Valiants's Post History

Sorry for the late reply, today has been rather busy for me. I don't feel that the glyphs for Resurrection are of any use, this is from my personal experience though. In instances my guildies always use infused charms for boss fights, which makes the reduced mana cost glyph rather pointless as I'm never low on mana. I myself cannot see a use for the Hastened Resurrection glyph, normal instances are generaly so easy there is no need for a slightly reduced casting time of Resurrection. The current hardmodes I cannot find a place for Hastened Resurrection either, HM Balder/Fane the final bosses even being DPS races a death in itself could most certainly mean a wipe regardless of how long it takes to use Resurrection and in the case you feel if getting the ally up fast enough could still win the instance a rapid resurrection scroll fills that roll fine without tying up glyph points it may have a long cool down but really if there is multiple deaths it is even more unlikely to beat that boss. I suppose I should've clearified my guide is ment more so for HM but writing anything up while sick is just asking for errors.
This is my first time writing up a guide, i hope to improve it and keep it updated. Any feedback is appreciated in a constructive manner.

Priest Guide
Hello, I am Valiants a Priest of SW Gaming. First off this is NOT a Priest/Mystic comparison, each has their own points and a class isn’t good because of the class but the player behind the class. In this guide I will detail the role of a Priest in PvE current end game setting and what to look for in gear/crystals. Let us start with what a Priest is, a Priest is a burst/AoE healer with long lasting buffs to power, resistances, health regeneration and endurance, along with a reliable self-heal and a shield capable of saving someone from imminent death.

· Healing as a Priest
A Priest heals though a number of lock on and AoE abilities. These abilities are Focus Heal, Restorative Burst, Regeneration Circle, Healing Circle, and Healing Immersion
(Kaia’s Shield also heals when glyphed with Regenerating Kaia's Shield once it is added.)

· Supporting as a Priest
A Priest has a number of ways to support their party with buffs Blessing of Shakan, Blessing of Seren, Blessing of Arachne, Blessing of Balder, Arise, Mana Charge when glyphed with Colaberative Mana Charge, and Blessing of Zenobia to a lesser degree. On the more offensive side of support a Priest also has Energy Stars, Triple Nemisis when glyphed with Enfeebling Triple Nemisis, Metamorphic Blast when glyphed with Numbing Metamorphic Blast, and Plague of Exhaustion to remove a target’s buffs.


Enchantments/Crystals

· Equipment enchantments
There aren’t many equipment enchantments that benefit Priests, or healers in general currently. There are some enchantment effects that even appear to benefit a Priest but the true effect is either too minimal or just out right un-needed.
Jewelry: Your standard rings and necklace the only thing to look for on these is +4.5% HP regeneration(rings and necklace).
Boots: Just as with jewelry there isn’t much to look for here, movement speed +10% and +1.5% are the most important effects on boots.
Gloves: These are a source of crit rate and crit damage for most, but to a Priest once again the only effect worth going for is regenerates 4.5% HP x2.
Robes: Since the increases HP restoration by 8.6% is self only, on robes there is nothing left to turn to but some defensive effects in the rare occasion a Priest does get hit but don’t let some of the effects fool you they are not as effective as they appear some examples of these are as follows.


■HP Recovered when a skill hits target +0.11%: This may look as though it is useful, but due to a Priest’s reliable self-heal this effect is useless.

â– Chance to Resist Crit Hits +1.7%: A good Priest should NEVER be getting hit enough to justify going for this effect. For this same reason Damage when Knocked-Down -5.3% is also not something to look for.


Effects not to look for on robes:

Damage when hit by Normal Monsters -4.5%

Damage when hit by Small Monsters -4.5%

Damage when hit while Knocked-Down -5.3%

Healing Received +8.6%

Knock-Down Resist while using Skills +18%

Chance to get HP Recovery Effect when starting Combat 30%


Effects to look for on robes:

Damage when hit by Boss Monsters -4.5%

Damage when hit by Enraged Monsters -6%

Damage is Reflected to the attacker 15%


Staves: This is the one place you do NOT want to look for increased healing outside of the staff’s healing bonus itself. That means you do not want to go for extra +7% healing on staffs. I’ll explain why this is the case, with a Priest already getting +21.5%(possibly 39.5% if it is possible to get 4.5% x2 on bastion rings) increase to heals from jewelry and gloves(where there are no better stats) it has reached a point where a Priest can handle any damage done provided they are using their heals efficiently, +7% healing effects on staves is excessive and excessive is wasteful. There is no justifiable reason to get additional +7%s on staves, if you do need any additional you’re healing too slow and not using your abilities to their fullest, your staff is a staff not a krutch. Don’t blame ping on your slowness, that kind of thinking means you’ve given up improving yourself.






