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Hysteria

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Hysteria last won the day on November 22

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About Hysteria

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  • Birthday 08/09/1990

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  1. Smite is available at level 1. My first char on s5 with same name - smite on level 1.
  2. Hysteria

    Healer build help

    It all depends on what do you want to do. For PVP you want to spend about 25-50% of AE/TE for survivability, damage reduction and CC (depending on gear) and the rest goes into your build. I've spent a couple of minutes for generic int based heals. https://project-ascension.com/development/builds#/talentsandabilities/editor/?hash=:17:331:475:527:642:687:1044:1064:1499:1953:2645:4987:6117:6789:6940:8004:8056:18499:20217:32374:51730:52127:57994:69t1:582t1:586t3:614t3:1201t3:1648t3:1696t3:1698t1:1746t3:1774t1:1783t2:1790t3:1867t1:1895t3:2049t2:2060t2:2061t3:2063t5:2064t1:2083t3:2179t3:2212t1: PVP - you can swap Hand of Sacrifice for Hammer of Justice, Titans Grip for Natures Swiftness or Slow (arcane, will free up Frost Shock). https://project-ascension.com/development/builds#/talentsandabilities/editor/?hash=:331:475:642:698:1064:1459:1953:4987:5384:6117:6366:6940:8143:8170:12051:14752:18499:19263:19742:51730:52127:66844:818045:582t1:586t3:591t1:614t3:1201t3:1261t2:1648t3:1696t3:1697t2:1746t3:1784t3:1867t1:1895t3:1911t1:2049t2:2060t2:2061t3:2063t5:2064t1:2083t3:2179t3: PVE - you'll end up with 23% crit for talents only, 26% + int (with Kings), so at 60 you will have 150 stats into int, 250 from levels and gear, for a total of at least 500 int with the stat bonus (just a bit over 8% crit). And gear and RE's at the start of 60 will bring you to 37-40% crit. I believe 40% crit is ok to start with, and ofcourse you can tinker with these two, made them from scratch in 10 minutes.
  3. As is stated previously, I really like a lot of these, and I'm not complaining about the lack of pvp modifiers because Wicky said like 10 times that there will be a follow up pvp patch. These are just some of my thoughts. 1) Desperate Prayer and Inner Focus cd reduction - good stuff. However, they really need some extra RE's or mechanics. For example - Holy Shock is way more effective than Desperate Prayer, untalented HS with my gear healed for 1200, while DP for 1800. 6 second cd vs 90 second. Plus HS can be used offensively. If Divine Litany effected it, to make the CD about 30-40 seconds, or maybe change it to a self-absorb, and make it benefit from PWS talents and RE's. Inner Focus - mana cost reduction - I cant really think of a situation where this will be useful. It helped a lot with high mana-cost Hymns, but we don't have those yet. 2) Polymorph cast time - this is probably the reason why the notes don't get a 10/10 from me. Polymorph is the worst cc spell, since you can't dispel it 1-1, unless you have a pet. If you want to give a quick cc option, than make sure you can't spam it. Give it a 8 or 10 second cd. Fear and polly spam is a thing and it is very unpleasant to play against. 3) With all the end-game players getting even more power, please don't forget to address survivability and pvp-damage mods. 4) I think many pally and priest talents can be merged, maybe the numbers I show as an example are wrong, but I think it will give a general idea: a) Healing Focus - make it affect all holy spells, not just priest ones. This opens up Spiritual Focus. Spiritual Focus - after being the victim of a critical strike, casting time of your next holy spell is reduced by 3/5/7%. Stack 3 times. Buff lasts 10 seconds. b) Mental Agility - reduces the cost of all holy instant cast spells. This opens up Benediction. Benediction - your holy critical heals lower mana cost and increase healing done by 1/2/3%. Stack 3 times. Buff lasts 10 seconds.
  4. Yeah most of these look solid. A definite 9/10. I would like to see a change to mortal strike next balance patch. A single attack with a slow, 60% heal reduction good damage and low CD and cost, and will cause a debuff if talented for it. Why doesn't my Holy Light or Greater Heal damage enemies around the healed target then?))
  5. I would like to know why Holy Pally in general is being depraved of haste? This spec is the least fun to play in pvp since you can't cast a 2.5 sec spell. A person with one finger out of ten has enough time to interrupt, and fakecsting a 2.5 sec spell is unreal here, or I'm bad at it)) Every other spec has a way to deal with this - be it instant casts or passive/proc haste. Naxx sets: 1) Druid healing - passive 5%+2-3% from spirit conversion. 10% from proc. 2) Priest healing - 2% passive + 10% from proc. 3) Shaman even - 3.5% passive, 4% from proc. And Pally gets 3% while being below 20% HP. After being the victim of a critical strike casting time of your next holy spell is reduced by 3/5/7%. Stacks 3 times. Buff lasts 10 seconds. Taking damage has a 25% chance of reducing casting time of your next holy spell by 3/5/7%. Stacks 3 times. Buff lasts 10 seconds. When target of your Beacon of Light takes damage, casting time of your next holy spell is reduced by 3%. Stacks 3 times. Buff lasts 10 seconds. I'd like something like this.
  6. Dear Devs, I believe all community members would like to receive some feedback in return. Did you like any of proposed ideas, do you agree with our statements regarding recent design? What's your opinion on the current state of pvp after the balance notes? What do you think of the massive community haste nerf disapproval? I, personally, would like to hear your opinion on these subjects.
