive
    Liberty of Thought
    Echoes of Altruism
    Gathering of Light
    Crucial Invocation
    Swift Plea
    Renewed Altruism
    Light of Redemption


    Tree:
    Tier 1
    Benediction - 5 points - Increases your healing done and absorption granted by 1/2/3/4/5%.
    Watchful Gaze - 5 points - Increases your Spell Power by 2/4/6/8/10%.

    Tier 2
    Thoughtful - 5 points - Increases your healing done and absorption granted with cast time spells by 2/4/6/8/10%.
    Expeditious - 3 points - Increases your healing done and absorption granted with instant spells by 2/4/6%.
    Healer's Blessing - 1 point - Causes single target healing and absorption spells to restore an additional x to x health. Lasts 1h.

    Tier 3
    Benevolence - 2 points - Reduces pushback when damaged while casting heals by 50/100%.
    Divine Understanding - 5 points - Increases your healing done and absorption granted with single target spells by 2/4/6/8/10%.
    Call to Action - 2 points - Increases your healing done and absorption granted to allies below 75% health by 3/6%.

    Tier 4
    Luminous Dawn - 3 points - Increases your damage done and healing done with Life-based abilities by 3/6/9%.
    Soothing Life - 1 point - Restores 40000 health over 16s, reduces damage taken by 5% for 16s.
    Merciful Appeal - 3 points - Reduces the Global Cooldown of your Cleansing Prayer and Empowering Light by 0.5s, as well as causing them to restore health equal to 2/4/6% of your Maximum Health.

    Tier 5
    Healer's Haste - 1 point - Reduces the cast time of the 3 next healing spells by 30%. Lasts 20s. Cooldown 1m.
    Enraptured Breath - 3 points - Your Healing Breath heals up to 2 other party or raid members for 20/40/60% of the amount healed.
    Luminous Gaze - 2 points - Healing done on a ally causes near by enemies to gain Luminous Gaze for 3/6s. Increasing the chance that they will be Critically Hit by 5%.

    Tier 6
    Flash of Radiance - 1 point - Stuns all nearby enemies for 3s. Cooldown 30s.
    Forward Thinking - 3 points - 25/50/75% of overhealing done by Sentinel abilities is converted into a shield for 3s.
    Empowering Light - 1 point - Removes 1 Curses, Disease, or Poison from up to 10 party or raid members. Cooldown 10s.
    Word of Life - 2 points - Your single target heals have a 5/10% chance to reduce the mana cost and Global Cooldown of your next Healing Breath to 0. Reduces the cast time of Subtle Invocation to 0 and reduces the healing done by Subtle Invocation by 10/20%.

    Tier 7
    Noble Supplications - 5 points - Increases the effect of Spell Power on your Life-based abilities by 3/6/9/12/15%.
    Marked by the Light - 1 point - Causes healing spells to restore 1600 to 1800 health to up to 2 party or raid members near the Cleric. Lasts 1h.

    Tier 8
    Walk in the Light - 5 points - Increases your Critical Hit Healing done with Life-based abilities by 1/2/3/4/5%
    Shards of Light - 1 point - 3s Channel - Restores 16000 health each second for 3s.

    Tier 9
    Fullness of Life - 1 point - Restores health equal to 100% of the target's Maximum Health. Cooldown 1m.


