
Originally Posted by
Golliathe
And in a group setting the weakness of priest with cast time is largely avoided because you're not thinking oh my goodness I need this heal for me right now!
To max out mentalism you are running 2 waves. That means you are constantly juggling cast A - Cast B which for me takes 3-4x the effort for me to do constantly compared to other main heal builds.
I find mentalism not fun/easy to play unless you are just using one wave. The problem there is that you are losing potential.
I find in a geared guild group not many people are dying. If you get into a discipline with abilities like mez/root/snare/fear you can kill bosses without a tank in the first place.
My motto for is that space is money lost when you cant carry things: "You pick the one right tool".
I have to respect that is a lot of times clearing GK.
Ok so we both agree priest heals better - progress. Can you define flexibility in that sense? I assume you mean its good in build A (for maybe flying), good in build B psych/mental, and also can be used to heal. Mentalism has no frills when it comes to combat benefits in my mind.
My argument is that priest is also extremely flexible. Comparing potential builds I argue that you get more when healing, good enough when damage dealing, and you have tons of frill when healing (mid- battle): rez/status cures.
This is an apples and oranges comparison. You can build say a priest/fire dps set with -taunt gear and you will have nearly infinite power for a super high dps build that does well for AoE and ST.
Killing stuff solo priest can do perfectly fine on its own with a damage spec build. Mentalism heals worse than a full spec healer and while it does more damage as a damage spec is the damage sky high compared to priest? No. I see that as a design problem.
Given the choice of two classes with rpg ratings for healing, utility and damage: if one choice is one is S, S, A and the other is B, D, S who is really likely to pick the second over the first? You may disagree on my rating values but clearly priest has a lot of heals, has lots of debuff removal and rez.
Regardless of the value you place on things like broken bone removal, unfetter, rez - mentalism has nothing on par to offer there. When you need those things mentalism sucks by comparison. That in my mind is a design problem.
What is mentalism good for? It's great in a ST dps build. It's great for flying around. It's great if you want to not have to eat food for low tier content.
It is not great by comparison to other heal classes when you consider the whole picture.
The fix to this in my mind is to make mentalism easier to play while making it closer to priest in terms of utility. How do we do that? Alter how the waves work.
If mentalism for example could just go into a fight and cast wave 1, wave 2, wave 3, wave 4 : that would be a completely different feeling of utility that might be on par or stronger.
If there were a lvl 70 mod that let you have 2,3 or 4 waves activate simultaneously when you activate any wave (maybe 2 armor pieces for +1 mod each?) that would also give mentalism some "Oooooo Ahhhhhh" appeal.