Showing posts with label Warrior Priest. Show all posts
Showing posts with label Warrior Priest. Show all posts

Sunday, November 23, 2008

What have I been up to this week?



Try Not To AP Dump On Squig Herder.
I having a few problems with the Squig Herder, however these problems are all due to AP.(Actually "lack of" AP) You should expect "normal" AP problems with melee DPS classes like the Witch Elf and the Marauder, however it is a little different with the Squig Herder. The Squig Herder is a "Ranged DPS" class, the same as the Sorceress and the Magus, however I do not have AP problems with either of those classes. Although I have slotted tactics to help with this problem, I will not be able to get them until I am a higher level.

The best way I can think of to help with this problem is to "throttle back" your DPS until you can get to the higher level, to get the tactics that help with AP. It may hurt a little, but I have found it to help out in long drawn PvP confrontations.


Bow Classes Get Stats With Both Weapons
In most cases a bow class does not have the melee weapon's(The weapon that the class uses when not using a bow) stats apply to the player, unless it is currently in use. In Warhammer this is not correct, my Squig Herder has both the stats on his bow AND his spear applied at the SAME time. This is really important as you should look for a spear that adds to wounds and ballistic skill, instead of DPS or melee skills.(Like Strength) This is of course assuming that you are playing your Squig Herder as a ranged class and did not spec in the path of stabbin'.

When dual wielding, we all know that both of the weapon's stats are applied to the player, so this is normal when dual wielding. I do not know if this mechanic is "working as intended", if it is not expect a nerf in the future, until then always remember you get both stat adds.

about the marauder...
Just wanted to give a little info on the Marauder. It still is the lowest class on the list when it comes to viability in PvP. Over the past couple weeks I have really paid attention to my stats compared to other stats of other Marauders in the same PvP scenario, and they are on par with others. I will continue to play with builds until I can find something that works. Right now I am still working on a Monstrosity build, and so far, it is the best choice. If anyone has any questions or advice, just let me know.

Tier Three Use Spec Skills ONLY
When you get to late tier three and through tier four, you really need to stick with your spec'ed tree skills ONLY. I am starting to see the difference in the bonus spec damage versus the other two trees and their damage across all classes. The best advice I can give is to remove ALL skills on your hotbar, except those in your spec'ed tree and those other skill that are necessary. Make sure you keep these skills separate on your hotbar so you know when you are doing your max damage/healing. If you do not separate the skills and use them all together you will gimp yourself out as you will not be using your most powerful skills 100% of the time.

Incoming Guides, Future Articles
In the upcoming weeks I will be working on providing all ten order classes with templates. I have already posted three, these can be found here:

Warrior Priest: (Hardcore combat/auto heal build)

Bright Wizard: (AOE DPS build)

Runepriest: (Hardcore PvP healing build)

After these guides are complete, I will go back to writing other articles. If you have any questions still feel free to ask, as I will still be updating the blog everyday.

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Saturday, November 22, 2008

Warhammer Online build: Warrior Priest


This build was based on the following guidelines:

Frontline combatant, while still being able to heal. This was actually a difficult build, which is why it took me awhile to complete it. I did not want to give you a build that was raw DPS as this would gimp out your healing abilities. This build gives above average DPS with a hardcore "auto healing" pumped in. Please note that you "must" be using the buffed up skills 90%+ of the time you use any skill.(Another words ALWAYS use a skill in the "Grace" tree, or a core ability in the "Grace tree" unless it is a necessity to use something else like a rez.)

The Warrior Priest:

Prime stats: (In order of importance)
(It is very important that STR takes precedence over Willpower for this build to work as intended. Please note that the more damage you do, the MORE healing you put out)

  • Strength = adds to melee damage.

  • Willpower = adds to healing power.

  • Wounds = adds to HP.


The 25 points will be placed as follows: (There will be a few extra points gained through RvR rewards, however we will not use them here) (Also note that this "caps out" a tree, I really do not like putting "all my eggs in one basket", however I cannot argue that the points could be better placed elsewhere)

15 in "Grace"
Buy ALL the skills in the "Grace" tree. I was going to leave out "Sigmar's Vision" however that is your highest skill for DPS output.(Tied for first place anyway)

The last 3 points will be put in the "Wrath" tree. Any additional points should also be placed in "Wrath".