    Root:
    0 points: Life's Vengeance - Deals 10000 Life damage.
    0 points: Healing Breath - Restores 14000 to 15000 health. Cooldown 8s.
    2 points: Subtle Invocation - Cast time 1.5s - Restores 11000 to 12000 health.
    8 points: Banish - Deals 15000 Life damage over 15s
    12 points: Healing Invocation - Cast time 1.5s - Restores 17000 to 19000 health.
    16 points: Cleansing Prayer - Removes 1 Curses, Disease, or Poison.
    20 points: Faithful Communion - 3s Channel - Restores 10000 health each second for 3s, restores 6000 health to up to 4 party or raid members each second for 3s.
    24 points: Reverent Supplication - 10s Channel - Restores 5% mana each second over 10s.
    28 points: Healer's Covenant - Reduces damage taken by 40% for 10s. Cooldown 1m.
    32 points: Life's Return - Brings the Fallen ally back to life, restoring 50% health and mana. Usable in combat. Cooldown 5m.
    40 points: Wrathful Exuberance - When healed by the Cleric while in combat, deals Life damage to the ally's target based on the Cleric's Spell Power. Cannot target the Cleric. Can only affect 1 ally. Lasts 1h.
    44 points: Divine Call - Restores 14000 health, applies absorption shield shielding for 5% maximum health for 8s, to up to 5 party or raid members. Cooldown 20s.
    51 points: Vigilance - No Global Cooldown - Restores 50% health of target's health if they receive a killing blow within 20s. Cooldown 1m.
    55 points: Nyol's Hope - No Global Cooldown - Increases healing by 50% on the next 3 single target heals. Lasts 20s. Cooldown 1m.
    61 points: Faith Rewarded - Causes healing and absorption abilities used on party or raid members below 50% health to restore an additional 6000 to 7000 health. Lasts 1h.



    Purifier

    As I'm looking to remove Touch the Light from Sentinel above and it should really be done.

    Removed:
    Flame Lance
    Wisdom of the Ages


    Tree:
    Tier 4
    Char - 1 point - Deals x to x Fire damage over 15s.

    Tier 5
    Inflame - 2 points - Your Fire Wall causes an additional 10/20% of their damage over 3s. Allows you to have an additional 1/2 Fire Walls active, but reduces the damage of Fire Wall by 20%. Increases the damage of Spirit Rupture and Char by 20/40%.

    Tier 6
    Latent Blaze - 1 point - Restores x to x health if health drops below 30% within 5m. Cooldown 45s.

    Tier 8
    Ward of Scorching - 1 point - Cast time 1.5s - Restores x to x health. Absorbs x damage. Lasts 10s.


    Root:
    0 points: Spirit Rupture - Deals x Fire damage, deal additional x Fire damage over 15s.



    Defiler

    The goal around this is to make it so you can focus more on dealing damage when you what to, while you still have the option to actively heal.

    Removed:
    Bond of Corruption


    Tree:
    Tier 3
    Peak Form - 5 points - Increases damage done, healing done, and absorption granted by 2/4/6/8/10% with Death-based abilities.

    Tier 5
    Feedback - 1 point - Applies three Foul Growth stacks to up to 5 members of the group or raid, and to target of the Cleric's links. Cooldown 20s.

    Tier 7
    Bond of Torment - 1 point - Causes damaging abilities to restore x to x health to Cleric. Intercepts 10% of all healing received by the enemy. The Cleric receives 125% of the intercepted healing. Lasts 30s.

    Tier 8
    Grim Euphoria - 3 points - Increases the bonuses granted by your Blights by 1/2/3%. Reduces pushback when damaged while casting damaging spells and heals by 33/66/100%.

    Vile Growth - 1 point - Requires: Rampant Growth - Grants a chance for your damaging abilities to apply Hideous Reconstruction to the targets of you links, based on 300% of the intercept percentage of the Link.


    Root:
    8 Points: Foul Growth - Cast time 1.5s - Restore x health when target’s health drops below 70%, lasts 6s, Max of 3 stacks.
    16 points: Loathsome Restoration - Cast time 1.5s - Applies Foul Growth every second for 3s.
    44 Points: Feast of the Fallen - Removes all Curses, Diseases, and Poisons from the target of the Cleric's links every 3s for 3s. Cooldown 45s.
    54 points: Ghastly Restoration - Restores x health. Applies 3 stacks of Foul Growth. Cooldown 15s.
    61 Points: Unstable Transformation - Reduces damage taken by 50%. Increases healing and absorption received by 50%. Lasts 10s. Applies to all the Cleric's Linked targets, effectiveness based on the Link. Cannot apply to the Cleric.



