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View Full Version : [Guide] Definitive Priest of Mitra Feat Review


Griefa
06-20-2008, 02:42
Divinity:

Lance of Mitra -- 2.5 second cast, a bit less damage than Smite on a 2.5 second cooldown.

By itself, it is nearly useless. Combined with 10 extra feat points it becomes argueably the most necessary PoM talent in the game. Because it is a column damage spell, you can line up mobs or players and hit for some pretty insane numbers. When 2 mobs/players are bunched together, send it through one to hit the one in back. The damage from both individual hits will splash to the adjacent target, hitting 2 targets, 2 separate times.

Divine Lance -- Lance now heals the closest target (or the target with lowest health if more than one are in range) to the one being damaged with the spell.

Mandatory. This is one of the few reliable direct heals priests get, and in PvP it becomes somewhat of a life tap for yourself or your teammates. When CC is on cooldown and other heals are stacked, you should be Lance spamming for heals.

Sacred Lance -- The range of the healing of Divine Lance is significantly increased.

This is where it starts to get silly. The range of the lance heal goes from pretty much melee range to around 8-10 meters. Must have for PvP, both in groups and solo. Worth all 5 points.

Holy Ascension -- Every WoL grants you a chance to cast one free spell.

This is huge. It is pretty much a 100% proc rate with max feats invested. Quite possibly the single most important mana management talent. Unfortunately, level 60 mana pots (at 11 copper per) make feats such as this wasted points. Until mana becomes an issue through PvE encounters or mana pot nerfs, try to avoid this and all other mana saving feats in favor of potions.

Spiritual Feedback -- Holy damage is increased depending on how many targets are effected by wave of life.

No experience with it, but I hear it caps at 10% damage increase and stacks until that point. I wouldnt invest in it unless I put at least 4 points, in addition to having 4 points that could not possibly go anywhere else.

Clarity of Mind -- One free spell every 2 minutes.

Not bad by itself, but the improved feat makes it shine.

Force of Will -- 3 points in it makes the next spell cast under Clarity of Mind do double damage.

Awesome. Repulses hit for a ton, and with this, it becomes the highest damage AoE spell in the game, and with the right dice roll, the highest damage spell in the game.

Wrath of Mitra -- adds significant holy damage that scales with level.

Substantial DPS increase when combined with Exemplar. Viable and necessary in DPS specs, or as a filler. at level 80 with 5/5 in this and Exemp, my Force of WIll'd Repulses were hitting for 2k+ on average with occasional 3-4k hits, not crits.

Purification/Sanctification -- Every holy damage spell has a moderate chance (maybe 1 in 3 or 4) to proc an additional 34-40 damage (level 60).

Bad in its current form. I still have not tested the +dmg to demons. Could potentially be very good vs HoX and Necro.


Condemnation -- Channeled DPS spell that does terrible damage.

Avoid at all costs!

Light of Mitra -- Each WoL and EoL provided a mana and stam regen for the group that does not scale with level. This spell also bugs out Armor of Faith, removing the AoF when you cast a heal. It is already confirmed that this spell is intended to scale with level and will be fixed in the upcoming patches.

This is a must have for PvP and PvE when they fix it. Since mana is not an issue ever at level 80, the main selling point of this spell is the stamina regen. You can never get enough stamina. This spell, combined with a conqueror, bear shaman, and a stam pot, is absolutely ridiculous. Currently it does not scale with level, and until it does is not worth picking up. It has already been confirmed that both this spell and purification of mitra will soon be scaling. Unfortunately, there is a bug associated with this spell when combined with Armor of Faith, that cancels your AoF when you cast WoL (if this is active). At the moment, it is somewhat of a death sentence in group PvP, so stay away from it until it is working as intended.

Blessing of Mitra -- ~6 second channeled spell that reduced the damage your target takes by 20%. 3 minute cooldown.

The channeling kills this spell for PvP. I can see it being necessary in PvE.

Vengeful Blessing -- Blessing of Mitra adds 20% damage increase to the target.

This is a PvP talent for a PvE spell. Bad.

Improved Repulse -- Makes Repulse do more damage. Unsure of how much extra damage.