80 RvR points to be placed in:

  • Might level 1 = 1 point

  • Might level 2 = 3 points

  • Might level 3 = 6 points

  • Might level 4 = 10 points

  • Might level 5 = 14 points


  • Resolve level 1 = 1 point

  • Resolve level 2 = 3 points

  • Resolve level 3 = 6 points


  • Discipline level 1 = 2 points

  • Discipline level 2 = 4 points


  • Spiritual Refinement level 1 = 5 points

  • Spiritual Refinement level 2 = 10 points

  • Spiritual Refinement level 3 = 15 points


The purpose of this build is to be able to be a frontline combatant, with the ability to heal decently.

Here are the planned active morale skills:

  • Level 1 = Divine Favor

  • Level 2 = Rampaging Siphon

  • Level 3 = Penance

  • Level 4 = Avatar of Sigmar


and the planned tactic slots: (assuming you are in PvP, PvE tactics would be a little different)

Leading the Prayer
Greave of Sigmar
Restorative Burst
Grace of Sigmar


You can see this build here

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Monday, September 29, 2008

WAR Cheats - Get big contibution while AFK on PQ. as warrior priest



I noticed a funny thing. Even if it is working as intended I think, this is awesome. If you are a warrior priest, and want to not only leech EXP and INF on a PQ, but also get some decent loot, make sure to get in the group with 5 melee careers.

Then you only have to make sure to activate your ability Prayer of Devotion, and place your self somewhere in middle. I done that, and went afk. To my big surprise, I had 450+ to the roll among other 15 people in my group.

The only reason for it as I see it, that Prayer of Devotion (20% chance to heal party member when they hit NPC) healing is counted in your contribution. And when there are 5 people constantly meleeing mobs, PoD procs alot.

I am not 100% sure about this, but I dont see any other reasons for me having 500 adn 450 contribution while being afk

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Saturday, August 23, 2008

Warrior Priest class review



For the Warrior Priest, faith is life. A Warrior Priest’s Righteous Fury grows strong with every swing of his arm against the Empire’s foes. With enough Righteous Fury built up, the Warrior Priest may call upon Sigmar to heal himself and his companions. Additionally the Warrior Priest's faith provides buffs to strengthen himself and those nearby. One will not find the Warrior Priest in the rear of the battle, as true devotion to Sigmar is celebrated at the front lines. The healing abilities embolden this medium armor class, but a ranged enemy will lessen this ability to regenerate life.



Strengths:
  • Up close and personal melee combat.

  • Group bolstering spells

  • Heals powered by combat


Weaknesses:
  • Less effective at ranged combat

  • Heals require melee combat

  • Less armor than tank classes.


PvE Overview
The Warrior Priest is a very effective soloer, and a great addition to any group. In solo play a Warrior Priest must keep track of the build up of Righteous Fury, indicated by the small globe at the bottom of the screen. Righteous Fury is required to power the healing spells, and can only be increased through melee combat. Ranged spells are few, but the few low damage attacks can be used to pull enemies from a short distance away.

In group combat, the Warrior Priest's buffs provide aid to those nearby, while the heal spells will also bring some aid. Taunts are not part of the spell book here, so holding aggro in a group situtation can prove troublesome.


RvR Overview
A Warrior Priest never fears the combat of RvR, but will cautiously appraise the battle's layout. He must beware the ranged combat fighters; while he can do some damage to them, we will not generate the Righteous Fury needed to keep his heals active. Close up, an enemy that moves around quickly can make landing a hit difficult. He must not stand his ground as a tank would, but be prepared to move and glide with the swing of his hammers.

Those with lighter armors will fall quickly under the Hammer's close range onslaught, while a higher armor class can be defeated with the lasting ability the heals provide.

Warrior Priest Mastery Paths
Path of Salvation: A Mastery Path focused on healing and restorative powers. A player who specializes in Salvation will become a much more powerful healer, although they will still need to place themselves into the front lines of a melee combat in order to build up their Righteous Fury.

Path of Grace: A Mastery Path centered around melee attacks which inspire and bolster the Warrior Priest and his allies. A Master of Grace will be able to simultaneously wreak havoc upon his enemies with his warhammer and improve himself and his companions, making him an especially valuable player when standing side-by-side with other allies.