    Shaman

    Some changes that should be done to help increase Shaman's damage, though it is only a step as tooltip values do need to be increased.

    Tree:
    Tier 9
    Deep Freeze - 1 point - No Global Cooldown - Stuns nearby enemies for 3s. Increases damage done by the Cleric by 50%. Applies Frostbite which persists on the Cleric and cannot be consumed for 3s.


    Root:
    48 points: Rush of Strength - No Global Cooldown - Resets the cooldown on Massive Blow. Applies Frostbite to the Cleric.
    54 points: Glacial Strike - Deals x to x Water damage. Ignores 25% of the enemy's Resistance. Only usable on enemies under 40% health. Cooldown 10s



    Druid

    To bring Druid in line with other damaging souls, increasing the damage dealt by the Cleric and their Pet and to help solve some mana issues that it clearly has.

    If the 1s gcd is too much at 21 points then could combine it with the 61 point buff Strength of the Fae, would have to remove the extra triggers of Eruption of Life from Overproliferation and put it within Strength of the Fae as well and replace the increase in damage for the Cleric with a reduction of 10% damage.
    Example:
    61 Points: Strength of the Fae - Applies Strength of the Fae, Fae Calling, Fury of the Fae, Aid of the Forest and Subtlety to the Cleric and their pet. Reduces the Cleric's Global Cooldown by 0.5s. Increases Eruption of Life stacks by 6. Reduces the Cleric’s damage by 10%, and increases the pet’s damage & healing by 50%. Reduces mana costs by 20%.
    Then put Slumber back in at 21 points or add something else.

    Removed:
    Slumber
    Thorns of Ire


    Tree:
    Tier 3
    Brutal Impact - 5 points - Increases you and your pet's Earth damage done by 2/4/6/8/10%.

    Grim Silence - 1 point - No Global Cooldown - Interrupts and Debilitates the enemy for 5s. Cooldown 30s.

    Tier 4
    Fae Calling - 1 point - Reduces the global cooldown of the Cleric's damaging abilities to 1s. Reduces the damage of the Cleric by 30%. Does not stack with other global cooldown reductions.

    Spirit of the Wood - 5 points - Your weapon attacks increase your pet's Spell Crit by 3/6/9/12/15% for 5s or until your pet Critically Hits. Max 3 stacks. Critically Hits done by the Pet restore 0.5/1/1.5/2/2.5% mana to the Cleric.

    Tier 5
    Notion Theft - 1 point - No Global Cooldown - Interrupts. Cooldown 10s

    Tier 6
    Essence Strike - 1 point - Deals x Earth damage. Applies the Cleric's Eruption of Life on the enemy. Cooldown 10s

    Tier 7
    Overproliferation - 2 points - Increases the effect of Spell Power on your Eruption of Life by 15/30% and the number of times it can trigger damage by 3/6.

    Hidden Path - 1 point - Removes all Curses, Diseases, and Poisons from the Cleric and the Cleric's pet. Cooldown 20s

    Tier 8
    Aid of the Forest - 1 point - Causes the Cleric's pet's damage and healing abilities to restore health based on their Spell Power to both the Cleric and the pet.

    Tier 9
    Resounding Blow - 1 point - Deals x to x Earth damage. Increases damage done by the Cleric's next damaging ability, within 10s, by 50%. Cooldown 15s


