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AdamG Mythic Developer
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1.   [1.3] Rune Priest Patch Note Preview 05-14-2009 02:37 PM
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Greetings,

 

As many of you are aware, WAR's 1.3 patch is rapidly approaching! Before we open up the Public Test Server and release the patch notes, we wanted to sit down with each career's community and give them a rough idea of what to expect from 1.3.

 

Patch 1.3's major balance changes focus on the balancing of direct damage vs. area-of-effect abilities.   All careers should expect to see AoE effectiveness reduced across the board. This reduction can come in a change to damage/healing, AP cost, or effect radius, and will vary from ability to ability.

 

In 1.3, healers will get an additional focus revolving around the bonus healing granted by Willpower. We have significantly increased the amount of bonus granted to healing spells from Willpower; however, to offset this, we have reduced the base damage of many heals. The net result of this change is that healers with average or better-than-average Willpower will see an increase in their overall healing. Healers with subpar Willpower will see a decrease to their healing.  It is important to note that Life taps are not affected by this change since they do not get a bonus from willpower.

 

  Rune Priests will see a number of beneficial improvements in 1.3 including, but not limited to, the following:

 

  • Multiple casters can now place a single Oath Rune on an allied player long as it is not the same Rune.

 

  • Oath Rune bonuses will now stack with ALL bonuses, ensuring that the stat bonus from an Oath Rune is never overwritten by another buff type.

 

  • The damage on many Rune Priest abilities has been improved.

 

Rune Priests will also see a number of AoE fixes including, but not limited to, the following:

 

  • Many AoE abilities have had their effective radius reduced, returning their radius to pre-1.2.1 patch values.

 

  • Group healing abilities have had their effective radius reduced. Healers will still be able to cast group heals from a far greater distance then AoE damage, but not from the same distance as their direct healing spells.

 

Adam Gershowitz
Design Director
Warhammer Online : Age of Reckoning
 
Roshambo
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2.   Re: [1.3] Rune Priest Patch Note Preview 05-14-2009 03:24 PM
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It ain't nothing i guess
 
Ro0NiN
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3.   Re: [1.3] Rune Priest Patch Note Preview   [ Edited ] 05-14-2009 03:42 PM
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Wow first to changes are pretty big. Especially the Multiple rune one. As I understand this will effectivley mean depending on RP numbers, a single player can effectivley receive The initiative/WP, str/int/balistic AND resistence buff all at the same time? Heck can even add on the self res.

 

On top of that, can see some epic stat stacks. Our resistence buff+KotBS resistence aura....HUGE. 

 

The other changes remain to be seen, although the nerf to AoE range has obviously been an across the healer board nerf to curb keep ninjaing among other things. 

 

Personally though, rather then nerfing the aoe heal (which is already inferior to the WP's and will still be after the patch apparently) why not give our big single target heal some love? Some extra range still won't help with its rediculous 2.5s cast time. 

 

Be interesting to see how big the dmg increase is. Anyways the buff upgrade (if im reading it right) alone now has me looking forward to the patch. Epic stat buffs ftw. 

 

 

EDIT: 

 

"Touch of The Divine will have its cast time increased, and cooldown removed, to match the standard AoE heals that other healing careers receive."

 

I stand corrected from above. About damn time. Suck it WP's your healing monopoly is OVER. INC: Tears. 

Message Edited by Ro0NiN on 05-14-2009 03:49 PM
 
Baual
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4.   Re: [1.3] Rune Priest Patch Note Preview   [ Edited ] 05-14-2009 04:07 PM
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Post Removed - Trolling
Message Edited by Max on 05-14-2009 04:33 PM
 
Ro0NiN
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5.   Re: [1.3] Rune Priest Patch Note Preview   [ Edited ] 05-14-2009 04:19 PM
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Baual wrote:
MOD EDIT

 Your tears sustain me. Don't feed the trolls please. - Max

Message Edited by Max on 05-14-2009 04:34 PM
 
Bombsaway
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6.   Re: [1.3] Rune Priest Patch Note Preview 05-14-2009 04:49 PM
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Runepriests are now the primary buffer and an effective one.  Heals fit with the whole reduction in AOE damage.

 

I really look forward to seeing more runies.  Heck, I might have to level mine up now.

 
zopm
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7.   Re: [1.3] Rune Priest Patch Note Preview 05-14-2009 04:56 PM
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Are you going to address the fact that none of the RP's HoTs or Runes can be removed with Sever Blessing?

 

This is a big oversight from Zealot to RP.