Path of Wrath: A Mastery Path focused on crippling melee attacks which weaken, hinder, and harass the player's opponents. Someone who specializes in Wrath will certainly be the most offensively-focused type of Warrior Priest, as they will be both damaging their enemies and weakening them with each swing of their warhammer.



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Tuesday, August 12, 2008

Performance Example Videos



This is only some short clips to show that there is no such thing as animation latency anymore. Since it works exactly like WoW, the argument "omg teh combatz suxxorz" is no longer valid.

Animation starts before the server recognition. You can see this when you target non-targetable NPCs and try to heal them. You will start the healing spell, but half way through (or fully completed if it is an instant spell) and you get a message saying something along the lines of "you cannot perform that action on that NPC, you moron."

Warrior Priest (soloing a Champion + Add)

Warrior Priest (soloing a Champion + Add) - Funny bloopers are a click away

Witch Hunter in PQ Taking on Mobs Higher Lvl

Witch Hunter in PQ Taking on Mobs Higher Lvl - The best video clips are here

Performance Example Video - Runepriest

Performance Example Video - Watch more amazing videos here

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Sunday, August 10, 2008

What class to choose as Order - An analysis of class population.



I have seen a lot of questions recently about what classes are over populated, under represented etc., so I thought I would post a quick break down.

I am going to start with Order side.

Under represented:

1. Tanks of either kind. Ironbreakers and Sword Masters seem to be very scarce. There actually seem to be more Ironbreakers in my experience but its very close.

2. Archmages. This class is an incredible healer but you see very few of them. Its really too bad because they are as good and versatile as the Shaman, which is over represented on the Destruction side.

3. Shadow Warrior. I see very few of these running around. They recieved a buff in 3.3 so maybe that will change.

Medium Population:

1. White Lions. I hesitated to put them here. I see quite a few of them but I still think Order could use a few more.

2. Engineers. I see a number of them around, would like to see more because they are a unique class and really good at Keep/flag defense.

3. Rune Priests. Perhaps the best Pure healers in the game (followed by Zealots). Can almost never have too many of 'em!

Overpopulated

Bright Wizards, Warrior Priests and Witch Hunters. I will lump these all together because there are entirely too many of them. They seem to be a dime a dozen.

Everytime I see Order get destroyed in Scenarios its because of the lack of Class Diversity. Destruction does not seem to have this problem. They normally field a good amount of tanks, melee DPS, ranged DPS and healers.

Order is just the opposite, I will log into a Scenario and look around, only to see 6 Bright Wizards, 4 Witch Hunters and 2 Warrior Priests. Order can NOT win that way. To succeed in WAR you need tanks, you NEED more than one healer class, Ranged DPS class or melee class.

If you plan to play Order please pick a needed class. If class trends continue like this into release Order is going to get dominated and its not from being outnumbered. Instead they will get dominated because they have no tanks to hold the front line, no Archmages to help heal and only Bright Wizards providing ranged DPS.


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Sunday, July 20, 2008

HD Warrior Priest ORvR

This is just a bit of ORvR Action its a bit short but i think its entertaining i hope you all like.

Warrior Priest walking alone in the land of the dead, he found an enemy threat and proceed to attack. While he was attacking another one arrived and it was 2 on 1 against the Warrior Priest, but you want to know who won?


WP_vs_Sorceror_vs_Shaman.avi



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Friday, April 25, 2008

Warhammer online Beta Videos

Orc Choppa:


Dwarf Engineer:


Warrior Priest:


Dark Elf lvl 12, skills and gameplay:



WAR Beta Sieges
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Wednesday, April 23, 2008

Warrior Priest Review - Thoughts on class.

Rank 27 Renown Rank 12
Grace before the changes and Salvation after

My observations so far, I respecced salvation after the changes went in since I was mostly doing group outdoor PvP and Sigmar's Shield isn't very useful there. I have played a Warrior Priest pretty much every beta phase (when available) since beta 1. Granted, we all agree the previous version was overpowered. So far as salvation spec, well I don't really seem that useful, and it’s not entirely because of the changes, there isn't much incentive in salvation spec to actually melee, but since you have to keep using Supplication to feed your RF to actually , you are much less efficient than any other healer when playing that way now that our pool was brought down and our cast time went up. Agreed that bringing the pool in line was needed, reducing the effectiveness of Supplication makes sense because since the RF pool was halved, the skill needs to follow it. What doesn't really make sense for me was putting a relatively long cooldown on supplication and bringing the single target heal back to 3 seconds, further discouraging healing oriented Warrior Priests from actually healing.