A prereq for a mandatory PvP feat. There are some suspicions that this spell is broken. Regardless, empowered Repulse is one of the best PvP abilities in the game.

Empowered Repulse -- Allows you to knock back lighter targets further, and allows you to knockback heavy armor (but not Guardians) as well.

One of the key feats for group PvP. Repulse is one of the best abilities in PvP, and now it affects 90% of classes rather than 50% or less. You can always count on it hitting heavy armor targets, as no other class can knock them down.

Exorcism -- 2.5 second cast, 3 minute cooldown. Breaks fear and mez, and grants immunity for 5 seconds.

Unfortunately, the ridiculous cast time and cooldown of this spell makes it nearly useless in group PvP. I can see it coming into play in small scale battles. It is a prereq for an outstanding passive feat, however.

Blessed armor of faith -- This reduces your armor of faith penalties to -20 holy damage at level 80. The mana penalty is also significantly reduced, making it negligible.

Since armor of faith should be up in group PvP at all times, this is a very useful talent that allows you to contribute some damage while still maintaining high survivability. Even without talents the spell is still useful in PvP. Just keep it running in case u get jumped, then be sure to click it off before you start DPSing. The biggest issue with AoF is not the holy damage reduction, though -- the unholy holy damage increase will greatly lessen your survivability vs any competent group, which is why Unyielding Faith becomes the next must have PvP feat.

Unyielding Faith -- Reduces the unholy damage penalty from 100% to 20%

Any group with a Necro or DT will absolutely wreck an AoF Priest w/o Unyielding Faith. You may be able to get by for a little while, until people start realizing that they can 1 shot a PoM with an unholy Necro or Mystical Bane. Since survivability should be the number 1 priority of any good PoM, this should be a mandatory feat in PvP.

Spiritual Warding -- 3 points invested in this yields a 25% passive resist to fear and charm.

Since most of the cc in AoC is aoe, this feat will leave you resisting quite a bit, on top of putting the attackers cc on cooldown. Resisting a warrior fear and busting out Exorcism is a great feeling.


Blinding Light -- Reduces the holy invuln of the target. Stacks up to 15% reduction.

Decent talent for 1v1 or duo, but also requires a serious commitment to the tree.

Holy Cleansing--Converts unholy and poison damage to healing and gives you an aoe damage tick. 3 second cast, 5 minute(?) cooldown. The healing part of it is broken, apparently.

Terrible in its current form. When its fixed this will be very nice.

Avatar of Mitra -- Instant cast, 5-6 yard radius PBAOE 5 second stun. 2 minute cooldown.

Wow. This is an amazing feat. This single ability makes chewing through a bunch of DPS feats well worth it. I expect this to be the base of 85% of the PoM group PvP builds. Also, it makes 1v1 a joke.



Vengeance:

Improved Smite -- Increases damage dealt by Smite. Mandatory to progress down the tree.

Unsure of exact numbers, feel free to run some tests!

Holy Vengeance -- After casting Wave of Life, holy damage is increased for a little while. Stacks 5 times.

Very good talent in order to progress deeper into the tiers. Seems bugged atm in that it does not stack 5 times but instead caps out on the first cast then progressively lowers the holy damage with each subsequent cast.

Cleansing Fire -- Frontal cone .5 second cast DD spell. Damage is just lower than Smite. 8 second cooldown.

This is a must have. The damage is very respectable, especially with talents/feats to increase holy damage.

Improved Rebuke -- 5 points in this reduced the cooldown of Rebuke by 2.5 seconds I believe.

For PvP this is a nice talent. Depending on how Holy Vengeance is changed/fixed in the upcoming patches, this may become superior. Now it is mainly a personal preferance between the two.

Griefa
06-20-2008, 02:44
Admonishment -- 2 points in this talent increases the crit chance of Rebuke by 4%.

At the moment this is pretty bad. With points deep into divinity and level 80 gear, a crit based DPS priest may become effective, but at mid and capped levels with scrub gear, it is near useless.

Sacred Fire -- Adds a weak DoT to cleansing fire. Single digit ticks for 3 seconds after the spell.

Terrible in its current form. Even worse because the DoT portion of it may break CC (have not tested).