  7. Thanks for hearing the populations concern and starting this post. I agree that healing overall needs a nerf, but nerfing a slot (shield) is overall a very bad design. And completely removing haste makes the gameplay stale and boring. 1) Rework the Spell Power Stat To nerf "spell tanks" and offensive caster healing output - go through 60 level, t1,t2,t2.5,t3,pvp sets - and get rid of most spell power on those. As a start, I would divide the X of spell power stat into (0,75 X of spell damage + 0,25 X of spell power) for casters and (0,75 X of spell healing + 0,25 X of spell power) for healers. For example, Nemesis set, gives 203 SP - change that to 152 SPD and 51 SPH. Redemption set - 206 SP change to 154 SPH and 52 SPD. 2) Rework and adjust casting time through talents, to keep 15% haste for everyone. Removing 25% haste, which determines the way both pvp and pve are paced, is too much. a) carefull positioning will become way harder b) long casts will become way more harder to finish - and additional 0.5 second window for enemy interrupts is too much for a sudden increase. For example, Lights Grace - in addition to lowering cast time after a successful cast, make it passively reduce the cast time of Holy Light by 0.3 sec (12% haste sort of). Add a similar effect to Nature's Bounty and so on. Judgements of the Pure - increase haste to 9% or 12% for example. 3) Why is fear-polly-botting still a thing? Why dont fear and polly have at least 5, or better a 10 second CD? People abuse that way too much, casting fear or polly 3-4 times in a row hasnt been adressed. If you are fighting 2-2 and someone starts chaining those two - you can let go of the keyboard.
  8. I will reply in two parts. Peel2G and other who share that point of view. Please don't think that I do not care for LS, it's rules and players. I just have a much much better idea of who is at the top of the food chain on the realm I play, and its Oak and Exiled players. There are ofcourse very skilled individuals from other guilds, but the overwhelmingly vast majority of top pvp players belongs to the abovementioned ones. As for the people that think that we are afraid of nerfs. I am indeed against a 25% nerf to my build, and I am totally ok, and repeatedly said so, that a 10% nerf is needed. So if I got a 15% nerf, I'd be a bit sad, but 25%.... However - this is not the issue I was targeting!! The design philosophy of the nerfs is just unbearably bad. I will repeat - everyone who equips a shield is nerfed. Just imagine the pain of a newcomer to the realm. "Oh I got a rare shield drop from that 20 level dungeon, hell it took us 2 hours to get the full group up and running, but it was worth it. *10 minutes later* Wait, why am I doing less damage...." And the second thing is a direct, DIRECT, contradiction to the plan mentioned several times and acknowledged by pretty much the whole pop. Healing needs nerfs, we all agree on this. IM A HEALER and I'm for heal nerfs. And they give a global healing buff to EACH 1h+offhand. P.S. you have no idea how many times i refrained from using profanity. it's deserved here.
  9. For the sake of argument lets say you have at least BWL gear, some defensive CD's and a general idea how not to die in 10 seconds. So, the best healing specs - nature hots - can suffer in PVP when your enemy is on top of dispel game. But still, the hps is best. Then we have hardcasting hpally - which takes a lot of patience, timing, fake casting and bis RE's to work - but there is nothing really to dispel - and you can get 6k crit heals with a 1.6 cast time. And here is where we get to priest based heals. Not enough hots, not enough simply overpowering high numbers (you will get 4.5k crits with all priest buffs active). The argument people put is that priests have a lot of buffs, that increase healing taken and reduce phys damage taken - which all can be dispelled. Basicaly, you dont have enough hot power to run around all the time, positioning yourself, even if you go iron balls mode and stand and hardcast - then your numbers simply aren't the highest (from my experience about 15-20% weaker than pally).
  10. After reading the newest balance article, I feel like quitting until TBC or for a half a year at least. 1) First, players will have a global 10% reduction in all magical damage and healing while a shield is equipped. 2) While a Staff is equipped you will get a flat 6% damage and 4% healing increase and while and Off-Hand is equipped you will get a flat 4% damage and 2% healing increase. 3) This should help offset the power lost by not dual-wielding and the additional power lost from the RE slot you have to forgo with using a Staff. 1) So, I just equip a shield, anybuildever, and get a huge nerf. Best design ever. This deserves profanity. 2) Then, you want to bring up an idea, that helps going staff-only or 1h+off hand, and it is totaly contradictory to our current problems. "Casters have too much healing power, we are going to adress this" and the next balance patch will give a global aura that gives EVERY caster a healing buff. A+. We want to nerf but we will buff. You will probably say something like "don't forget - healing spells are not getting the haste bonus now - this is one of the ways to nerf caster healing". Just no. Everyone uses rejuv, riptide, earth shield. Hard-casting long heals is pretty rare. And your new design just buffed a problem we have. 3) People are going for shield in PVP because the power levels of having bis gear and RE's is way off the scale and you cant survive w/o that physical mitigation a shield provides. Until this is tested, and we have a post going through all spells individually, with current info i receive a 4.35% total heal amount nerf, and a 24.48% total HPS nerf in both pvp and pve specs. It is atm pretty much damn impossible to cast a 2 sec spell w/o getting CC'ed while dueling. I'm not talking about icy veins or some other buffs, just a regular cast. Now it will jump up to 2.5 and the player experience and timing gap for CC becomes even worse. I would much rather: 1) Go through 60 level only sets, t1,t2,t2.5,t3,pvp sets - and get rid of most spell power on those. As a start, I would divide the X of spell power stat into (0,75 X of spell damage + 0,25 X of spell power) for casters and (0,75 X of spell healing + 0,25 X of spell power) for healers. 2) To get rid of spell mastery w/o effing anything up too much just work on all spell talents, ALL, not just casters. 3) Feel like healing is a bit too high? I'm the heal that says so in our gchat when we discuss balance. Just nerf it by 10% for a season, and then adjust after it. All base amounts, scaling and so on. Dont just nerf everyone ever who equips a shield. At this point I'd much rather see the next stream a dev call in chat a 10-10 wsg and get some live experience. Get some top Exiled and Oak players in the other team, and survive vs them w/o the shield and spell mastery as a heal. Show us da wae. I keep my fingers crossed until full notes come, and there actually will be some haste for heals. And not the "spell mastery gives now 25% haste" (but it still is actually 20%) kind of haste. Until then, yours 0.75% of Hysteria.
  11. Do we need to download a new ptr patch?
  12. Hysteria