    Root:
    0 Points: Summon: Satyr Protector - Cast time 8s - Summons a Satyr Protector. (Deals Earth damage)
    0 Points: Fervent Strike - Deals x Earth damage.
    0 Points: Summon: Faerie Healer - Cast time 8s - Summons a Faerie Healer. (Deals Life damage)
    4 Points: Combined Effort - Deals x Earth damage and x Life damage. Buffs the Cleric for 15s, causing their single target damaging abilities to increase damage taken from the Cleric and the Cleric's pet by 5% for 5s. Cooldown 15s
    8 Points: Eruption of Life - Deals x to x Life damage. Life Surge deals an additional x to x Life damage, and reduces the cooldown of Resounding Blow by 1.5s, each time the Cleric hits the enemy over the next 15s, up to 9 times.
    16 Points: Wild Strike - Deals x to x Earth damage to up to 5 enemies.
    20 Points: Summon: Satyr Protector - Cast time 8s - Summons a Satyr Protector. (Deals Earth damage)
    24 Points: Peace of the Forest - No Global Cooldown - Causes damaging attacks to return 5% of the Mage's mana. Reduces the Cleric's damage by 10%. Lasts 10s. Cooldown: 1 minute
    24 Points: Summon: Greater Faerie Healer - Cast time 8s - Summons a Greater Faerie Healer. (Deals Life damage)
    32 Points: Summon: Greater Satyr Destroyer - Cast time 8s - Summons a Greater Satyr Destroyer. (Deals Earth damage)
    36 Points:Summon: Greater Faerie Seer - Cast time 8s - Summons a Greater Faerie Seer. (Deals Life damage)
    61 Points: Strength of the Fae - Applies Strength of the Fae, Fae Calling, Fury of the Fae, Aid of the Forest and Subtlety to the Cleric and their pet. Increases the Cleric’s damage by 20% and the pet’s damage & healing by 50%. Reduces mana costs by 20%.
    Last edited by Burninalways; 12-23-2014 at 11:42 AM. Reason: Purifier, Sentinel & Druid Changed
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  2. #2
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    Sentinel

    some good ideas here although the overhealing -> shield may be stepping on Physicians toes a little and will get some negative responses. instead make it a targeted buff that applies to only 1 person thus reducing any potential OP situations. also would need to be adjusted to be overwritten by another heal you cast on them stopping it from stacking up or else you would just become a more powerful Puri. might need to adjust it to 50% or even 30% or else we would have a Puri 2.0 and Puri requiring a rework because its not got its shielding individuality.

    having Subtle invocation being cast under the GCD with HI being on the GCD seems silly. i could probably count the situations its required on 1 hand. id propose SI becoming an instant cast later in the root/tree simular to how the Inquisitors BoJ works in that it does less. this will give Sentinel an invocation on the move while still having a more powerful option while standing still. maybe bring Faith Rewarded back down to a lower root (maybe 54pts?) and tie it in with that. and keep Light of Redemption as it is at 61pts.

    Defiler

    i like some of these changes but as long as FG triggers instantly if the target is already under 70%. the current system that allows them to stack untill triggered manually does seem a little strange mechanic wise. loathsome restoration should be a channeled not a DoT(HoT?) but be useable on the move to further boost its "support" for tank healers while in movement phases/mechanics. either that or have it as a debuff that causes either the enemies or raid members attacks to grant stacks instead (possibly make it so only targets of your links can benefit from this effect)? with the auto triggering mechanic FG will have to have its values lowered from its current live ones or else the soul could become a little OP esspecially in PvP (although its already pretty OP 1v1 in PvP atm).

    Druid

    i like the ideas and some QoL changes here but there is one issue i have with your suggestions. having the 1s GCD unlocked that early could bring some broken hybrids even without the mana cost reduction and damage reduction. ive got nothing now but the masses will find one. plus as a Druid, taking this skill early on will cause too much mana burn with little DPS gain so isnt worth it untill you get closer to 61pts. so for this reason it shouldnt be a tree perk but instead tied to a root ability. the 61pt Strength of the Fae is a good one to add this to.

    i like the casting all buffs idea but better to tie this to subtlety leaving the 61pt ability open to the suggested change i mentioned above.

    lastly the mana regen from pet crits is a good idea and welcomed by anyone who plays Druid (damn mana hungry build currently). only thing to suggest is limit it to a 1s internal CD to stop an AoE Fae Dispersion from granting 30% mana regen every 15s or so to stop it being a little too OP and open to broken hybrids utilising the Druid 1s GCD with an OP mana regen to compensate if the suggestion i mentioned above isnt used. (i forsee an OP Druid/Sham hybrid appearing if not careful.)