Glowing Radiance -- The debuff caused by Radiance now has a +5% damage modifier attached to it for the duration. In other words, this can server as a permanent 5% damage increase to your group.

Incredible talent and a must have. Presence of Mind just makes it that much better.

Inspiring Light -- 2 points in this makes each Radiance reduce the cost of your next Smite, Rebuke, or LoM by 100%.

The problem is, Radiance costs about the same mana as each of these spells, and casting it more than once a minute is pointless. Bad talent! If it included Repulse, it would be mediocre.

Holy Conquest -- Increases holy damage dealt by Devotional Prayer.

Devo Prayer buffs melee and ranged attacks to do extra holy damage. The amount is low, and although I have not tested this talent, I can assume that the buff is negligible. Perhaps useful in a raiding environment. Useless otherwise.

Revivification -- 3 points in this provides a 90-100% chance of proccing emanation of life on the priest when 'struck' in combat. Although I had this talent for a bit I did not keep the spec long enough to test of it works on spells too.

EoL is a long, slow, pain in the ass of a spell in PvP or PvE as well. As long as you are being damaged in combat (which you will be), this will do the work for you, and allow you to focus 2 seconds of in combat casting to something more effective. The follow up to it is also a must have for group PvP healing. EoL should be up 24/7 and this insures that it is.

Searing Light -- Radiance becomes an AoE damage spell on par or better than smite.

Amazing talent. Combined with Presence of Mind, this turns you into an AoE beast. Great in PvP. Great in PvE. Understand that you can cast Radiance even though you still have the debuff. The spell's cooldown is shorter than its debuff (or buff if you spec into Glowing Radiance).

Purification of Mitra -- WoL and EoL proc aoe DoT damage, must be in melee range.

Good for leveling, bad for anything else. Light of Mitra is superior in every single aspect.

Mitra's Searing Eye -- 3 second cast, less damage than Smite, 4-6 second cooldown (forgot).

Terrible? Not as bad as you think. Although this will top Smite's damage vs Poly'd HoX and Lich Necros, this could potentially one-shot either of those classes when combined with Clarity of Mind-Force of Will. FoW stacks with this, it may become a mandatory PvP talent. Otherwise, it is useless.

If anyone would like to test the stacking of this spell, please post here with your results.

Guiding Hand of Mitra -- 3 points in this reduces the cooldown from 5 minutes to 3.5 minutes, even though the cooldown count syays 4 minutes.

This is a prereq to Empowered HoM, thus making it a must have for anyone this deep in the tree. It helps to insure that your greatest survivability spell is up for pretty much every skirmish.

Empowered Hand of Mitra -- Makes HoM instant cast, usable on the run. This is the single best PvP survivability feat available to the PoM. A dead priest is a useless priest, so get this talent NOW.

Violent Exorcism/Imporved Mitra's Searing Eye -- Have not tested these. Anyone willing to waste some silver may feel free to.

PvE talents, unless MSE can 1 shot a necro pet with CoM/FoW, then perhaps it could see some situational PvP use. on;t count on it though.

The Light Within -- Revivification now places EoL on the priest's group when the priest is struck in combat.

Another one of those mandatory talents if you are going deep into Vengeance. 2 seconds can often be an eternity in PvP.

Guardian Spirit -- 2 minute cooldown, 1.5 second cast, 10 (?) second duration. Buffs the group with a 1 charge thorns effect, dealing respectable damage (1500 at level 70) to anyone who attacks the priest or his groupmates. The healing part of this spell is broken.

In itself, this is a very mediocre talent that has the potential to be very good in the perfect situation. Although I have not tested it yet, this could potentially instakill an AoE class like an enemy Tempest. It is a prereq to progress deeper into the tree, and has many feats that improve it.

Vengeful Guardian -- Guardian spirit, when active, provides a 20% damage buff to the group.

This is a great buff, but with GS ending on damage, it will unlikely every live its duration. Still nice, and combined with other talents can help to boost group DPS significantly.

Determination -- Reduces casting time on most of your cc and protection spells. ~25% reduction in casting time.

Amazing feat that makes your cc's even better. A prereq for Relentless faith and the rest of the right side.

