Is this an accurate description? What do you think are must have, situational, or abilities that need additional ranks? Do you think LAS of 12 is too restrictive for healers? Is it fine for DPS and tanks?
I will add other classes as I go.
Passive abilities are not included.
Multiple ranks are used for mana efficiency purposes at the cost of duration, power and action slot.
The purpose of this thread is to give players a general idea of what abilities to take with a LAS of 12.
Side note: We do not know cast or cooldown times and isn't factored in my assessment. Feel free to express any constructive thoughts or opinions. ??? indicates a vague understanding of the ability or maybe a separate action bar.
Cleric
Featured Abilities
White Light: CC DoT undead only / situational
Celestial Focus(Epic Skill): resource gain self buff / must take
Tome of the Initiate: ???
Resurrect: tedious swap when someone dies
Plea of the Devout: brez / must take boss / advise take
Celestial Aegis: enviromental
Awaken Bravery: max HP and armor buff / situational
Ethereal Armor: armor and glancing hit buff / situational
Signet of Refreshing: resource gain party buff / advise take
Edict of Stillness: CC / situational
Edict of Peace: minus hate buff / must take PvE
Light of Murik: enviromental
Olamai's Blessing: decurse / situational
Rebuke: damage plus DoT to undead / situational
Revile Undeath: damage with MS debuff undead only / situational
Melee Abilities
Determined Strike: damage / situational
Searing Cudgel: damage plus bonus damage to undead / situational
Healing Abilities
Celestial Light: heal / must take / advise 3 ranks
Burst of Life: fast heal / must take
Light Shroud: HoT / must take
Arcing Luminance: AoE heal / advise take / advise 2 ranks
Eko's Purifying Bolt: damage undead only jumping heal with cure poison and disease / situational
Reckon's Shield: damage reduction buff / must take boss / advise take
Reckon's Barrier: ability enhancer for Reckon's Shield / must take boss
Reithal's Luminous Shield: emergency heal / must take boss / advise take
Vigilance: unique heal / advise take boss
Coalescence: health pool link / advise take
Summary: 5 slots must take for healing. 6 slots for advise abilities. 4 slots for advise down ranks. 12 LAS exceeded excluding situational abilities. Clerics can custom tailor for long or short fights, AoE or single target and have abilities to deal with high burst or high DPS. Skill and knowledge gap will be prevalent.
Dire Lord
Featured Abilities
Harmshield: AoE reflect damage / situational
Provoking Phantoms: plus hate self / must take tank
Dire Mark: redirect damage / must take tank
Essence Thief: teleport swap with resource gain and conditional effect / must take
Baleful Severing: guaranteed damage resource gain / must take DPS / advise take tank
Grip of Torment: healing debuff / situational
Bloodfiend: reflect poison or disease / situational
Leaden Blood: MS debuff / situational
Canopy of Blood: magic immunity area / situational
Sanguine Shield: magic damage reduction / situational
Deafening Whisper: silence / must take
Blood States ??? Stance action bar?
Nightmare Blood: plus hate self
Torrential Veins: HP regen and resource multiplier
Essence Leech: increase crit chance and conditional self heal
Melee Abilities
Thresh: bleed / generates resource / must take
Sanguine Blade: magic damage debuff / generates resource / must take
Edge of Midnight: spellsteal / situational
Abyssal Strike: damage bypass armor / situational
Splatter: aoe debuff spread / situational
Summary: 2 slots must take. 2 slots must take tank. 1 slot must take DPS. Dire Lords flex abilities depending on group composition and enemy types.
Druid
Featured Abilities
Imbue Trait: Black Wolf's Swiftness: MS buff / situational
Imbue Trait: Oaken Regeneration: HP regen and healing buff / must take
Imbue Trait: Panthra's Claw: strength and armor buff with physical stun immune / situational
Imbue Trait: Swiftgill's Fin: underwater MS and breathing buff / situational
Imbue Trait: Vale Hawk's Grace: jump height increase and slow fall buff / situational
Imbue Trait: Grizzly's Resilience: stamina and armor buff with physical stun resist buff / situational
Imbue Trait: Thunderpaw's Resilience: ??? replacement for Imbue Trait: Grizzly's Resilience?
Mantle of Leaves: conditional invisibility / situational
Firefly: enviromental
Vinewoven Bridge: enviromental
Wandering Stones: ??? Passive?
Healing Abilities
Verdanfire Seed: buffer heal / must take
Preserver's Wildfire: AoE heal and damage / situational
Vinewoven Grove: self defensive buff / situational
Weave the Wind: nullify physical range damage buff / situational
Verdanfire Tree: unique / must take
Hirode's Abilities ??? Pet bar?
Hirode's Flame: core heal
Hirode's Focus: ability enhancer
Hirode's Gaze: nature and fire debuff
Hirode's Presence: plus healing
Hirode's Shelter: plus healing with hate management
Hirode's Rescue: conditional teleport and CC
Hirode's Chrysalis: death protection
Offensive Abilities
Call Lightning: conditional multiplier damage / situational
Verdanfire Vines: reflect damage party buff / advise take
Verdanfire Spear: damage with conditional silence / situational
Upheaval: displacement with conditional cooldown buff / situational
Rockvine Tangle: root with DoT and conditional armor debuff / situational
Gust of Leaves: spell interrupt with conditional guaranteed crit to enemy / situational
Summary: 3 slots must take healing. 1 slot for advise abilities. Druids balance abilities for damage, utility and buffs. Pet control, targeting and combo intensive.
