Niph
06-14-2018, 03:08 PM
This is feedback about the Priest skill, heal-oriented only. I didn't try to practice it doing damage, but only worked on maximizing the healing power you can get from it in a group.
Also, since I'm not druid and I'm not fan of Pig, I didn't try to pair it with one of these two skills and chose Psychology instead. Druid and Pig are probably a better choice but that will be for someone else to confirm.
In general, I found healing quite interesting. Since all abilities have a refresh (fortunately pretty short for some), you often have to balance between the immediate need for heal and saving up some if things gets even more "interesting" than they already are. Typically, in a bad situation when your group is fighting too many mobs, only one or perhaps two healing abilities will be up. It seems to me it takes a lot of experience to be a good healer then, so for real feedback I would need to finish gearing up and to practice a lot more, with different groups.
Anyway, there is a true and very welcome feeling of EQ raid-style healing in this. With the difference than in EQ you could sort of spam the same powerful heals over and over, something impossible in PG. It's refreshing!
I noticed a few issues in the process of testing:
The group window has a bug with the way some gauges are displayed. Sometimes they just stay blank and only the current value / max value are displayed, but not the colored gauge. I wish I could find a way to reproduce it, because it does happen often, but without a reason I could figure out.
I suspect Triage does more than just heal one target, but I'm unable to test it with people that don't have some health regen on them, it seems everyone has food active.
When using Triage, if you have a player selected and even if this player will eventually not be the one benefiting from the heal, if they are far you will run to them first. Since this ability has a target that is calculated at the end of the channeling, would it be possible to make it so that you don't run to your target?
In EQ, I think all beneficial spells do not require line-of-sight. After practicing as a dedicated healer, I still really miss it. I would be really nice if at least Triage did not require it (see above).
A feature that I *really* miss is the possibility to see my own stats (Health, Power and Armor) in the group window. There is just so many things you can focus on, and if things are really hectic I will completely loose view of the rest of the screen. All that remains are these 5 gauges that must remain above zero, and again I really wish that could include my own health...
When Tether Soul triggers, you get a message that a character is going to be revived, but this message is really easy to miss. In practice, I think it would be nice to have a buff on the priest that doesn't do anything, but that also disappears if Tether Soul fades on other members of the group.
There doesn't seem to be any equipment with Priest bonus or bonus to Priest abilities whatsoever, beside the basic gear you can get from barter.
It used to be possible to heal someone through healing the monster that is focused on them, but this doesn't seem to work anymore. I thought it's just some abilities, but in fact it seems to be all forms of healing. I've already reported this concern with AH feedback.
There are Generic mods that add some bonus to your Major Healing abilities. For example, on the Main Hand and Head slots. This is a reminder they cannot (as far as I know) be extracted and reapplied, in the hope this bug goes up in the list!
My abilities:
Priest: Triage, Remedy, Mend Flesh, Exhilarate, Unfetter, Relentless Hope.
Psychology: Mock (1, the lowest level, for the combat refresh), Soothe, Pep Talk, Tell Me About Your Mother, But I Love You, Inspire Confidence.
All my gear is at level 70, half of it finished (The 5 mods I want, +aug).
Also, since I'm not druid and I'm not fan of Pig, I didn't try to pair it with one of these two skills and chose Psychology instead. Druid and Pig are probably a better choice but that will be for someone else to confirm.
In general, I found healing quite interesting. Since all abilities have a refresh (fortunately pretty short for some), you often have to balance between the immediate need for heal and saving up some if things gets even more "interesting" than they already are. Typically, in a bad situation when your group is fighting too many mobs, only one or perhaps two healing abilities will be up. It seems to me it takes a lot of experience to be a good healer then, so for real feedback I would need to finish gearing up and to practice a lot more, with different groups.
Anyway, there is a true and very welcome feeling of EQ raid-style healing in this. With the difference than in EQ you could sort of spam the same powerful heals over and over, something impossible in PG. It's refreshing!
I noticed a few issues in the process of testing:
The group window has a bug with the way some gauges are displayed. Sometimes they just stay blank and only the current value / max value are displayed, but not the colored gauge. I wish I could find a way to reproduce it, because it does happen often, but without a reason I could figure out.
I suspect Triage does more than just heal one target, but I'm unable to test it with people that don't have some health regen on them, it seems everyone has food active.
When using Triage, if you have a player selected and even if this player will eventually not be the one benefiting from the heal, if they are far you will run to them first. Since this ability has a target that is calculated at the end of the channeling, would it be possible to make it so that you don't run to your target?
In EQ, I think all beneficial spells do not require line-of-sight. After practicing as a dedicated healer, I still really miss it. I would be really nice if at least Triage did not require it (see above).
A feature that I *really* miss is the possibility to see my own stats (Health, Power and Armor) in the group window. There is just so many things you can focus on, and if things are really hectic I will completely loose view of the rest of the screen. All that remains are these 5 gauges that must remain above zero, and again I really wish that could include my own health...
When Tether Soul triggers, you get a message that a character is going to be revived, but this message is really easy to miss. In practice, I think it would be nice to have a buff on the priest that doesn't do anything, but that also disappears if Tether Soul fades on other members of the group.
There doesn't seem to be any equipment with Priest bonus or bonus to Priest abilities whatsoever, beside the basic gear you can get from barter.
It used to be possible to heal someone through healing the monster that is focused on them, but this doesn't seem to work anymore. I thought it's just some abilities, but in fact it seems to be all forms of healing. I've already reported this concern with AH feedback.
There are Generic mods that add some bonus to your Major Healing abilities. For example, on the Main Hand and Head slots. This is a reminder they cannot (as far as I know) be extracted and reapplied, in the hope this bug goes up in the list!
My abilities:
Priest: Triage, Remedy, Mend Flesh, Exhilarate, Unfetter, Relentless Hope.
Psychology: Mock (1, the lowest level, for the combat refresh), Soothe, Pep Talk, Tell Me About Your Mother, But I Love You, Inspire Confidence.
All my gear is at level 70, half of it finished (The 5 mods I want, +aug).