[Warrior Priest] - Grace
Posted: Sat Jan 02, 2016 11:35 am
First things first, before the anger boils up again. This is not a thread about Disciples of Khaine. While a mirror class, they do not function closely enough that I feel any buff made to Warrior priests would translate well with them. Warrior priests are more supportive, while Disciples of Khaine are more offensive. Keep them out of the thread.
Second, I am not an expert on every class in this game. My time has been spent play-testing the Warrior priest, specifically Path of Grace and in melee. And this will be a bit of a read.
[1] MAD
[2] Gear
[3] Tactics
[4] Renown
[5] Proposed change, conclusion.
[1]M.A.D - Multi-attribute-dependency. Credit to Azarael for teaching me the term.
This is, without a doubt, one of our bigger issues. While all classes benefit from most of the stats in game, few if any other have the same problem with statting as Grace-priests do. We have relatively low base strength and require a lot to maintain competitive healing. We need weapon skill to prevent excessive mitigation from crippling our healing. We need toughness, wounds, and initiative to prevent ourselves from being easily taken down. While a Slayer can neglect their defenses, since they can expect to have a Guard, we can not. We have no AoE detaunt outside of a costly cross-spec into Wrath. Between this and being forced to dump into strength to keep our healing up, we are often left with very little of anything else.
Right now, even buffed, I have roughly 4,600 health. One successful Sever Blessing and my health is low enough a Sorcerer can kill me in a timestamp. One combo, fast enough that I have virtually no time to recognize I'm about to be blasted, locate the Sorcerer targeting me and cast Repent. Assuming I haven't been disabled already. I could keep them constantly detaunted, but even then they can take me for half my health and it still leaves me vulnerable to any other DPS, and I will be within range of them all.
As it stands, I'm actually confident we can't reach the strength soft-cap. Even with every talisman in strength, renown in strength, and mixing gear sets for the highest possible, even buffed the closest I've come to the cap is still 100 points shy. And that's before considering debuffs, which we are almost certain to encounter in nearly every fight.
Resolving the problem will require a very delicate approach, as any buff that offers Grace staying power has the potential to make Salvation outright unstoppable. Between our stats, only strength and weapon skill can easily be buffed without overpowering Salvation priests. Even something as small as +1 strength per level may suffice, which would nudge us closer to a Slayer's base strength.
[2]Gear - The problem inherit with hybrids and laziness.
Anyone who has played a Warrior priest of any mastery spec can tell how aggravating this issue is. Both Stalker and Devastator sets have wasted statlines, regardless of your spec. While not as big a problem as a few others, the amount of wasted stats we often have on our gear leave much to be desired. More than a few Salvation priests have bemoaned the amount of strength their armour gives them, knowing full well they'll never make use of any of it, wishing it were somewhere else. Grace has a similar problem with willpower, as it is a stat we can not make effective use out of.
For example, I don't use the full Devastator set. I would love the +5% melee critical chance, but it isn't worth giving up the stats my current influence helmet and chest piece offer.
This is a problem for which I have only managed to find one solution - Two separate sets of armour, focused to either of the two mastery trees. The armour Knights of the Blazing Sun get make me frankly envious, given their armour actually functions regardless of their mastery spec.
[3]Tactics - The fun of choosing between red and red.
Much like the situation with our M.A.D, our limited decisions on Tactics hinders us further.
Divine Fury - +25% damage dealt, -20% healing. Specifically, the healing done without damage as a requirement. Healing Hand, Divine mend, etc. Sigmar's Radiance and Divine Assault are unaffected, thankfully, by the debuff. This Tactic is an absolute requirement, as even with the 1/4th boost to our DPS it still falls short. Our healing relies on our damage, I have not found an even passably mediocre build that doesn't include this. With our gimped willpower and the -20%, our other healing abilities are flat out crippled. Which serves to further necessitate higher damage to ensure better healing.