 
Runer
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8.   Re: [1.3] Rune Priest Patch Note Preview 05-14-2009 05:32 PM
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I really like the idea that finally we will be able to use the OathRunes as intended at start, meaning give usefull buff to our party. I know there was a lot of good suggestions about changing the runes to a defensive buff like a disrupt buff, absord trigger, ... name it, many post on that; i realise its way easier to change as mention than changing the system.

 

For the damage part, well, an increase can not hurt, tho i doubt most RP will class that in the "Good direction" change. We play a RP cause its a range healer, and seriously, i rarely use my attacks in ORvR or Scena. Just because other people are there for that. And if i waste my presius AP for this, thats mean they will probably loose HP cause i won't have enough AP... And with the "Bug Fix" of Serenity (1.2) and Adamant (1.2.1), Most RP feel the AP drop and need to spec for Master Rune of Fury, with a banner tactic.

 

Now, reducing the radius of Teamheals is bad news. IMO. But since there is no numbers yet, and still be more far than dmg, i presume it will be between 120 and 100 ft. Its not radical, but still a nerf for healers, in a world where ppl die from no heals.

-------------------------------

 

I Still don't know why RP don't have, like other healers, mastery path clear. I mean, i speak with my guildies, and they don't even want to play RP cause of this. Our Core are spread in the 3 path, and masteries are the same.

 

Grimnir's Shield, no news on that, but 3 min cooldown is way to high. Would be usefull with 1 min cooldown.

 

Rune of Mending still cost way to much to be usefull in ORvR. 55 bring it to almost my Teamheal, for a small heal +small HoT. Reducing the time in last patch for the HoT part did not what you were expecting (if you wanted to get it good) since now it have less chance to trigger tactic because of this. And with chance i mentions causing us to have less AP, 55 is way to high. (again, it was ask in the forum of Beta, 1.05, 1.06 and 1.2 to put t to 35 or 40AP)

 

A re-Itemisation would be... more than needed. Way too much Weapon skill (gezz, i've won a blue Invader bag, with a staff that had +30 Weapon skill)

 

 

 

 


 

A Runepriest do 1 thing better than anyone: Holding the Banner!!!
 
DvUlf
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9.   Re: [1.3] Rune Priest Patch Note Preview 05-14-2009 06:57 PM
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zopm wrote:

Are you going to address the fact that none of the RP's HoTs or Runes can be removed with Sever Blessing?

 

This is a big oversight from Zealot to RP.


 

Sorry mate, the destro mirror to our HoT is on the Shaman ('Ey, Quit Bleedin').
 
galitor
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10.   Re: [1.3] Rune Priest Patch Note Preview 05-14-2009 07:05 PM
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This looks like a very solid patch Mythic.
 
Braaaaiiiiins
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11.   Re: [1.3] Rune Priest Patch Note Preview 05-14-2009 07:47 PM
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thanks mythic

 

i just resubscribed and started a runepriest as my main, despite the negativity on the boards

 

 

i'm really glad i did - i knew you guys were working on the class

 

 

 

my one thought is 2.5 seconds on a heal is REALLY long - almost to the point where it loses functionality

 

perhaps there could be a tactic or mastery thingy that reduces the group heal cast time?

 

 

 

:smileyhappy: 

 
Grondoth
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12.   Re: [1.3] Rune Priest Patch Note Preview   [ Edited ] 05-14-2009 08:09 PM
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I'm a fan of the Rune stat stacking and the lack of an override. That makes them far more useful, at least. But, they're still not very FUN.

 

I'm excited about the damage increases, especially after we were told that the AM/S were doing more damage than us, but I had no idea how. We'll still be working through the most stacked resist, though, which in an immensley ironic move may make our now stackable resist runes/marks more of a hinderance to us.

 

I'm unsure about the stat changes, as it encourages to stack WP even more, which is sort of a problem for healers(we have little reason to stack anything other than WP and survivability stats(And we RP/ZE don't even have a core lifetap!)). If the other stat changes go through this patch, it may be mitigated a bit with toughness helping recieved healing, but otherwise I'll have to register an eeeeh on this until I see how much it'll get upped by.

 

And come on, Zealots! Think bigger, not pettier. YOU guys should get your stuff unbreakable, too! After all, runes aren't magic, and Zealots use alchemy and mutation to heal. Which, while aided and induced by magic, isn't exactly a purley magical manefestation.

 

I also noticed that  the AM/S also now get a shield on their target when they cleanse. How come no other healing classes got that change?