    ruRU

    У нас есть группа в ВК?)
  13. Is cast facing being adressed? There's quite a lot of spells, that you can cast w/o facing the target. Judgement, Repentance, Fear for example.
  14. My two cents. First of all, thank you for fixing Guarded by the Light talent, its good seeing your bug reports being usefull (even if its a coincidence). I've been a Holy Light healer for eternity, so seeing the improved crit for Flash of Light was good news. 1) I tried out Illumination once again - and it still is about 20% of mana gained, 5% is Blessing of the Divines, and 75% is Life Tap, and I really was trying to limit tapping. 2) Recently, there was a nerf to Light's Grace talent, a significant one. If you were to add 4/7/10% of int as mp5 to this talent, and buff Illumination a bit, from 40% to 50%, maybe then it will have a better chance. Holy Light healing talents are pretty much not available to any other spec, so these buffs won't affect anything else. I can't imagine anyone picking up 10% of int as mp5 for 3 TE. 3) I couldn'r roll Divine Litany, so can't say anything for Divine Favor working with the RE. Honestly, imo, just change Divine Favor cd to 1 min by itself. The idea is good, adding more utility, but no one will take 3 RE for 1 minute cd reduction on a single crit. Especially considering the low pop of Holy Light healers. And I got really lucky with ALL new priest healing RE's. 1) They work together pretty well, the rotation seems natural. Solid 7k Greater Heals. 2) No mana issues in a PVE build with t1 set and other items from AQ. No need for Life Tap here at all. 3) I don't think it has a chance of being viable in PVP though since heavy talent and RE investment leaves you with zero talents for protection. My overall thoughts and feelings: 1) Supply and Demand. If there will be encounters where single target heals are required - then you did a good job with priests. Its a good spec that will have it's place. If upcoming content is more focused on AoE - Prayer of Healing priests will still be way more stronger and prefered. 2) I think you need to address holy paladin mana, maybe do something to Benediction. Judgements of the Wise is good - but requires too much AE and TE to compete with damn Life Tap.
  15. Hi Wicky!) This is a typo, right? Otherwise - thank you, i will always be protected)

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