Post by Malmacka on May 9, 2015 2:10:06 GMT -8
I'm going to offer some feedback on the different skills a priest have, let me know if you disagree or find a use for a skill that I don't know about.
Divine Radiance:
your "auto" attack, while it does have an MP cost it's so low it's not really a factor, you can put 3 points into beefing up it's damage by 25%, useful for leveling up, less so at the level cap, and not very useful at all in groups however
Regeneration Circle:
Need to give everyone (within 16m of you) a HoT? this is it, also the only real "group" heal as others AOE heals tend to have a small area of effect or require targeting players.
Blessing of Shakan:
a buff to power, and that's a buff to dps, use as part of your group of buffs
Arise:
it's set to chain after retaliate by default, seems a bit difficult for me to use on the fly, I have to know a knockdown is coming that needs this. Could use some advice on when and how to use this really.
Mana Infusion:
mana restoration, effect ends if you use a combat skill, and it has a fair cast time to it, a bit hard to use in combat because of that.
Purifying circle:
Your debuff removing skill, not everything can be removed by this, mostly debuffs where a certain action is required to remove it.
Metamorphic Blast:
Your AOE attack, does it in a cone shape, doesn't have great range and you can't quite spam it, but useful if fighting a few mobs at once.
Resurrect:
Brings people back to life, best to use when there are dead people around, not useful on the living.
Homeward Bound:
No, not the movie with live action talking animals, this skill teleports you and your group to the nearest campfire, which is who knows where. Can't say I've ever used this skill myself.
Summon: Party:
Summons party members to your side, guess it's useful for uh, just that, I wasn't able to use this in dungeons however, so it seems to be an overworld only thing.
Blessing of Zenobia:
Gotta go fast! Increases party movement by 10 out of combat, take the fleetfooted glyph and get another 15 speed for yourself, that is in combat and much more useful.
Shocking Implosion:
Your heavy hitting attack, too bad it's melee range only, still, use it anyway and take a hit, the damage it does is worth it (unless you die)
Prayer of peace:
drops you to I believe the lowest level your aggro can be, for all currently engaged enemies, a long cooldown makes it so you can't spam it however.
Heal Thyself:
A self only heal, given that most of your other heals won't work on yourself, this is your go to heal for self healing.
Focus heal:
very good heal with low mana cost, but can be tricky as you have to find and target the person who needs healing first before using it, can glyph for extra range and number of targets at once (from 2 to 3)
Blessing of Seren:
Increases endurance, meaning defense
Blessing of Arachne:
increases all resistances, meaning stun weakening effects, and dots, I believe knockdown/stagger isn't affected however, as that's based on balance, not listed in the resistances tab of the profile window.
Kaia's Shield:
Damage shield, also prevents stagger/knockdown til it's beaten through or expires, very useful when getting knocked around a lot (if you can stay standing up long enough to cast it)
Blessing of Balder:
No, it doesn't make you lose your hair, it's a long term HoT effect.
Retaliate:
everyone gets this skill, lets you pop back up after being Knocked down, best to use it whenever you can, unless you are planning on getting knocked down at another, very soon, far less convenent time.
Fiery Escape:
Exploding backstep get distant and damage your enemies. I chain it after final Reprisal.
Final Reprisal:
high damage melee range attack, I always chain it after Shocking implosion.
Mana charge:
Gives your group mana over time, if you hold down the key, you can charge it to give more mana, and the nice thing is, you can keep moving while charging it.
Triple Nemesis:
get the enfeebling glyph, and it'll debuff mobs making them take more damage, part of how to help boost group damage.
Plague of exhaustion:
it's a dot, but more importantly, it removes enemy buffs, very useful in certain places.
Divine Respite:
a self heal with a pretty long cooldown.
Ishara's Lullaby:
Puts an enemy to sleep.
Restorative burst:
A ground based AOE hot, people have to move into it to get the effect.
Energy Stars:
massive boost to everyone's dps, as it buffs everyone's power and attack speed. doesn't last very long compared to it's cooldown however, so you'll pretty much need to use this skill everytime it's up.
Healing Immersion:
think of it as focus heal, with an AOE aspect to it, it'll place a AOE heal around your target.
Backstep:
Fiery escape, without the fiery explosion.
Grace of Resurrection:
self auto-res buff, provided the buff happens to be up when you die.
Zenobia's Vortex
High damage skill, with limited AOE and good range to it, your best attack, even if it doesn't do quite as much damage as shocking implosion.