Now one thing that doesn't really make sense for me, and this goes for all healers not just WP, are the current values of the heals, whenever I get a new ability in any game, I always visualize how exactly it comes into play, in which situations it would be useful, and so on. Some people have already posted the numbers so I'm not gonna repeat them, but I believe that each healing spell should have a specific purpose, each for his own situation, and all should be useful, right now the single target heal is so much better than every other healing spell (by a humongous margin) Is it the only option we have to heal? No. But it’s the only viable option. We shouldn’t have different heal spells just for the sake of having different heal spells, each needs to have a use and be on the bar of every healer for a reason.

Lets look at the heals :

Hot..................Insta cast.................30 RF...................Healing for about 300ish over 15 seconds
Heal+Hot.........0.5 cast....................60 RF...................Healing for about 350 over 9 seconds
Single target...3 sec cast................50 RF....................Healing for 800ish unspecced, 1000+ specced INSTANTLY, crits up to 1900-2k.

Heals have 1 purpose and its to cancel DPS, now 2 situations can arise which I will call Emergency or Non-Emergency.

Now we have to ask ourselves in which situations we would use each spell, the Hot is obvious but when looking more closely at the numbers it drastically reduces the usage. It costs way too much for the poor amount healed and the long duration to react, I never use it except to top someone off while chasing or running from people, or as a pre cast hot before pulling a mob (and even then it doesn't make much difference if I do it or not). In my opinion hots should have a cost advantage over direct heals. Direct heals mean NOW which means EMERGENCY, hots should mean preparing in advance, as such I think the hot should cost a lot less than it does right now and/or possibly heal for more, we could increase the time to prevent them from being too strong, if we keep the cost at 30 maybe make it heal for like 800 over 20 seconds or something, the reason we keep it instant is because it can't be spammed (since the cooldown) and its slow to build and take the full effect, thus isn't suited for emergency situations.

Now the Heal+Hot, I certainly hope no one has ever used this spell and if you do, please take a good 5 minutes to examine the spell statistics closely.

Its a fast cast, almost instant, which to me rings EMERGENCY but the poor amount of health returned on the cast (170ish) doesn't make any difference and is actually less than 1 second of dps from the average player, the high cost is further prohibitive which ends up that no sane person would even bother keeping this on his bar. In an emergency situation you won't use it because it wouldn't make any difference anyway at 170-180 HP, and then in non emergency situations you won't use it either because the high cost and low amount of health just makes it better to use the direct heal, to further discourage you from using it you're not even in a hurry and can have the health right now or 9 seconds later, obviously no one will choose 9 seconds later.
Heal + Hot should be filling the Non-Emergency situation, highly efficient spell, longer in casting but again slower to react. I suggest basically changing it to about what the direct heal does now, 1k overall healing with mastery around my level, 50RF, 500 health now 500 after 9 seconds, 3 seconds cast.

Now the direct heal, this is your NOW and your EMERGENCY spell, as such its much too slow to cast at 3 seconds, but since it was overpowered at 1 second, something else has to go, being a direct heal is a large advantage over hots and has such it should not be used over them in every possible situation (like it is right now).
Suggest to downgrade the cast time to 1 second (for everyone not just WPs), decrease the amount healed by about 30-40ish%, which will make it less efficient and less interesting to use than the Heal+Hot in Non-Emergency situations, the cost could remain the same at 50 RF since the amount healed for will actually decrease.

Now each heal has a use, the key I think is to balance out the Heal+Hot VS the Direct heal so that the direct heal will do slightly more or the same healing at about an even cost than the first tick of the Heal+Hot, the fast cast with a decent amount of instant health will be the incentive to use it.