 

Message Edited by Grondoth on 05-14-2009 08:30 PM
 
WAR Oracle Rhothy
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13.   Re: [1.3] Rune Priest Patch Note Preview   [ Edited ] 05-14-2009 10:43 PM
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AdamG wrote:

Greetings,

 

As many of you are aware, WAR's 1.3 patch is rapidly approaching! Before we open up the Public Test Server and release the patch notes, we wanted to sit down with each career's community and give them a rough idea of what to expect from 1.3.

 

Patch 1.3's major balance changes focus on the balancing of direct damage vs. area-of-effect abilities.   All careers should expect to see AoE effectiveness reduced across the board. This reduction can come in a change to damage/healing, AP cost, or effect radius, and will vary from ability to ability.

 

In 1.3, healers will get an additional focus revolving around the bonus healing granted by Willpower. We have significantly increased the amount of bonus granted to healing spells from Willpower; however, to offset this, we have reduced the base damage of many heals. The net result of this change is that healers with average or better-than-average Willpower will see an increase in their overall healing. Healers with subpar Willpower will see a decrease to their healing.  It is important to note that Life taps are not affected by this change since they do not get a bonus from willpower.

 

  Rune Priests will see a number of beneficial improvements in 1.3 including, but not limited to, the following:

 

  • Multiple casters can now place a single Oath Rune on an allied player long as it is not the same Rune.

 

  • Oath Rune bonuses will now stack with ALL bonuses, ensuring that the stat bonus from an Oath Rune is never overwritten by another buff type.

 

  • The damage on many Rune Priest abilities has been improved.

 

Rune Priests will also see a number of AoE fixes including, but not limited to, the following:

 

  • Many AoE abilities have had their effective radius reduced, returning their radius to pre-1.2.1 patch values.

 

  • Group healing abilities have had their effective radius reduced. Healers will still be able to cast group heals from a far greater distance then AoE damage, but not from the same distance as their direct healing spells.

I am happy to see a few upgrades For Rune Priests.  The fact that multiple WP buffs were able to be placed on group members didn't make any sense when compared to our RP buffs which were removed when another buff was cast.  This is a Good change IMO.

 

I am sad however to see my group heal radius reduced. But when you look at the fact that their will be a reduction to AOE damage I think I can live with it.  But that is dependent on our range being somewhere closer to 100 ft rather then something closer to 65 or less as we will be dead before we Finnish our first AOE heal.  If RP's need to get to close to group heal, you might as well stick an apple in our mouth and roast us on a spit.

 

However I would love to see our 3 trees be redone as IMO right now they are majorly lacking.

 

Increasing our DPS is pretty cool.  I look forward to wearing 4 invader/2 Conq and specing DD.  Should be fun to see "Healers Gone Wild"

 

All and all though, I think the changes to the RP look sound to me...  RUNE PRIEST DPS!!! Less QQ more PEW PEW!!!

 

 

Message Edited by Rhothy on 05-14-2009 10:49 PM

 

“Everyone knows that healers are around to serve two purposes; facilitate other people’s fun and die to anyone that attacks them." - Ambius
 
Runer
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14.   Re: [1.3] Rune Priest Patch Note Preview 05-14-2009 11:10 PM
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A thing i forgot to mention is :

 

Any chance to look for those Oath rune to make it not diseapear when a team mate: Enter a scena with us, die, zone, etc....

 

In a premade, i have to reapply runes on my guildies when we enter the scena, and when we exit it.. every time.

 

Also, the range reduction on Teamheal affect all healers as i saw in other forums, any chance for getting numbers? i mention 100ft would be the min.


 

A Runepriest do 1 thing better than anyone: Holding the Banner!!!
 
zopm
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15.   Re: [1.3] Rune Priest Patch Note Preview 05-14-2009 11:24 PM
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DvUlf wrote:

zopm wrote:

Are you going to address the fact that none of the RP's HoTs or Runes can be removed with Sever Blessing?

 

This is a big oversight from Zealot to RP.


 

Sorry mate, the destro mirror to our HoT is on the Shaman ('Ey, Quit Bleedin').

 

So, your saying that out of all the none melee healers , Zealot should be the only one subject to buff/HoT stripping?  Maybe you could fill me in on a reasonable explanation for this.
 
Drakos
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16.   Re: [1.3] Rune Priest Patch Note Preview 05-14-2009 11:28 PM
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Dont hate, get them to boost Zealot buffs...
 

Kharthus 70 RP Volkmar
Cirian 60 Magus Iron Rock
 
DvUlf
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17.   Re: [1.3] Rune Priest Patch Note Preview   [ Edited ] 05-15-2009 03:33 AM
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zopm wrote:

DvUlf wrote:

zopm wrote:

Are you going to address the fact that none of the RP's HoTs or Runes can be removed with Sever Blessing?