Divine intervention:
Pulls someone to your location, won't normally pull through objects, but some lockout doors can be pulled through in case of early boss pullers.
Divine Radiance:
your "auto" attack, while it does have an MP cost it's so low it's not really a factor, you can put 3 points into beefing up it's damage by 25%, useful for leveling up, less so at the level cap, and not very useful at all in groups however
Regeneration Circle:
Need to give everyone (within 16m of you) a HoT? this is it, also the only real "group" heal as others AOE heals tend to have a small area of effect or require targeting players.
Blessing of Shakan:
a buff to power, and that's a buff to dps, use as part of your group of buffs
Arise:
it's set to chain after retaliate by default, seems a bit difficult for me to use on the fly, I have to know a knockdown is coming that needs this. Could use some advice on when and how to use this really.
Mana Infusion:
mana restoration, effect ends if you use a combat skill, and it has a fair cast time to it, a bit hard to use in combat because of that.
Purifying circle:
Your debuff removing skill, not everything can be removed by this, mostly debuffs where a certain action is required to remove it.
Metamorphic Blast:
Your AOE attack, does it in a cone shape, doesn't have great range and you can't quite spam it, but useful if fighting a few mobs at once.
Resurrect:
Brings people back to life, best to use when there are dead people around, not useful on the living.
Homeward Bound:
No, not the movie with live action talking animals, this skill teleports you and your group to the nearest campfire, which is who knows where. Can't say I've ever used this skill myself.
Summon: Party:
Summons party members to your side, guess it's useful for uh, just that, I wasn't able to use this in dungeons however, so it seems to be an overworld only thing.
Blessing of Zenobia:
Gotta go fast! Increases party movement by 10 out of combat, take the fleetfooted glyph and get another 15 speed for yourself, that is in combat and much more useful.
Shocking Implosion:
Your heavy hitting attack, too bad it's melee range only, still, use it anyway and take a hit, the damage it does is worth it (unless you die)
Prayer of peace:
drops you to I believe the lowest level your aggro can be, for all currently engaged enemies, a long cooldown makes it so you can't spam it however.
Heal Thyself:
A self only heal, given that most of your other heals won't work on yourself, this is your go to heal for self healing.
Focus heal:
very good heal with low mana cost, but can be tricky as you have to find and target the person who needs healing first before using it, can glyph for extra range and number of targets at once (from 2 to 3)
Blessing of Seren:
Increases endurance, meaning defense
Blessing of Arachne:
increases all resistances, meaning stun weakening effects, and dots, I believe knockdown/stagger isn't affected however, as that's based on balance, not listed in the resistances tab of the profile window.
Kaia's Shield:
Damage shield, also prevents stagger/knockdown til it's beaten through or expires, very useful when getting knocked around a lot (if you can stay standing up long enough to cast it)
Blessing of Balder:
No, it doesn't make you lose your hair, it's a long term HoT effect.
Retaliate:
everyone gets this skill, lets you pop back up after being Knocked down, best to use it whenever you can, unless you are planning on getting knocked down at another, very soon, far less convenent time.
Fiery Escape:
Exploding backstep get distant and damage your enemies. I chain it after final Reprisal.
Final Reprisal:
high damage melee range attack, I always chain it after Shocking implosion.
Mana charge:
Gives your group mana over time, if you hold down the key, you can charge it to give more mana, and the nice thing is, you can keep moving while charging it.
Triple Nemesis:
get the enfeebling glyph, and it'll debuff mobs making them take more damage, part of how to help boost group damage.
Plague of exhaustion:
it's a dot, but more importantly, it removes enemy buffs, very useful in certain places.
Divine Respite:
a self heal with a pretty long cooldown.
Ishara's Lullaby:
Puts an enemy to sleep.
Restorative burst:
A ground based AOE hot, people have to move into it to get the effect.
Energy Stars:
massive boost to everyone's dps, as it buffs everyone's power and attack speed. doesn't last very long compared to it's cooldown however, so you'll pretty much need to use this skill everytime it's up.
Healing Immersion:
think of it as focus heal, with an AOE aspect to it, it'll place a AOE heal around your target.
Backstep:
Fiery escape, without the fiery explosion.
Grace of Resurrection:
self auto-res buff, provided the buff happens to be up when you die.
Zenobia's Vortex
High damage skill, with limited AOE and good range to it, your best attack, even if it doesn't do quite as much damage as shocking implosion.
Divine intervention:
Pulls someone to your location, won't normally pull through objects, but some lockout doors can be pulled through in case of early boss pullers.