    Summary

    ive probably been a bit harsh with some points here but id rather we get something balanced than something that has the nerf bat in tow in the following hotfix after any changes are made. overall i like the idea's but need tweaking a little to reduce the chances of becoming broken in an OP sense, and also to stop them from down right retiring other souls. im sure noone will want Puri being over shadowed by Sentinel and same with Druid and Shaman, alot of people like the current builds and would like to carry on playing them rather than being forced to change because soul X is not better and thus get looked down upon for not swithing. having more balanced options allows you to play what you perfer rather than pigeon holed cookiecutter builds.

  3. #3
    Plane Walker Axarion's Avatar
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    Defiler:
    If UT was applied to all your links the soul would become incredibly broken in pvp.

    I'd like to see something like a mastery that refreshes Siphon Vitality and bonds when Pain Transmission/Marrow Harvest hit's the target.

    Reworking Bond of Torment to deal damage instead of heal would be nice too.

    Shaman:
    Generally like the idea of the changes.

    Purifier:
    Don't think a cast time reduction on WoS is necessary, we can easily get the mastery stacks. I'd rather see a mana cost reduction.

  4. #4
    Ascendant ecru's Avatar
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    i really like the idea of frostbite persisting during deep freeze, but i'd also like to see deep freeze increased to 3.5 seconds instead of 3 seconds to stop the button mashing nonsense that takes place to get three attacks in during that small window.
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    Quote Originally Posted by ecru View Post
    i really like the idea of frostbite persisting during deep freeze, but i'd also like to see deep freeze increased to 3.5 seconds instead of 3 seconds to stop the button mashing nonsense that takes place to get three attacks in during that small window.
    you do realise even with an increased duration everyone will still try to squeeze in a 4th somewhere, using a weapons delayed attack animation. regardless of the duration you can be certain players will still "button mash" for maximum effect.

    a better way to combat this is to allow the buff to last for maybe 10s and have 3 stacks that get used when you hit something. that way you have a decent time window, even if you mistime DF with a disconnect, to get all the attacks in plus no exploitation viable by an attack animation since the stacks will get used per attack. this has happened to a few abilities in Rift and is a massive QoL change making them more manageable without making the abilities open to exploitation. a good player will still benefit from knowing the exact timing of when to use it but gives the newer players to Shaman something to work with without them panicking with the short window thus the "button mash".

  6. #6
    Plane Touched starg's Avatar
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    Quote Originally Posted by Fliptrik View Post
    you do realise even with an increased duration everyone will still try to squeeze in a 4th somewhere, using a weapons delayed attack animation. regardless of the duration you can be certain players will still "button mash" for maximum effect.

    a better way to combat this is to allow the buff to last for maybe 10s and have 3 stacks that get used when you hit something. that way you have a decent time window, even if you mistime DF with a disconnect, to get all the attacks in plus no exploitation viable by an attack animation since the stacks will get used per attack. this has happened to a few abilities in Rift and is a massive QoL change making them more manageable without making the abilities open to exploitation. a good player will still benefit from knowing the exact timing of when to use it but gives the newer players to Shaman something to work with without them panicking with the short window thus the "button mash".


    I kinda like the 3 stacks things for deep freeze.

  7. #7
    RIFT Guide Writer usman's Avatar
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    Very difficult to do something like this with deep freeze since its a damage taken debuff and not a self buff.