GREEN: This line represents where you want to keep your parties HP above any lower you would be risking their life and any higher you’re wasting parts of heals and that is inefficient. This is roughly 18-20k HP so Focus Heal and Restorative Burst are more than capable of dealing with it. (note that the Berzerker even though they have less HP the green line is in roughly the same area, with lower health if they dip below this point they are in even more danger. It may waste 2-4k of a heal but it keeps them out of the danger zone)


PURPLE: This line represents what can easily be dealt with by Blessing of Balder and Regenerative Circle, this doesn’t warrant using a Focus Heal or Restorative Burst.


RED: This line represents where a Healing Immersion or Healing Circle will be needed to bring your allies health up as fast as possible.


Effects to look for on staves:

Increases attack speed 8% x2 at least

This allows a Priest to go through rotations and heals to reach targets that much faster since attack speed increases animation speed. This is the only priority of effects.

· Crystals
Weapon and armor crystals provide a number of useful effects but currently there are only a few that benefit a Priest.
Weapon crystals: Armor Crystals:

Swift Crux x1 Fleetfoot Crux x1
Brilliant Crux x3 Anarchic Crux x3

This set up is intended for BAM fights where you would end up doing a lot of running around in and out of combat, this provides both movement speed in and out of combat along with mana regeneration and damage reduction in the rare occasion of getting hit.

Swift Crux x1 Anarchic Crux x4

Brilliant Crux x3
This set up is intended for BAM fights where you will most likely not be out of combat, the only change is substituting a Fleetfoot Crux for a fourth Anarchic Crux.


Swift Crux x1 Relentless Crux x3

Brilliants Crux x3 Fleetfoot Crux x1


This set up is for anything that isn’t a BAM fight, it provides movement in and out of combat, mana regeneration and extra HP.

Glyphs

There are many glyphs that provide a Priest with extra benefits or increase the efficiency of abilities. Some glyphs even turn some abilities into support related abilities.

· Must have glyphs Points
Multiplicative Focus Heal- Increase number of lock-on targets by one. 6
Longshot Focus Heal- Increases range by three meters. 3
Enfeebling Triple Nemisis- 20% chance to decrease endurance by 10% for 7sec 4
Collaborative Mana Charge- Restores 25% of mana restored to party members 4
Lingering Energy Stars- Increase effect duration by 25% 5
Energetic Energy Stars- Decreases cooldown by 20% 5
Persistent Healing Immersion- 40% chance to eliminate cooldown 5
Energetic Kaia’s Shield- Decreases cool down by 20% 4
Hastened Mana Charge- Increases charging speed by 25% 4


These must haves total 40 points providing a Priest with enhancements to supporting abilities and additional supporting abilities through Triple Nemisis and Mana Charge. Both Focus Heal glyphs provide you with easier healing while moving throughout the battle field. Triple Nemisis endurance debuff is great for helping your dps do even more damage and Energy Stars glyphs provide it with an additional 33% active time vs when not glyphed. Mana charge glyphs give you the ability to restore party member’s mana(within 40 meters) and the decreased charging time allows you to get back to keeping up Triple Nemisis debuff and Energy Stars. Kaia’s Shield glyphs allow you to use it more often, and if your party member is about to eat a large attack that might kill them can easily save their life. Finally Persistant Healing Immersion, this ability alone is amazing it can restore more than half of a tank’s HP, can effect multiple targets including the caster provided the target is near-by, and be cast without interrupting movement, 40% chance to reset cooldown on such an amazing ability cannot be passed up. The last 10 points really are up to preferences, I myself run with Energetic Ishara’s Lullaby(3 points) for 7sec less cooldown, Fleetfoot Blessing of Zenobia(3 points) for extra 10 in and out of combat speed for myself and the last 4 points I have yet to find something I really find needed until the future glyphs come out.
Edited by: Valiants about 1 year ago
Hello, I'm looking for a guild or group for PvE. Not really looking for a large guild, rather than have 15+ people who hardly know one another I would much rather play with a few who can work well together. I'm MST timezone and have skype, mumble, raidcall, and vent for voice chat if needed.
Currently I'm trying to decide between playing a priest or a berserker on launch, really leaning towards priest I think. Really just looking for a small group to have fun playing the game with.