Enchanter
Featured Abilities
Illusion Graft: Acuity: spellcast buff / must take
Lyrith’s Grace: tedious swap faction standing buff
Enshire’s Faint Whisper: mana regen buff / must take
Illusions: ???
Squee’s Mimicry: tedious swap to bypass patrols
Squee’s Grand Foolery(Epic Skill): tedious swap to party wide bypass patrols
Rend the Mind: damage with mana gain party / advise take
Malison’s Crushing Grip: DoT magic resist debuff / must take
Malison’s Lucid Dream(Epic Skill): bypass resource buff / must take
Malison’s Lucid Nightmare(Epic Skill): unique / situational
Illusion Graft: Harm: DoT / must take
Illusion Graft: Exhaustion: physical high DPS damage debuff / situational
Eyumai’s Dulling: physical high burst damage debuff / situational
Hush: silence / advise take
Forceful Will: steal magic resist / situational
Control Breath: tedious swap reduce aggro radius
Ghaven’s Wild Display: AoE stun / advise take
Foolish Fire: wandering CC / must take / advise 2 ranks
Mesmerize: CC / must take / advise 2 ranks
Charm: CC / advise take
Shock and Awe: confuse / advise take
Thought Thief: hate management / must take PvE
Summary: 2 slots must take CC. 2 slots must take damage. 2 slots must take utility. 1 slot must take PvE. 5 slots advise abilities. 2 slots advise down ranks. 12 LAS exceeded excluding situational abilities. Enchanters will have to setup and adapt to situations quickly. Skill and knowledge gap will be prevalent.
Monk
Featured Abilities
Elbow Strike: damage / must take
Flurry Punch: channeled damage / must take
Setting Sun Kick: debuff with resource generate / must take
Rising Moon Kick: damage with conditional buff / must take
Blast of Chakra: damage with CC / situational
Mountain Pose: cleanse poison and disease with armor buff / advise take tank
Strike of the Wandering Wind: delayed reflect physical damage with heal / situational
Kick of the Raging Gale: damage with displacement and generates resource / must take
Kata of the Flickering Flame: CC with minus hate / must take PvE DPS
Kata of the Wandering Wind: dodge and counter melee attack buff / situational
Iron Palm: taunt / must take tank
Feign Death: hate management / must take PvE DPS
Inner Fountain: resource gain / must take
Harmonious Bond: self heal and HoT with attack speed buff / must take
Resonating Palm: damage with self heal / advise take tank
Summary: 7 slots must take. 1 slot must take tank. 2 slots advise abilities tank. 1 slot must take DPS. 2 slots advise abilities DPS. Monks have limited slots left to flex and will have to sacrifice damage for survivalibity or vice versa.
Paladin:
Summary:
Ranger:
Summary:
Rogue:
Summary:
Shaman:
Summary:
Summoner:
Summary:
Warrior:
Summary:
Wizard:
Summary:
I would tend to agree with you that 12 slots probably isn't enough for healers IF multiple ranks are required for serious play. This is especially true if the class special abilities require any sort of priming using non-healing abilities. You listed it out above for clerics and clearly 12 isn't enough for just the healing/cleansing aspect let alone a fully rounded character.
Cleric general healing purpose:-
That's 12 skills for general healing as a cleric, its limited and tight but you get everything you need, you can change out the buff skills after buffing if you need too and you can change the healing down ranked skill for Eko's Purifying Bolt if you need to have a poison and diseases removal. Saying 12 skills is not enough is just down to bad planning, you can make 12 skills work just fine. Does it have to make sacrifices, yes of course but that's the point of limited action bars. Does it mean you'll have to focus on healing only if your the only healer, yes it does you don't have room or mana to spend on DPS skills.
Edit:
For down ranking you don't want to down rank the following, Light Shroud & Burst of life, as we've seen on videos there mana cost is extremely effective already and are only held back by needing celestial power.
Down ranking from what we've seen is fairly bad so far (unless you factor in word of lightful), this is the same skill at different ranks:-
Rank 4
Celestial Dawn = 2.5s cast / 1.5s cool down
Costs = 38 mana
Generates 1 celestial power
Heals = 337
Heal per mana = 5.8
Rank 2
Celestial Flicker = 2.5s cast / 1.5s cool down
Cost = 18 mana
Generates 1 celestial power
Heals = 74
Heal per mana = 4.1
So as you can see above without any gear that is increasing healing by a flat amount, its more worth while waiting with your heal and healing for the full amount of the highest rank skill to preserve mana, the only reason you'd want to down rank right now is if you want to build celestial power at a cheaper mana cost to use your more effective skills like Word of the Lightful.