    If you made it put 3 stacks on the target that were consumed by your next 3 hits that would also be a nurf as right now it affects all the dot ticks and procs during those 3 seconds and that could be lost too. Quite a difficult skill to buff i think without just increasing its duration or reducing its cooldown.
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    Ascendant ecru's Avatar
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    Quote Originally Posted by Fliptrik View Post
    you do realise even with an increased duration everyone will still try to squeeze in a 4th somewhere, using a weapons delayed attack animation. regardless of the duration you can be certain players will still "button mash" for maximum effect.

    a better way to combat this is to allow the buff to last for maybe 10s and have 3 stacks that get used when you hit something.
    if dot/proc ticks still got the buff, this would be fine. if they didn't, i wouldn't really care for this and it'd be a dps loss, especially for pvp--dotting up a target from range before rtl/deep freeze to get the damage bonus on dots and procs along with your regular attacks is a nice perk of the ability.

    i'll still button mash regardless.
    Last edited by ecru; 12-08-2014 at 06:16 AM.
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  9. #9
    RIFT Guide Writer Burninalways's Avatar
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    Quote Originally Posted by Fliptrik View Post
    Sentinel
    Although the overhealing -> shield may be stepping on Physicians toes a little and will get some negative responses. instead make it a targeted buff that applies to only 1 person thus reducing any potential OP situations.
    I don't think having one shield proc that stems from overhealing is "stepping on there toes", even though it is a larger value than there's which can be adjusted if need be.

    Making it only apply to single target sentinel abilities wouldn't do much. If everything suggest is carried into Sentinel then the only ability that Forward Thinking wouldn't apply to is Divine Call.

    44 points: Divine Call - Restores 14000 health, applies absorption shield shielding for 5% maximum health for 8s, to up to 5 party or raid members. Cooldown 20s.
    20 points: Faithful Communion - 3s Channel - Restores 10000 health each second for 3s, restores 6000 health to up to 4 party or raid members each second for 3s.
    I should state that Faithful Communion is a single target heal that provides much less than normal tank healing while doing single target healing up to 4 near by allies.
    The idea behind this one is to get rid of the non-used Healing Communion. So you can still be able to do tank healing at a reduced amount and heal the rest of the group. Very much like Physician's Alternative Treatment but in a completely different way.
    Using a channel will ensure that healing is being done the instantly, instead of waiting on a cast time to happen while the group continues to take damage.

    Quote Originally Posted by Fliptrik View Post
    Also would need to be adjusted to be overwritten by another heal you cast on them stopping it from stacking up or else you would just become a more powerful Puri.
    I don't intend it to be a stacking buff like Purifier's Ward of Flame. If you use a heal that does overhealing it would be replaced every time.

    Quote Originally Posted by Fliptrik View Post
    Having Subtle invocation being cast under the GCD with HI being on the GCD seems silly. i could probably count the situations its required on 1 hand. I'd propose SI becoming an instant cast later in the root/tree similar to how the Inquisitors BoJ works in that it does less. This will give Sentinel an invocation on the move while still having a more powerful option while standing still.
    I agree with Subtle Invocation, so I was thinking of having Word of Life make it instant via 1 point, and have a reduction on it's healing on the 1st and 2nd point.

    Word of Life - 2 points - Your single target heals have a 5/10% chance to reduce the mana cost and Global Cooldown of your next Healing Breath to 0. Reduces the cast time of Subtle Invocation to 0 and reduces the healing done by Subtle Invocation by 10/20%.

    This would make it still useful as you go deeper into Sentinel and would make Word of Life proc while moving without relying on Purifier's Healing Flare.

    Quote Originally Posted by Fliptrik View Post
    Defiler
    I like some of these changes but as long as FG triggers instantly if the target is already under 70% the current system that allows them to stack until triggered manually does seem a little strange mechanic wise.
    My intention is that Foul Growth triggers at 70% is so that healing is done there and then, not 6s later after the damage has been healed or wasting a manually trigger.
    If the target is above 70% then Foul Growth stacks will be gained and it gives the next drop in health a added boost.

    This will allow you to do continuous damage without having to waste time on healing as it would already be done.
    Which doesn't mean that healing in Defiler is gone, just that it's more passive while doing damage.
    Actively healing on the other hand will be more easily done regardless of the content you will be doing.