Relentless Faith -- Slightly increases the length of the spells listed, although it does not show up in the tooltip. Each point seems to be a .5 second increase in length.

Combined with the previous talent, these two increase your effectiveness by a ton. A competent PvP priest will cycle through his or her CC multiple times in a fight. With 4-5 CC spells effected by both of these talents, you will potentially be freeing up 2-3 seconds of cast time in a cycle, in addition to keeping enemy players CC'd/debuffed for an additional 7-8 seconds or more. This free time allows you to focus on more healing, more DPSing, or more survivability. Hand of Mitra lasting longer is just icing on the cake.

Undying belief -- When Sustaining Faith is active, damage is converted into mana damage. Also reduces the cooldown of SF.

Problem is that it takes so long to cast in the first place, in addition to having such a long cooldown, making it pretty useless in PvP. The second aspect of this feat in reducing the cooldown is either bugged or a joke. It removes like 15 seconds from the reuse time. So you go from a 30 minute cooldown to a 29 minute 45 second cooldown. I think it is supposed to be a 15 minute reduction.

Immortal Spirit -- Adds the exact same mana regen as 5/5 points in ether flow. Also increases the duration of Wave of Life's HoT.

With ether flow, this, and The 2nd tier Divinity feat you will never run out of mana. The best choice though is it will clear up those 5 points in ether flow or some of the other mana talents to be put somewhere else. Another advantage to speccing this deep for the mana regen is that when you are working out your final gear template, you can ignore mana regen entirely in favor of higher Constitution, Wisdom, or spell damage. This spell also has amazing synergy with Holy Ascension. Because each tick has a chance of proccing the free spell, it will go off more often. My biggest complaint with this spell as with the other mana management spells is that a level 60 potion for the cost of 11 copper makes it so the PoM cannot run out of mana no matter how hard they try. That in itself makes these talents much less useful than they normally would be.

Manifestation of Mitra -- 1.5 second cast, 2 minute cooldown, 20 second duration. Targetable ground AoE spell that pulses every 3 seconds providing a 3 second buff every pulse to those in its very respectable range. Heals for roughly an emanation tick upon the target taking damage, and also provides a 15% damage boost. Each pulse (6 per cast) also adds 1 sadism, furious inspiration, or vengeance to those in range. This is a must have for any PvE spec, as well as a good PvP ability to run with when using 2 PoMs.



General Priest Tree

Ether Flow -- Passive in-combat mana regen that scales with level.

Very nice and helps immensely in both PvP and PvE.

Spirit Armor/Spirit Aegies -- 5 points yields a 3% mitigation to either melee or magic for both of these feats.

Very useful in PvP, and at least 3 points should be considered in any build that runs deep into the general tree.

Grace/Vindicator -- 2/2 everyone in the PoMs group gets a 10% to threat buff. However it is only added to soldiers not in frenzy stance. They get their tooltip updated on their defensive stance.

Thanks to Venum for that one.

Ether Discharge -- Allows WoL to restore mana for each target healed.

Unsure of the mana returned, any help would be nice.

Far-Reaching Spirit -- Increases the range of Radiance.

This is incredible. Radiance goes from needing to be almost touching the person to ~8 meters. A prereq to argueably the single most important PvP feat, and also a huge life-saver in itself.

Saintly Warrior -- Mana is restored upon being hit in melee.

From what Ive read, this seems to be very effective and insures that you never go out of mana when fighting a melee player or mob. I have never tested it.

Griefa
06-20-2008, 02:46
Guilding Spirit -- Removes the cooldown from WoL.

This feat is very useful for the priest who has no idea what to do but still wants to look busy by recasting WoL over and over again. In other words, this is pretty useless in its current form. Perhaps there is some 'other' synergistic spell I am missing.

All- Encompasing Spirit -- Increases the AoE of Wave of Life.

Decent talent in frantic situations where there is a lot of movement and chance to miss WoL are higher than normal. Also nice if you have performance issues, or terrible aim.

Presence of Mind -- 5 points makes Radiance instacast, useable on the move.

I stand by my claim that this is the single most important PoM feat.

