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.
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.