 

This is a big oversight from Zealot to RP.


 

Sorry mate, the destro mirror to our HoT is on the Shaman ('Ey, Quit Bleedin').

 

So, your saying that out of all the none melee healers , Zealot should be the only one subject to buff/HoT stripping?  Maybe you could fill me in on a reasonable explanation for this.

 

No, what I'm saying is that the Order unremovable HoT (Rune Priest) is mirrored on the Destruction side by the Shaman.  Out of all the healers, only the RP and Shaman have a single HoT that are considered buffs and not blessings.  I'm not sure what the issue is since AM, WP, and DoK are also subject to having their HoTs removed.
Message Edited by DvUlf on 05-15-2009 03:34 AM
Message Edited by DvUlf on 05-15-2009 03:34 AM
 
Padraeh
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18.   Re: [1.3] Rune Priest Patch Note Preview 05-15-2009 08:00 AM
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The buff changes sound great!

The healing AoE size reduction could be offset if you would:

  • Allow Master runes to affect people out of group but retain the 6 char limit (difficult to code?)
  • Boost the healing amount in restoration a touch so it would be more worth churning the butter for 2.5 secs.


Also, are your reducing the Rune of Battle size? I don't think many people slot the tactic to increase its size. May make this skill less desirable considering its long CD.

 

Look forward to the patch!

 
Tearlock
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19.   Re: [1.3] Rune Priest Patch Note Preview 05-15-2009 12:37 PM
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I'm interested to see how this goes.  They are double buffing grugni's gift at the same time as they are increasing burst damage and nerfing AoE damage and AoE heals.

 

Net effect maybe that RPs will become a must in every group.  The only reservation I have is that RPs handled burst damage in the past by using grugni's gift stacked on top of WP base group heals.  If the nerf to group heals and buff to single target damage are big enough, then the tweaks to grugni's may not improve anything (e.g., we won't be able to burst heal).  But if the balance actually increases our ability to burst heal, this could be good.

 

RPs have always suffered from AP issues so a powerful grugni's only means that we an handle burst on a single target for a limited time, so I am thinking they are buffing it significantly. 

 

They are also making healers choose between good heals and survivability with this patch.  It looks like 1k+ willpower will be a must.  So long as healers can easily outheal damage when not being attacked this may be a good deal also.  You won't run into so many 4-500 toughness healers.

 
Frau
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20.   Re: [1.3] Rune Priest Patch Note Preview 05-15-2009 04:40 PM
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Dude, this patch looks pretty sweet for RPs.  THANK GOD.  I don't understand why they reduced the group heal range for the caster healers though... WTW, why do that? 

 

So hey guys

 

When I am out in a sea of choppas trying to refill my RFand doing minimal damage and having my group heal set back to like 6 seconds in the sea of choppas, will u heal me plz :smileysad:? ilu 


 

Phoenix Throne: Pomona [WP]; Nauja [Engie]; Uli [SM]
Gorfang: Anomap [Zealot]
 
Landaren
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21.   Re: [1.3] Rune Priest Patch Note Preview   [ Edited ] 05-15-2009 06:21 PM
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was watching some duels on the test server, time to kill on clothies seemed about 4-6 seconds. Choppa would get on someone spam a few keys and theyed die, and that was with just one choppa.Explain to me what we are supposed to do when like 4 of 5 dps are hitting people?

 

Good luck healing that.

Message Edited by Landaren on 05-15-2009 06:22 PM

 

http://img198.imageshack.us/img198/2470/landaren113.jpg

http://img12.imageshack.us/img12/9459/rofexample.jpg

OP right?
 
WAR Oracle steez
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22.   Re: [1.3] Rune Priest Patch Note Preview 05-15-2009 10:18 PM
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I agree with Land, however that is kind of the point of assisting on any target, to extinguish all hope of it living. Of course one class shouldnt be able to do enough damage that one doesnt have time to heal it. At the least halt progress of the damage. It is in my opinion that the single target heal Rune of Restoration (ROR) doesn't do nearly enough recovery considering I can either do 600 less or 1000 more using Grungis Gift in the same amount of time, except that I dont take the risk of being setback or CC'd in the process.

 

I just got off the test server, noticed two things.


Grungis Gift - Huge boost, I love it, about a 13% increase in effectiveness. I think when being focus fired upon its definitely a life saver now, or at the very least halt enough damage to get a bigger heal from another healer. I know I will definitely be capping out on Willpower and as much Healing Power as I can to utilize this.

 

Rune of Regeneration - Pretty significant nerf to the amount of healing it does per tick. I'd say about a 10% decrease in effectiveness from what I can tell.  

