Aye, every spec can be viable just needs work and the right team.lefze wrote:As long as you run in a good 6 man and dedicate yourself fully to actually being a dps it can work great.
Also it all comes down to having fun, this is a game afterall.
Aye, every spec can be viable just needs work and the right team.lefze wrote:As long as you run in a good 6 man and dedicate yourself fully to actually being a dps it can work great.
And this is related to OT?WarriorPriest wrote:We just got a change and the Salvation tree Warrior Priest is still a healbot, Grace doesn't know what it is and Wrath is still mega underpowered and the response is to make Salvation even better when it is still the only viable tree?
The "I stand in the back and I heal heal heal" specialization that goes against what the class is supposed to be for the sake of everyone else's enjoyment except your own is the only one that is looked after?
Before this game was dumbed down by Electronic Arts, the intended design of the Warrior Priest matched what he is in the lore of Warhammer Fantasy Battles. That of a zealous, pious and mighty champion of the Empire who worships the warrior god Sigmar through ascetic personal values, and crusading across the Empire and wielding his sacred hammer and engaging in melee combat against the evils of The Old World. They are missionaries who join and lead regiments and armies of the Elector Counts and wander abroad the land founding fortified temples in order to raise and command armies of religious fanatics to fight the enemies of The Empire.
In fact there was no designated healers and everyone was supposed to fight. By tier four his priestly armoured cassock scaled up to the similar protective values of the heavy armour worn by the tank classes.
In juxtaposition to the Disciple of Khaine who is supposed to be fast with a lot of small hits and have a lot of dirty tricks and utility abilities, the Warrior Priest was supposed to be a slow tanky melee dps whose slow hits with his great hammer hit devastatingly hard.
To my mind in order to appease everyone why would you not just split the class by segregating the Salvation tree from the Grace and Wrath trees? That way if you want to be a heal bot you can't specialize in the other two trees and are locked in as one, and that makes way for the other two specializations to be properly developed.
The Grace tree would mean you still have good healing abilities but you actually have to fight to heal others, and the Wrath tree would have poor healing abilities but good offensive and defensive abilities.
There are at least 1400 players in this game. It is not like there are only six Order characters fighting six Destruction characters at any given time. A lot of people don't even want to pvp 24/7 and like the public quests and exploration and pve content. The argument that it only works if everyone only has one role is both facetious and self serving.
The pvp in this game is to me just a bizarre Counter Strike/MMO RPG attempt that draws in a whole lot of people who just want to zip around a bland landscape spamming buttons on the most offensive and least involved character type available for the thrill of watching the death animation of other characters over and over again.
I think It would be a lot more fun and involved if instead of an arena style it was a mmo rpg hybrid that was mixed with emulating a proper Warhammer Fantasy battle between two armies. If characters had to stay together like proper units and a lot of npcs and war machines etc were involved in the actual battles.
What about a system where you can get npcs of lesser calibre to fill out key positions in a unit or warband if you don't have the players necessary to attack a keep or a battle field objective. It would certainly add to the immersion.
WarriorPriest wrote:We just got a change and the Salvation tree Warrior Priest is still a healbot, Grace doesn't know what it is and Wrath is still mega underpowered and the response is to make Salvation even better when it is still the only viable tree?
The "I stand in the back and I heal heal heal" specialization that goes against what the class is supposed to be for the sake of everyone else's enjoyment except your own is the only one that is looked after?
Before this game was dumbed down by Electronic Arts, the intended design of the Warrior Priest matched what he is in the lore of Warhammer Fantasy Battles. That of a zealous, pious and mighty champion of the Empire who worships the warrior god Sigmar through ascetic personal values, and crusading across the Empire and wielding his sacred hammer and engaging in melee combat against the evils of The Old World. They are missionaries who join and lead regiments and armies of the Elector Counts and wander abroad the land founding fortified temples in order to raise and command armies of religious fanatics to fight the enemies of The Empire.
In fact there was no designated healers and everyone was supposed to fight. By tier four his priestly armoured cassock scaled up to the similar protective values of the heavy armour worn by the tank classes.
In juxtaposition to the Disciple of Khaine who is supposed to be fast with a lot of small hits and have a lot of dirty tricks and utility abilities, the Warrior Priest was supposed to be a slow tanky melee dps whose slow hits with his great hammer hit devastatingly hard.
To my mind in order to appease everyone why would you not just split the class by segregating the Salvation tree from the Grace and Wrath trees? That way if you want to be a heal bot you can't specialize in the other two trees and are locked in as one, and that makes way for the other two specializations to be properly developed.
The Grace tree would mean you still have good healing abilities but you actually have to fight to heal others, and the Wrath tree would have poor healing abilities but good offensive and defensive abilities.
There are at least 1400 players in this game. It is not like there are only six Order characters fighting six Destruction characters at any given time. A lot of people don't even want to pvp 24/7 and like the public quests and exploration and pve content. The argument that it only works if everyone only has one role is both facetious and self serving.
The pvp in this game is to me just a bizarre Counter Strike/MMO RPG attempt that draws in a whole lot of people who just want to zip around a bland landscape spamming buttons on the most offensive and least involved character type available for the thrill of watching the death animation of other characters over and over again.
I think It would be a lot more fun and involved if instead of an arena style it was a mmo rpg hybrid that was mixed with emulating a proper Warhammer Fantasy battle between two armies. If characters had to stay together like proper units and a lot of npcs and war machines etc were involved in the actual battles.
What about a system where you can get npcs of lesser calibre to fill out key positions in a unit or warband if you don't have the players necessary to attack a keep or a battle field objective. It would certainly add to the immersion.
u have snare , ini debuff, thoughnes debuff, and more armour most mdps haveAshe wrote:I believe that we need one change that has already been introduced a long time ago. This is the wilpower overflow in str when you enable the Prayer of Righteousness. We have a set of laughs only to look at Bistlord.
We do not have an armor debuff (impossibility of stacking weapons skills), we do not have CC, CC break, and we do not have RD and CW. There is no initiative on DPS sets
None of this here, it'll get the thread locked.WarriorPriest wrote:Okay.
What I would do to fix the Wrath specialization:
Avatar of Sigmar:
Currently it is a morale ability sitting right at the top of the Wrath specialization tree block. Keep it right at the end as the last thing you get in Wrath specialization but change it from a morale ability to a slotted tactic that gives you the bonuses passively while you have it slotted. With it being right at the top of the Wrath tree no one else will have verily access to it. It is for the melee specialization.
Penance:
Currently it is a level three morale ability that does up to 1200 damage and inflicts a conditional six second stagger that is broken if the target takes any form of damage. Change it to be a level four morale ability, up the damage to a maximum of 1300 and make the six second stagger unconditional.
Smite:
Cut the cool down timer on this in half and it is good.
Soulfire:
Make it an instant ability with a two second timer and increase the maximum amount of damage it can do by 100.
With these changes you have your melee specialization tactic to put you ahead of Grace and Salvation in fighting, you have your level four morale finishing move, and you have great synergy between this version of Smite & Soulfire and what was already done with Hammer of Sigmar.
Users browsing this forum: No registered users and 2 guests