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Old May 24th, 2008, 01:47 AM     Dellia is offline   #1
Dellia
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Exclamation Consolidated List of PoM Feedback

Vaguely in order of importance, though not strictly so. This is pulled from various forum posts and this very thread. If you disagree with anything here, post!

This post is for game mechanic stuff rather than bugs. They intertwine, but in general at least that's the goal. Pure bugs should go in this thread instead.

I'm also going to try and keep up The Intelligent Discussion Compilation thread. If you're interested in hearing where I'm getting this stuff, check here! This will be a list of quotes I've pulled that make reasonable and logical arguments for either side of an issue. For the devs/CMs that are hopefully looking at this thread, check that one out too please for more in depth info.

I've also created some polls that might be useful for feedback purposes. I've tried to make them as objective as possible.

POLL: PoM General Feedback

POLL: PoM Healing Feedback

POLL: PoM PvP

POLL: PoM Spellweaving

Importance:
  • High - Please address!
  • Medium - Important but not game breaking
  • Low - Wishlist/nice to have
  1. Feat tooltips aren't always clear

    Some feats simply give a vague description, while others give actual numbers. All feats should be consistent in this regard and give us solid information on what the feat is actually going to do for us.

  2. What does Wisdom really do?

    The mana pool increase seems negligible, and there is no increase to our magic rating on our character sheet. Wisdom seems to be converted to spelldamage at a rate of 15% from Qbert's testing. Given how much more actual +damage we can get, wisdom currently seems like a useless stat. Please make it more desirable or clear in its usefulness if we're missing something.

  3. Healing is a bit *too* straightforward

    Great summary in a thread by Elarain here that explains it better than I can. Basically, while we like the non-healbot style, we also feel like our hands are tied to an extent while healing.

    A quote that I think best sums it up is this:

    Quote:
    Originally Posted by Bibdy
    There's a (very, very, very easily reached) hard cap on the amount of healing output you can do and that makes everything either too easy or too hard with no middle ground.
    For more discussion (from both sides), another great thread is here.

    We're also a bit disillusioned by "best healer in Hyboria". Manuals are certainly never 100% accurate, but the general feeling seems to be we don't fulfill this role, and a lot of us would like to.

  4. Spellweaving needs a buff

    This thread was posted by myself due to feeling Spellweaving was lacking, and I basically got the following out of it.

    Spellweaving is just not worth it. It works in a few very, very situational... situations... which include being in a group, having a secondary healer, and having your own healing be gimped due to the self root.

    The problem with Spellweaving for a PoM is that we need to be moving for our heals to work. Our positioning is VERY important, and self-rooting with Spellweaving just doesn't work when we need to be running around.

    The stamina drain apparently doesn't scale with the PoM's stamina pool. It's just too much. I think we all fully appreciate that Spellweaving is not something to be done "lightly", but it's currently too difficult to make effective. The drain needs to scale more appropriately and should probably be toned down somewhat.

    The buffs aren't really worth the risk for the most part. The smite/rebuke knockdown one is awesome and really fits the CC theme of the class. A++ on that one. The problem is that to get to that point and use either that buff or any of the others we have to sacrifice a lot.

    We have no healing buffs. Nuking buffs are great, and again, we do NOT want to be turned into healbots, but it just seems natural that Spellweaving should have some kind of benefit to healing for our class, either as a chosen buff (all nukes heal our group like Radiance or Lance of Mitra?) or as a passive buff (10-20% heal increase?). An awesome, awesome solution to the "healing is too straightforward" issue could involve Spellweaving and healing buffs.

    Spellweaving should allow us to do things that wouldn't normally be possible without it. Something to really make us feel powerful when the time is right. Right now it just feels like a massive drain on the group.

  5. Light of Mitra needs to scale

    When you first get it the stamina/mana gain is noticeable, but as costs increase the regeneration stays the same on all targets. This needs to scale.

  6. Hand of Mitra activates but doesn't take effect immediately

    http://img.photobucket.com/albums/v6...mitra_fail.jpg

    I died due to this particular example, with a few more hits following this one. Hand of Mitra went on cooldown. This has been reported by numerous people. Given the emergency nature of the spell, this is a critical issue for it. It needs to take effect when it says it takes effect, and not half a second later.

  7. Graphics missing for certain spells

    Most notably, Manifestation of Mitra, Hand of Mitra, and Blessing of Mitra show no graphic when cast/active. For Manifestation of Mitra, no one but you knows where you put the thing down. For Hand of Mitra, this means it's difficult to know yourself if you're still invulnerable, and is basically an invisible invincibility in PvP. For Blessing of Mitra, you end up simply standing there for 6 seconds, making people wonder just what you're doing as a battle rages on around you. Please give these spells some sort of graphical effect.

  8. Wave of Life spamming

    In the priest tree there's a talent that removes Wave of Life's cooldown completely. The cooldown is already short as it is, and the initial heal is not applied when recasting it if the HoT is already active. If this is a bug, it needs to be fixed. If it's intended, what is the point of the talent?

    Wave of Life should really apply the initial heal on every cast regardless if the HoT is active or not.

    Apparently this may be intended with a hidden internal cooldown on the initial heal. Why? I can understand the idea of it, but the hidden cooldown needs to be made public (even if just described in the tooltip) if this is the case. This also doesn't answer the question of why even have the talent that reduces the base cooldown at all.

    Please replace this talent with something else.