 

The nerf nullifies the Boost, or the Boost nullifies the nerf. Although I think the boost to grungis gift outweighs the decrease in effectiveness on Rune of Regenartion.

 

Ill do a bit more testing on other abilties and post more :smileyhappy: 


 

Make Me Rune Priest Team Lead!
 
WAR Oracle Rhothy
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Rhothy
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Volkmar
23.   Re: [1.3] Rune Priest Patch Note Preview 05-16-2009 08:46 PM
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I have spent alot of time reading thru alot of the changes to the healing classes to see what is being changed vs not being changed.  With this said I think AdamG and the rest of the Dev's need to redo our mastery trees to be more inline with other classes.  For instance I present the changes to the Archmage(AM) 1.3 changes.


Archmages will see the re-shuffled Mastery Paths in 1.3, as well as a few new abilities and revamped Tactics.

 

  • The Path of Isha will now become the direct-healing line. Numerous abilities have been re-shuffled so this line has direct healing and debuffs that reduce incoming damage.

 

  • The Path of Vaul will now become the hybrid healing/damage line. Numerous abilities have been re-shuffled so this line has a mix of ranged lifetaps, and survivability buffs/debuffs.

 

  • The Path of Asuryan will now become the direct-damage line. Numerous abilities have been re-shuffled so this line has direct damage and debuffs that reduce defenses.

 


 In the above AM propsed changes the AM trees are being adjusted to make each one of them more distictive, which makes a lot of sense.  However when you look at the Rune Priest (RP) tree each tree has DPS and Healing abilities more in line with that.  The way the RP tree is currently set up is clear Single target heals/DPS, HOT/DOT (damage/healing over time), and AOE heals/DPS.

 

 

The problem with this approach to the Rune Priest is that the current tree layout does not follow the class description.  

 

Archetype: Healer

 

Class Details: Rune Priest are a ranged support career specializing in Runic magic and crafted Rune stones. A Singe Rune stone can be given to each group member and each Rune stote has a different positive effect on the Bearer.  Using a blend of both mending and destruction, Rune Priest have both powerful offensive magic and strong defenses.

 The description above which you can read at the character creation screen states that we use runes (All of our spells are called Rune of ______.  Basically if we are a Healer Archetype that is a ranged support calls we need to have 3 seperate trees similar to how the Archmage is set up.  Healing, Mix, DPS. 

 

It is very difficult to be an effective healer when each of your tree lines buff completely different healing/DPS abilities.  While an Archmage can put all of their points into 1 Tree line, thus making their heals HUGE, we need to split our into 3 seperate trees to try to get a little more out of everything. 

 

The most common RP spec is 13 pts, take 3 sec stun, 0 pts in HOT/DOT Tree, and all of the rest of our points into the AOE tree while taking Rune of mending. We can either Single target heal Good, HOT Heal good, or AOE heal Good which is not effective at all. 

 

This current Tree systme forces RP's to have to split their points into two trees, which makes our heals week compared to our healing brethren do to having to split our abilities.  In addition there are 6 healing abilities that we can take, 2 basically in each tree and 1/2 of them involve doing DPS to heal(and they are not very AP to healing effective.

 

I beg of thee to consider taking a loot art the RP tree's to make us more effective in what ever we want to do. I would personally like to see a Healing Tree, a Buffing Tree, and a DPS Tree. *shrug*

 

Please consider it.

 

 



 

“Everyone knows that healers are around to serve two purposes; facilitate other people’s fun and die to anyone that attacks them." - Ambius
 
galitor
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24.   Re: [1.3] Rune Priest Patch Note Preview 05-17-2009 10:07 AM
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steez wrote:

I agree with Land, however that is kind of the point of assisting on any target, to extinguish all hope of it living. Of course one class shouldnt be able to do enough damage that one doesnt have time to heal it. At the least halt progress of the damage. It is in my opinion that the single target heal Rune of [b]Restoration (ROR) doesn't do nearly enough recovery considering I can either do 600 less or 1000 more using Grungis Gift in the same amount of time, except that I dont take the risk of being setback or CC'd in the process.[/b]


 

not to mention the additional chances at proccing our sweet tactics like blessings of grungi, ancestors echo, restorative burst, or ancestors blessing. All for the minor cost of a few more AP... and maybe not even that if you proc restorative burst.

 

GG is still greater than RoR in almost all situations IMO.

 
Covenn
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25.   Re: [1.3] Rune Priest Patch Note Preview 05-20-2009 11:20 AM
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Given the amount of increase to single target dps ...I dont think the paltry increases we are getting in heals does enough to compensate.
 

 
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