Exemplar -- + holy damage that scales with level. Slightly less than Wrath of Mitra but it also stacks with it.

Focus -- Reduces the chance of healing spells being interrupted in combat.

With maxed out casting conc I do not see this feat being very useful unless things change at higher levels.

Healing Spirit -- Reduces the mana cost of all spells.

By what % I do not know. Feel free to add.

Vengeance of the Gods -- 1.5 second cast spell with a 3 minute cooldown, 30 second duration. Increases damage dealt by 20%.

Pretty good feat for anyone looking to fill the role of a DPSer in addition to a healer. At 3 minute cooldown and a 30 second duration the spell will always seem to be up when needed.

Shroud of the Gods -- PvE Detaunt. Unsure of the exact specs.



The Definitive PvP Feat Specs


The second part of this thread will be a reference for PvP builds: what works, what doesn't, what you need, and what you should never spec into if you want to be the best PoM possible.

(I am currently reinstalling AoC as a write this, so Ill throw up as much as I can in the limited time I have. More updates Monday morning downtime).


PoMatar

http://www.conanarmory.com/feat.aspx?id=10#::e2fe2f3dfe2f2e2fe4fe2fe2faf24ecf 2efef3ef5ef

In my opinion, there is no build more balanced and more perfect for group or solo PvP than the PoMatar build. This is the build I am currently running with, and will most likely be sticking with as the solo Priest of Mitra in a PvP 6 man. In the current state of AoC, there is no build that I would recommend over it unless you are running with dual Priest.


Pros:

-The best healing available with 15 points into Lance and maxed out Presence of Mind w/ a huge radius.

-Arguably the greatest CC ability in the game -- Avatar of Mitra

-The ability to knockback any target with the exception of Guardians.

-Passive 25% resist to Fear and Charm

-Able to use Armor of Faith in all PvP situations w/ no need to ever click it off versus any group with unholy damage (Necro and Mystical Bane DTs)

-The ability to do laughable burst damage every 2 minutes with Clarity of Mind/Force of Will.


Cons:

-Without The Light Within, Emanation of Life is still pretty garbage with this build and keeping it up full time is a problem.

-Hand of Mitra needs to be precasted most of the time, since the .5 second cast really is like a 12 second cast when under fire considering how much of the damage goes through with the way the spell works currently.

-Hand of Mitra cooldown can be an issue sometimes in smaller scale skirmishes, but for group PvP it is often up when needed.

-Mana potion dependant. Fortunately, level 60 mana pots are 11 copper and will prevent you from ever running out of mana.

This build has nearly every key feat needed to maximizing the PoMs effectiveness in group PvP. Although at first glance, it may seem like a DPS noob spec, upon further inspection, one can see that every talent necessary for group combat in the Divinity tree has been maxed out. Most of these DPS feats are fillers -- with no need for mana conservation ones, and a bunch of PvE or poorly designed feats available, the DPS based talents seem like the logical alternative. Vengeance of the Gods and Exemplar are both also fillers, in a sense. The 6 points spent in them cannot be put to better use elsewhere, and both fit the theme of the overall build in creating a well balanced, group friendly healer.

This is a Divinity/General build. In my opinion, the Vengeance tree, in its current form, is terrible. The only feat worth digging deep into the tree for is The Light Within. Unfortunately, doing so forces you to choose between either Presence of Mind or Avatar. Both of these feats are far superior to any other feat, in any other tree. There is currently no reason (aside from being bad) to be PvPing without speccing into both of these.

If you want to be the most useful asset to your group in PvP, then PoMatar is the way to go.




Deep Divinity

This is a variant on the first build that includes Holy Cleansing. When they fix the spell, I can see if becoming mandatory in PvP. All you really lose for it is the not-so-impressive Vengeance of the Gods, which was mostly a filler in the other build anyway.

http://www.conanarmory.com/feat.aspx?id=10#::e2fe2f3dfe2f2e2fe10faf24ef3efcf3 ef7

Everything that can be said about Pomatar can be said about this, except that this is the build that will make Necros rethink their pets and spec.

As far as I know, Holy Cleansing is still broken. So don't spec into it until we know for sure that it is fixed.