In a % value here is how I would ideally have it. We would take the highest Heal, in my proposed scenario the Heal+Hot as 100%

Spell....................Cast Time.........................Cost................ ....Amount healed
Hot.......................Instant, 5 sec CD.............30........................75%
Heal+Hot..............3 sec, no CD....................50........................1 00%
Direct Heal............1 Sec, 2 sec CD..............50........................60%

I didn't really talk about the group heal or other aoe hots such as can be found in healing mastery lines, mostly because I have nothing to say about them, they have their uses, and I feel they are about where they need to be, the aoe heals are highly efficient and that is the advantage to offset their slow buildup. Group heal is decently useful, its efficient as long as 3-4 people are getting it, which is ok in my book, otherwise it could end up being too good, I would probably increase the amount on it slightly, maybe 10%, but maybe that's just my impression that Aoes like pit of shades are overpowered since the spell seems currently bugged and people end up not being able to get out of it (120% reduced movement speed ;/)

Respecced Grace, the difference was pretty much night and day compared to salvation, Sigmar's Shield, while severely weakened by the reduction to our AP pool, is still the only viable way to actually fulfill our intended role of melee/healer hybrid. Without it I was basically getting stomped in a few seconds, happened a few times when I lost myself as target. With it, I can last quite a while against 1 player and decently long enough to put up a fight against 2, granted its unlikely I will win a 2v1 unless the other 2 players are pretty bad, which is ok in my book, a skilled player with good gear (I have 2 PQ epics and quite a few elite PQ rewards) should be able to tackle more than 1 player, although not to the extent that it was so easy with the WP before the changes.

It seems quite a few abilities do not trigger Sigmar's Shield any more, obviously dots shouldn't but other abilities that I'm not sure are dots don't seem to be triggering it either.

I did about 3 scenarios, all of them I felt I was contributing to the group, tossing a heal here and there, and sometimes popping sigmar's shield and spamming Diving Strike on ppl getting focus fired, it’s a lot more challenging than before but it feels a bit more balanced now, we aren't completely dominating everyone else, a skilled player can still do well but it’s really hard now.

Skirmish RvR, we defended a wall gate, ran around some objectives, failed to take a keep, and failed to defend another. Basically open world RvR is back at stage 1 where it’s a big standoff with each side having tons of ranged classes (I hate Sorcs and pit of shades, it definitely needs to be looked at) and some healers standing in the back and trying to keep them up. The melee classes either stand back and do nothing or charge in and go down faster than a Shadowbane server admin can say LAG! So the and I heal, and I heal and I heal is definitely the case in skirmish because any melee will not be able to do anything there, too many aoes, roots, stuns and CC with no counter and no diminishing returns they don't even get to hit someone before they eat dirt. We can't even heal them with our slow cast heal now.

Grace spec is still working and quite efficient in smaller group encounters. Salvation spec is pretty bad for any situation. I cannot comment on Wrath because I haven't tried it yet, but it doesn't look up to par either, and judging from the posts of Wrath specced WPs, it doesn't seem too good.

On top of the heals needing to be adjusted there seem to be a game wide problem with melee in large battles, I mean this is WARhammer, it should be about huge melee battles of armies crashing into another, the current Sorcs vs BW backed by a bunch of healers standoffs are pretty boring overall and need a solution sometime in the next few months before release. Aoe spells (pit of shades I h8 you) seem really way too good atm and aoe heals are nowhere up to par to keep up with them, pit of shades tick for what about 150-200dmg every 2 seconds or so, we can't even cast a grp heal every 2 seconds, and once they have it up, it doesn't cost them AP every tick.

Now another thing, about prayers, I like the change to prayer of absolution being an armor buff, and it seems a significant enough buff to actually want to use it now, the 5 toughness from before was a joke anyway. Now prayer of righteousness seemed pretty much unchanged, it was good before, its still good, so no problem there. Now prayer of salvation, I mean, 15 HP?, 20% chance, come on, ok it WAS, read WAS, overpowered a few months ago in the first EvC focus test, its been changed (read nerfed) a dozen times over since then, I use it sometimes for a single reason only, on the odd chance that the heal it procs will crit and regain me 75 AP from one Tactic I use. Even if it was 100% chance it still wouldn’t be very good, this needs a buff.

15 health is not going to help keep someone alive, it’s not going to make any difference in a pvp fight that can last less than 10 seconds at times. This is quite certainly the worst iteration of the ability we have seen so far, even taking beta1 into account.




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