Word of the Lightful = 1s cast / 3s cool down
Cost = 8 mana & 3 celestial power
Heals = 392
Heal per mana = 49.0
as you can see with how effective Word of the lightful is, you may find it worth while using your Rank 1 Celestial builder (8 mana cost) to simple build 3 celestial power and then heal with Word of the lightful, word of the lightful is so effective compared to other heals from the cleric that it is worth spending 24 mana building it and then using it as your main heal. If you where to build 3 celestial power with rank 4 of the spell it would cost 114 mana. As I don't have the numbers for rank 1 (we've not seen it in a video) I will use rank 4 and rank 2 as examples for building celestial power
Rank 2 = (3x18) + 8 = 62 mana
Heals for = 614
Healing per mana = 9.9
Rank 4 = (3x38) + 8 = 122 mana
Heals for = 1403
Healing per mana = 11.5
TLDR: You should not need to down rank to many spells to be effective at healing, and you cant be to fussy with 12 slots.
Further edit:
Had to change some numbers as I was looking at the wrong video when I took the first lot of numbers, i've corrected them now and it further shows that down ranking is not effective at the moment.
Kellie said:That's 12 skills for general healing as a cleric, its limited and tight but you get everything you need, you can change out the buff skills after buffing if you need too and you can change the healing down ranked skill for Eko's Purifying Bolt if you need to have a poison and diseases removal. Saying 12 skills is not enough is just down to bad planning, you can make 12 skills work just fine. Does it have to make sacrifices, yes of course but that's the point of limited action bars. Does it mean you'll have to focus on healing only if your the only healer, yes it does you don't have room or mana to spend on DPS skills.
For down ranking you don't want to down rank the following, Light Shroud & Burst of life, as we've seen on videos there mana cost is extremely effective already and are only held back by needing celestial power.
Down ranking from what we've seen is fairly bad so far (unless you factor in word of lightful), this is the same skill at different ranks:-
Rank 4
Celestial Dawn = 2.5s cast / 1.5s cool down
Costs = 38 mana
Generates 1 celestial power
Heals = 221
Heal per mana = 5.8Rank 2
Celestial Flicker = 2.5s cast / 1.5s cool down
Cost = 18 mana
Generates 1 celestial power
Heals = 74
Heal per mana = 4.1
So as you can see above without any gear that is increasing healing by a flat amount, its more worth while waiting with your heal and healing for the full amount of the highest rank skill to preserve mana, the only reason you'd want to down rank right now is if you want to build celestial power at a cheaper mana cost to use your more effective skills like Word of the Lightful.
Word of the Lightful = 1s cast / 3s cool down
Cost = 8 mana & 3 celestial power
Heals = 392
Heal per mana = 49.0as you can see with how effective Word of the lightful is, you may find it worth while using your Rank 1 Celestial builder (8 mana cost) to simple build 3 celestial power and then heal with Word of the lightful, word of the lightful is so effective compared to other heals from the cleric that it is worth spending 24 mana building it and then using it as your main heal. If you where to build 3 celestial power with rank 4 of the spell it would cost 114 mana. As I don't have the numbers for rank 1 (we've not seen it in a video) I will use rank 4 and rank 2 as examples for building celestial power
Rank 2 = (3x18) + 8 = 62 mana
Heals for = 614
Healing per mana = 9.9
Rank 4 = (3x38) + 8 = 122 mana
Heals for = 1055
Healing per mana = 8.6
So we can see down ranking the celestial line, and using the highest word of the lightful results in more mana effective healing but at the cost of Healing per second. It's important to note that this would be even more true if we were using rank 1. You gain mana effective healing at the cost of Healing per second, this would only take up 1 additional slot for down ranking a skill. This may change when celestial power is working as described on the class page, in that effective healing will also build towards celestial power, it currently is only built by using skills.
TLDR: You should not need to down rank to many spells to be effective at healing, and you cant be to fussy with 12 slots.
i agree with light shroud max rank. i missed the description of abilities that use celestial power. i'd agree that any spell that requires celestial power you'd want to use max rank.
LAS 12 is nice if they don't have talent trees. it's essentially the same thing in different format.
hmm... i'd almost down rank any celestial power generating spell to be mana cost efficient for CP. i remember when learning to heal from some hardcore raiders back in the day, they tell us to down rank 3 at the minimum. 1 rank for a maintainence heal to cover 'auto attacks' 1 rank for sustain healing which covers special moves, and 1 additional rank to cover critical or crushing hits. you could definitely tell the really good healers from the average ones and they usually had 5 to 7 downranks. there was a certain druid i played back in wow classic name glaise that always did like 50 to 60% of the healing and only overhealed by 3 to 5% and ALWAYS had mana.
Has efficient downranking even been confirmed? I know other MMOs have made downranking inefficient by making the abilities costs a static amount regardless of rank - having the only "benefit" to downranking be things like a faster cast time (at the exspense of same resource cost as max rank but otherwise same results of the lower rank).
edit: Are these numbers from actual game mechanics or examples?
Darch said:edit: Are these numbers from actual game mechanics or examples?
They are numbers pulled from one of the cleric Pov videos.