Discipline - Flat boost to Willpower, roughly 128 or so, at this level if I'm not mistaken. If a Slayer wishes to get their strength up, they can slot Brute Force. If a Salvation priest wants to free up stats for wounds, they can slot Discipline for the extra willpower. We have no such option, as Discipline offers us nothing valuable. -20% off healing from Divine Fury means the extra 128 or so Willpower will make no meaningful difference, but we can't get extra Strength like a Slayer can or extra Toughness like an Ironbreaker can.
Greave of Sigmar - Sigmar's Fist adds roughly 100 strength to your defensive target, Greave of Sigmar adds an additional matching toughness. Another Tactic I have been unable to be rid of, while hating it all the same. The buffs do not stack. The moment a Knight enters your group with their buffs up, you have a potentially wasted Tactic slot because they offer the same buff, on an AoE, and it does not require you to be in melee range with a successful hit to apply it. Despite this aggravation, we have too few defenses as it is to risk giving up so much extra toughness on the chance we have a Vigilance Knight in the group.
Intimidating Repent - Causes Repent to affect all targets within 30 feet of the first target. We have to cross-spec to get an AoE detaunt, something no melee DPS has to contend with. Though this is dangerous ground that I'm uncomfortable even touching, it need be addressed. Ironbreakers and Knights are durable enough to eat the damage sent their way, and in fact most prefer to be targeted instead of their Guarded allies. Slayers and Witch Hunters have AoE detaunts at their core, allowing them to cluster-detaunt several enemies atop of their high likelihood of being Guarded.
While other healers can remain far enough from the fighting that any attacker would be noticed before closing ground and can be safely detaunted or intercepted, we don't have the luxury. Every form of damage and CC in the game is within range to hit us on a moment's notice, without the warning of a Sorcerer running 40 feet to get within range.
Grace of Sigmar - Sigmar's Radiance deals X damage and healing, with 50% of the damage added to the healing. Grace of Sigmar increases the base heal and the heal-per-%damage to 75%. One of my favourite and more hated of tactics. With this slotted, the constant armour and Guard mitigation I encounter hurts a little less. Having my 730 damage Radiance reduced to 212 is more tolerable with the higher base heal and by squeezing more out of it with the 75%. Though I've come to hate that I need spend a mastery point and Tactic slot just to get Radiance to heal -less- than a Salvation priest's AoE healing, while also being in far larger degrees of danger. Add in a few lucky parries and our healing falls even further behind.
[4] Renown - Sigmar damn the MAD.
Back to the issue of our stats, again. I have spent days cycling between a few renown combinations, but they are all almost entirely the same. 20 strength/15 reduced crit chance, 35 points taken up on the spot and I have yet to find success otherwise. With the horribly low amount of wounds, I can't afford to be eating a critical hit 35% of the time. With our low base strength and massive dependency on it, the strength is again a necessity I can't part with.
At the end, I have 5 actual points that can be spent elsewhere. Which is effectively nothing, in the grand scheme. 4 in Disrupt/dodge and 1 in parry is my usual decision. While I have heard arguments this will get better once the renown rank limit is increased, I don't believe it. I still foresee much of my renown going into strength and reduced critical chances. Our defenses are just too low to afford being crit constantly, and we will always need the strength.
[5] Proposed changes, the conclusion, and the ire of more than a few angry people.
Finding a fix to our MAD is problematic, given our relationship with Salvation.
+1 strength per level, possibly weapon skill as well, would help without being too drastic. Effectively an extra 32 strength.
Allowing Sigmar's Radiance to ignore 10-15% of enemy armour would help prevent mitigation from crippling us as badly as it does.
Personally, I would rather see Grace of Sigmar removed as a tactic and it's effect made baseline with Sigmar's Radiance.
Doing this will leave a mastery tactic missing from our tree, though this is an opportunity to create another tactic to replace it and fix another problem, potentially with our MAD. More importantly, a tactic that high in Grace's mastery tree will ensure it does not affect Salvation.
Potential solutions are tactics for additional armour, strength, wounds. Even with another -20% to healing tacked on, I would still prefer it. XXX armour with -20% healing, maybe a flat boost to a melee stat.