  9. Purification of Mitra

    A hot button recently, this spell got changed from absurd AoE damage to an AoE DoT. While everyone seemed to agree the former version was hideously overpowered, the new version has some issues. Emanation and Wave of Life don't get separate DoTs. The DoT becomes extremely underwhelming because of this, and it's rather useless in any group situation.

    Perhaps more importantly, this also needs to scale.

  10. Condemnation needs a buff

    The damage is completely pointless for non-demons/undead, and even with the burst at the end it's simply not worth casting over even a simple Smite. The damage needs to be buffed, a secondary effect needs to be added, and the cooldown needs to be decreased, in some combination.

  11. Cleansing Fire DoT damage

    The DoT damage appears to be 5% per point of Cleansing Fire's damage. While this is in line with the original talent per-point increase, the DOT aspect of it makes the 3 points spent worth less than the original 5. The DoT damage should be increased or some other debuff should be added instead.

  12. The cup animation makes visibility nil in some situations

    http://forums.ageofconan.com/showthread.php?t=62297

    In any remotely tight quarters situation, the mass of cups that appear for our healing effects makes it impossible to see what's going on.

  13. Armor of Faith should last 1 hour

    Mage shield spells got buffed to 1 hour from 5 minutes. It's rather annoying to keep recasting. Not a huge deal, but the duration really is just short enough to be annoying. There's no reason not to buff this to 1 hour.

  14. Repulse in PvP is a bit too easy to avoid

    While an instant cast AoE knockback might be questionable, it's currently a bit too obvious that you're casting it and therefore extremely easy to avoid. Maybe a bit lower cast time, or a feat to lower it? A great candidate would be the repulse damage increase feat (though leave the 2 point followup as it is please!).

    The spell can be used in a "rattlesnake" fashion to ward people off and simply interrupt the cast of it, but it seems awkward to relegate it to that role as it's primary use.

Last edited by Dellia; July 1st, 2008 at 03:22 AM..
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Old May 24th, 2008, 02:35 AM     Draxas is offline   #2
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The Cleansing Fire DoT talent is not as bad as most people are saying. At 30 right now my average Cleansing Fire hits for roughly 200, and the DoT with all three talent points in ticks for 6 per second, 5 ticks. 30 is 15% of 200. And how much damage does each point in the main Cleansing Flame talent add? 5%, that's right. It seems a bit underwhelming to see the low numbers, but it adds up to roughly the same as investing those initial 5 points into Cleansing Flame. Of course, it is a bit weaker because it does this over 5 seconds though, so it should be bumped up some in my opinion.

I agree that the end talents in each tree are a bit...weird. It would be more fitting to swap the +crit and AOE stun talents to the Vengeance tree, replacing the Guardian Spirit line, which fits with Divinity tree more.
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Old May 24th, 2008, 02:47 AM     BullPenn is offline   #3
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And you think 6 damage is good? For a whopping 30 damage? Thats less than a single melee hit. Thats miniscule and pathetic waste of 3 talent points.
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Old May 24th, 2008, 02:56 AM     Dellia is offline   #4
Dellia
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Quote:
Originally Posted by BullPenn View Post
And you think 6 damage is good? For a whopping 30 damage? Thats less than a single melee hit. Thats miniscule and pathetic waste of 3 talent points.
He does bring up a good point, though. 5% damage increase per talent point in DoT Damage is equal to the damage increase in the original talent. Still, as he said, it is very underwhelming, especially for something that seems like it should be a splashy effect.
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Old May 24th, 2008, 02:56 AM     Draxas is offline   #5
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Quote:
Originally Posted by BullPenn View Post
And you think 6 damage is good? For a whopping 30 damage? Thats less than a single melee hit. Thats miniscule and pathetic waste of 3 talent points.
I was comparing it to other feats that add 5% to your damage to the ability per feat point, and saying that it does the same: it adds 5% per point, total. It's the fact that it's a DoT instead of upfront that makes it weak.
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Old May 24th, 2008, 07:24 AM     sobeguy is offline   #6
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The mana and stamina regen from Light of Mitra is much smaller than the heal, and lasts only 4 seconds. The amount is said to not scale with level atm. The tooltip could be more clear about what the feat is actually doing, and the effect could be changed to be more flexible.

Many feats encourage us to cast heals early. Light of Mitra is wasted if cast before or at the start of a fight, since no one has used mana or stamina yet.
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Old May 24th, 2008, 08:33 AM     theigthorn is offline   #7
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Try completely speccing out of Vengeance for a couple days then go back to it. People need to look at the line compared to other classes or specs and not just compare it to the previous version. "Live a day in another mans shoes to feel his pain."
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Old May 24th, 2008, 11:19 AM     VorcePA is offline   #8
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As far as feats go, I'd say the need to be reworded entirely. All the feats I have I'm not 100% sure what they do. Hell, if you need someone to rewrite them, I'll do it.
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Old May 24th, 2008, 01:00 PM     Dellia is offline   #9
Dellia
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Added LoM scaling and feat tooltip clarification. Both are great points.
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Old May 24th, 2008, 02:30 PM     Zyze is offline   #10
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Yeah I agree, the feats need to be more specific. It shouldn't say "Increases the damage of smite", It should say "increases damage of smite by X% per point, or +X per point". Some feats do this some don't. We need numerical values for every single feat, not some vague description. Sacred fire is another great example. I understand it gets more powerful as you level, but there's got to be some way to be less vague.
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