    Quote Originally Posted by Fliptrik View Post
    Loathsome Restoration should be a channel not a DoT (HoT?) but be usable on the move to further boost its "support" for tank healers while in movement phases/mechanics.
    I think in any case it should be moved deeper into the root.
    I wanted to give Defiler an easier way of single target healing, building Defiler around Foul Growth and what Defiler can do with it.

    16 points: Loathsome Restoration - Cast time 1.5s - Applies Foul Growth every second for 3s.
    Giving Defiler a channel isn't what I want to do with the soul, cast times are part of it nature.
    Loathsome Restoration is meant to provide a constant heal even though you are using a cast time.

    It will basically a HoT that provides a Foul Growth every second for 3s, this would make it so that when you are casting and waiting on the gcd that you are still providing healing to your target.

    Quote Originally Posted by Fliptrik View Post
    Druid
    I like the ideas and some QoL changes here but there is one issue i have with your suggestions. Having the 1s GCD unlocked that early could bring some broken hybrids even without the mana cost reduction and damage reduction. Plus as a Druid, taking this skill early on will cause too much mana burn with little DPS gain so isn't worth it until you get closer to 61pts.

    Summary
    A lot of people like the current builds and would like to carry on playing them rather than being forced to change because soul X is not better and thus get looked down upon for not switching. Having more balanced options allows you to play what you prefer rather than pigeon holed cookiecutter builds.
    Clerics lack hybrids, it's all 61 point specs that aren't balanced as it currently is, though Clerics may have healing hybrids they aren't that good compared to the 61 point versions.
    Currently Inquisitor is top, Shaman isn't worth it and Druid is only good for leveling.

    The 1s gcd in Druid is meant to encourage and discourage the use of hybrids with the fact you lack a reduction of mana cost and a reduction in damage.
    For the Druid it's self this 1s gcd is meant to make it's rotation more interesting.
    Last edited by Burninalways; 12-08-2014 at 06:34 AM.
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  10. #10
    Champion Eilauria's Avatar
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    Quote Originally Posted by Burninalways View Post
    Druid

    To bring Druid in line with other damaging souls, increasing the damage dealt by the Cleric and their Pet and to help solve some mana issues that it clearly has.

    Removed:
    Slumber


    Tree:
    Tier 3
    Grim Silence - 1 point - No Global Cooldown - Interrupts and Debilitates the enemy for 5s. Cooldown 30s.

    Tier 4
    Fae Calling - 1 point - Reduces the global cooldown of the Cleric's damaging abilities to 1s. Reduces the damage of the Cleric by 30%. Does not stack with other global cooldown reductions.

    Spirit of the Wood - 5 points - Your weapon attacks increase your pet's Spell Crit by 3/6/9/12/15% for 5s or until your pet Critically Hits. Max 3 stacks. Critically Hits done by the Pet restore 0.5/1/1.5/2/2.5% mana to the Cleric.

    Tier 6
    Essence Strike - 1 point - Deals x Life damage. Applies the Cleric's Eruption of Life on the enemy. Cooldown 10s

    Tier 7
    Overproliferation - 2 points - Increases the effect of Spell Power on your Eruption of Life by 15/30% and the number of times it can trigger damage by 3/6.


    Root:
    8 Points: Eruption of Life - Deals x to x Life damage. Life Surge deals an additional x to x Life damage, and reduces the cooldown of Resounding Blow by 1.5s, each time the Cleric hits the enemy over the next 15s, up to 9 times.
    61 Points: Strength of the Fae - Applies Strength of the Fae, Fae Calling, Fury of the Fae, Aid of the Forest and Subtlety to the Cleric and their pet. Increases the Clericís damage by 20% and the petís damage & healing by 50%. Reduces mana costs by 20%.
    Slumber: While it is not used a lot, is actually quite useful in PvP. Yes I PvP in Druid because its not half as boring as "lol Ranged specs" and it amusingly easily Trumps Inq's and Pyro's 1v1.

    I don't see as you made any changes to Grim Silence there.