While I would like to see Divine Fury done away with somehow, I don't see it happening. While our damage could be buffed enough not to need it and the tactic removed, I don't see it happening anywhere before T4. Arguments that the -20% healing keeps us in check are laughable, our lack of willpower has more than done that. I honestly do hate this tactic. We effectively have only two slots because we can't physically avoid taking this.
Second, I am not an expert on every class in this game. My time has been spent play-testing the Warrior priest, specifically Path of Grace and in melee. And this will be a bit of a read.
[1] MAD
[2] Gear
[3] Tactics
[4] Renown
[5] Proposed change, conclusion.
[1]M.A.D - Multi-attribute-dependency. Credit to Azarael for teaching me the term.
This is, without a doubt, one of our bigger issues. While all classes benefit from most of the stats in game, few if any other have the same problem with statting as Grace-priests do. We have relatively low base strength and require a lot to maintain competitive healing. We need weapon skill to prevent excessive mitigation from crippling our healing. We need toughness, wounds, and initiative to prevent ourselves from being easily taken down. While a Slayer can neglect their defenses, since they can expect to have a Guard, we can not. We have no AoE detaunt outside of a costly cross-spec into Wrath. Between this and being forced to dump into strength to keep our healing up, we are often left with very little of anything else.
Right now, even buffed, I have roughly 4,600 health. One successful Sever Blessing and my health is low enough a Sorcerer can kill me in a timestamp. One combo, fast enough that I have virtually no time to recognize I'm about to be blasted, locate the Sorcerer targeting me and cast Repent. Assuming I haven't been disabled already. I could keep them constantly detaunted, but even then they can take me for half my health and it still leaves me vulnerable to any other DPS, and I will be within range of them all.
As it stands, I'm actually confident we can't reach the strength soft-cap. Even with every talisman in strength, renown in strength, and mixing gear sets for the highest possible, even buffed the closest I've come to the cap is still 100 points shy. And that's before considering debuffs, which we are almost certain to encounter in nearly every fight.
Resolving the problem will require a very delicate approach, as any buff that offers Grace staying power has the potential to make Salvation outright unstoppable. Between our stats, only strength and weapon skill can easily be buffed without overpowering Salvation priests. Even something as small as +1 strength per level may suffice, which would nudge us closer to a Slayer's base strength.
[2]Gear - The problem inherit with hybrids and laziness.
Anyone who has played a Warrior priest of any mastery spec can tell how aggravating this issue is. Both Stalker and Devastator sets have wasted statlines, regardless of your spec. While not as big a problem as a few others, the amount of wasted stats we often have on our gear leave much to be desired. More than a few Salvation priests have bemoaned the amount of strength their armour gives them, knowing full well they'll never make use of any of it, wishing it were somewhere else. Grace has a similar problem with willpower, as it is a stat we can not make effective use out of.
For example, I don't use the full Devastator set. I would love the +5% melee critical chance, but it isn't worth giving up the stats my current influence helmet and chest piece offer.
This is a problem for which I have only managed to find one solution - Two separate sets of armour, focused to either of the two mastery trees. The armour Knights of the Blazing Sun get make me frankly envious, given their armour actually functions regardless of their mastery spec.
[3]Tactics - The fun of choosing between red and red.
Much like the situation with our M.A.D, our limited decisions on Tactics hinders us further.
Divine Fury - +25% damage dealt, -20% healing. Specifically, the healing done without damage as a requirement. Healing Hand, Divine mend, etc. Sigmar's Radiance and Divine Assault are unaffected, thankfully, by the debuff. This Tactic is an absolute requirement, as even with the 1/4th boost to our DPS it still falls short. Our healing relies on our damage, I have not found an even passably mediocre build that doesn't include this. With our gimped willpower and the -20%, our other healing abilities are flat out crippled. Which serves to further necessitate higher damage to ensure better healing.
Discipline - Flat boost to Willpower, roughly 128 or so, at this level if I'm not mistaken. If a Slayer wishes to get their strength up, they can slot Brute Force. If a Salvation priest wants to free up stats for wounds, they can slot Discipline for the extra willpower. We have no such option, as Discipline offers us nothing valuable. -20% off healing from Divine Fury means the extra 128 or so Willpower will make no meaningful difference, but we can't get extra Strength like a Slayer can or extra Toughness like an Ironbreaker can.
Greave of Sigmar - Sigmar's Fist adds roughly 100 strength to your defensive target, Greave of Sigmar adds an additional matching toughness. Another Tactic I have been unable to be rid of, while hating it all the same. The buffs do not stack. The moment a Knight enters your group with their buffs up, you have a potentially wasted Tactic slot because they offer the same buff, on an AoE, and it does not require you to be in melee range with a successful hit to apply it. Despite this aggravation, we have too few defenses as it is to risk giving up so much extra toughness on the chance we have a Vigilance Knight in the group.
Intimidating Repent - Causes Repent to affect all targets within 30 feet of the first target. We have to cross-spec to get an AoE detaunt, something no melee DPS has to contend with. Though this is dangerous ground that I'm uncomfortable even touching, it need be addressed. Ironbreakers and Knights are durable enough to eat the damage sent their way, and in fact most prefer to be targeted instead of their Guarded allies. Slayers and Witch Hunters have AoE detaunts at their core, allowing them to cluster-detaunt several enemies atop of their high likelihood of being Guarded.
While other healers can remain far enough from the fighting that any attacker would be noticed before closing ground and can be safely detaunted or intercepted, we don't have the luxury. Every form of damage and CC in the game is within range to hit us on a moment's notice, without the warning of a Sorcerer running 40 feet to get within range.
Grace of Sigmar - Sigmar's Radiance deals X damage and healing, with 50% of the damage added to the healing. Grace of Sigmar increases the base heal and the heal-per-%damage to 75%. One of my favourite and more hated of tactics. With this slotted, the constant armour and Guard mitigation I encounter hurts a little less. Having my 730 damage Radiance reduced to 212 is more tolerable with the higher base heal and by squeezing more out of it with the 75%. Though I've come to hate that I need spend a mastery point and Tactic slot just to get Radiance to heal -less- than a Salvation priest's AoE healing, while also being in far larger degrees of danger. Add in a few lucky parries and our healing falls even further behind.
[4] Renown - Sigmar damn the MAD.
Back to the issue of our stats, again. I have spent days cycling between a few renown combinations, but they are all almost entirely the same. 20 strength/15 reduced crit chance, 35 points taken up on the spot and I have yet to find success otherwise. With the horribly low amount of wounds, I can't afford to be eating a critical hit 35% of the time. With our low base strength and massive dependency on it, the strength is again a necessity I can't part with.
At the end, I have 5 actual points that can be spent elsewhere. Which is effectively nothing, in the grand scheme. 4 in Disrupt/dodge and 1 in parry is my usual decision. While I have heard arguments this will get better once the renown rank limit is increased, I don't believe it. I still foresee much of my renown going into strength and reduced critical chances. Our defenses are just too low to afford being crit constantly, and we will always need the strength.
[5] Proposed changes, the conclusion, and the ire of more than a few angry people.
Finding a fix to our MAD is problematic, given our relationship with Salvation.
+1 strength per level, possibly weapon skill as well, would help without being too drastic. Effectively an extra 32 strength.
Allowing Sigmar's Radiance to ignore 10-15% of enemy armour would help prevent mitigation from crippling us as badly as it does.
Personally, I would rather see Grace of Sigmar removed as a tactic and it's effect made baseline with Sigmar's Radiance.
Doing this will leave a mastery tactic missing from our tree, though this is an opportunity to create another tactic to replace it and fix another problem, potentially with our MAD. More importantly, a tactic that high in Grace's mastery tree will ensure it does not affect Salvation.
Potential solutions are tactics for additional armour, strength, wounds. Even with another -20% to healing tacked on, I would still prefer it. XXX armour with -20% healing, maybe a flat boost to a melee stat.
While I would like to see Divine Fury done away with somehow, I don't see it happening. While our damage could be buffed enough not to need it and the tactic removed, I don't see it happening anywhere before T4. Arguments that the -20% healing keeps us in check are laughable, our lack of willpower has more than done that. I honestly do hate this tactic. We effectively have only two slots because we can't physically avoid taking this.