    I think all the Pets (ie Summon Greater Protector, Greater Seer, Destroyer should be removed from the Tree and just awarded after X points spent in the Soul. This should be done for All Pet Souls as well.

    Not sure about the Flat GCD reduction that may be to much of a Buff.

    Spirit of the Wood, I like this idea or some way of passive mana regen, or least a mana cost reduction on abilities.

    Essence Strike, not just refreshing EoL but actually applying it would be nice, but I feel this would remove some the risk vs reward from the rotation.
    --
    All Druid Tree Buffs need to be fixed to last after death since buffs for all other Souls already do.

    Crushing Force: This needs some serious love, This is a 48 Point Ability that is weaker then the 0 Point Ability Vex. It needs to be brought in line with Scourge, possibly even a little stronger. Or else be given some other secondary effect.

    Fury of the Fae: Increases Spell Critical Hit of the Cleric and their pet by 5%. Critical Hits reduce the next ( GCD by .5s / or Mana Cost of next Ability by 50% / or the CD of Fae Mimicry by 2s).

  11. #11
    RIFT Guide Writer Burninalways's Avatar
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    Added some more changes to Druid.
    True Server First Prime GP: Anrak the Foul & Guurloth
    4/5 GSB
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  12. #12
    Rift Disciple Trufrost's Avatar
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    Hi guys just started tanking on my cleric and i had some small issues with it. Why do we have salvation it does not really do anything but some fluff healing. Its should be changed to another kind of passive or removed, maybe even a CD. Also, other than a battle rez what makes clerics special?
    Real knowledge is to know the extent of one's ignorance

  13. #13
    Rift Disciple
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    Quote Originally Posted by Trufrost View Post
    Hi guys just started tanking on my cleric and i had some small issues with it. Why do we have salvation it does not really do anything but some fluff healing. Its should be changed to another kind of passive or removed, maybe even a CD. Also, other than a battle rez what makes clerics special?
    We have plenty of CD's. Salvation is unique and provides fluff heal and passive aggro. It's not meant to be super powerful.

    Also, clerics are not meant to be special. Every tank is supposed to be able to do every fight in game. BR is more specialness than the other tanks have.

    Justicar is in a fine place atm. The only thing I would change is the healing doctrines to generate convictions rather than consume them, and maybe reduce total number of convictions to 5 from 7, adjusting dmg values accordingly, as a QoL change.

  14. #14
    Prophet of Telara
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    I just started with cleric and I think druid has potential to be a great spec. Personally I find at the moment it is only good for world pve if you are undergeared . Specifically for killing elites with a tank pet. Going out of mana in like 15-30secs. and then having to spend 5-10 sacrificing life to get it back is pretty laughable. Still works well in world pve and leveling though.

    Also, I thought warrior was in bad place but it seems like cleric may suck too. Anyone know of a good defiler rotation for dps with a parse? Don't even know why that is a dps soul that a bard can destroy on the meters.
    Last edited by Planetx; 12-22-2014 at 01:51 PM.

  15. #15
    Champion Eilauria's Avatar
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    Quote Originally Posted by Planetx View Post
    I just started with cleric and I think druid has potential to be a great spec. Personally I find at the moment it is only good for world pve if you are undergeared . Specifically for killing elites with a tank pet. Going out of mana in like 15-30secs. and then having to spend 5-10 sacrificing life to get it back is pretty laughable. Still works well in world pve and leveling though.

    Also, I thought warrior was in bad place but it seems like cleric may suck too. Anyone know of a good defiler rotation for dps with a parse? Don't even know why that is a dps soul that a bard can destroy on the meters.
    Bard may destroy a Defiler on the DPS section of the Meters, but Defiler obliterates Bard on the HPS section of the meters. Defiler is Healer Support only really, we don't provide any sort of buffs or debuffs that help anyone else. Its for when you need x.5 healers, a full extra healer is not needed but half a healer is perfect. Its dps vs hps is fairly balanced. :L

    Ya Druid tends to have mana issues that need addressed and could use some boost in its dps.

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