This post has been edited 1 times, last edit by "Zerienga" (Jul 18th 2015, 9:10am)
Currently three seperate skills that are unlevelable. With each rank increase, it slows a target for a set amount of time. It should be changed to be a decrease to physical and magical defenses or be an increase to received damage because it has no applicable use in PvE as bosses aren't affected by slows usually and slows don't contribute to the ability to run instances as a group. They only enable you to run away. By changing it to one or the other of the following, it would enable the skill to be useful in the PvE setting and would also help balance priests vs druids.
Reduced physical and magical defense:
Rank I - Target's Physical and Magical Defense are reduced by 5% for 15 seconds.
Rank II - Target's Physical and Magical Defenses are reduced by 10% for 15 seconds.
Rank III - Target's Physical and Magical Defenses are reduced by 15% for 15 seconds.
Increased Received Damage:
Rank I - Damage inflicted to target is increased by 10% for 5 seconds.
Rank II - Damage inflicted to target is increased by 10% for 10 seconds.
Rank III - Damage inflicted to target is increased by 10% for 15 seconds.

It would be fine for PvE, though PvP wise, P/K is insanely hard to kill in siege already that I feel like it isn't necessary.Priest Primary Skill:
Wave Armor:
Currently creates a shield that absorbs 2120.0 points of damage and reduces received physical and magical damage by 9.3%. This skill should be changed to cap at level 50 and absorb 10% of the target's hp and when leveling the skill, increase the amount damage is reduced by.
Wave Armor +50: Casts a shield of holy spring water that absorbs up to 10.0% points of damage. Also reduces Received Physical Damage and Received Magical Damage by 20.0%. Effect lasts for 30.0 seconds.
(Maximum level of this skill is 50)
Causes Debuff - Wave Armor Ineffective: Prevents Wave Armor from activating for the duration of the effect. Lasts 45.0 Seconds
Cost: 5% MP Cooldown: 15 seconds
Is this a bit too much (in any of the changes)? I'm not really sure, but it would make the skill useful for all Priest Combos where it is only useful to Priest/Knight currently by giving a heal.
This post has been edited 2 times, last edit by "ruisen2000" (Jul 18th 2015, 9:36pm)
It would be fine for PvE, though PvP wise, P/K is insanely hard to kill in siege already that I feel like it isn't necessary.Priest Primary Skill:
Wave Armor:
Currently creates a shield that absorbs 2120.0 points of damage and reduces received physical and magical damage by 9.3%. This skill should be changed to cap at level 50 and absorb 10% of the target's hp and when leveling the skill, increase the amount damage is reduced by.
Wave Armor +50: Casts a shield of holy spring water that absorbs up to 10.0% points of damage. Also reduces Received Physical Damage and Received Magical Damage by 20.0%. Effect lasts for 30.0 seconds.
(Maximum level of this skill is 50)
Causes Debuff - Wave Armor Ineffective: Prevents Wave Armor from activating for the duration of the effect. Lasts 45.0 Seconds
Cost: 5% MP Cooldown: 15 seconds
Is this a bit too much (in any of the changes)? I'm not really sure, but it would make the skill useful for all Priest Combos where it is only useful to Priest/Knight currently by giving a heal.
Random thought though, what if wave armour was changed to an instant, raid wide heal that would heal for around 3/4 the amount of urgent heal, and reduces AoE damage taken by 40% for 10 seconds, with 1 min CD time? The reasoning is that Druids would be primarily raid wide healers, while priests would be mainly single target/group heals (though this would give them a little bit of raid healing) and raid wide damage reduction for the high % AoE's. If you couldn't burn bosses in < 20 secs, you'd need a Druid for raid healing and a priest for more healing + raid wide damage reduction so you can survive the high damage AoE's. Priest bubble would also be changed to raid wide, if it isn't already.
Ok, so I think I'll try and tackle why I feel it would be better to have the damage increase and keep the agro the same way as beforeAuthoritative Deterrence:
Forces a target to face and attack you, and you become the one with the most aggro. Also increases your aggro by 1.0%...25.0% (0.48% increase). Increases all damage on the target by 5.0%..10.0% (0.1% increase) for 10 seconds.
(Maximum Level of this skill is 50.)
Cost: 25 Rage Cooldown: 60 seconds
This skill had been nerfed way too much by reducing the time from 10 seconds to 3 seconds. I propose changing the effect time back to 10 seconds, but reducing the damage increase from 27.5% at +50 to 10.0%, increasing the amount it increases you aggro by at +50 from 8.0% to 25.0%, increasing the cost from 10 Rage to 25 Rage, and then capping the skill at +50. This will give the skill its utility back, however, it is not too much to overrule all other tanks like it was before the 3 second nerf to it.
Ok, so I think I'll try and tackle why I feel it would be better to have the damage increase and keep the agro the same way as beforeAuthoritative Deterrence:
Forces a target to face and attack you, and you become the one with the most aggro. Also increases your aggro by 1.0%...25.0% (0.48% increase). Increases all damage on the target by 5.0%..10.0% (0.1% increase) for 10 seconds.
(Maximum Level of this skill is 50.)
Cost: 25 Rage Cooldown: 60 seconds
This skill had been nerfed way too much by reducing the time from 10 seconds to 3 seconds. I propose changing the effect time back to 10 seconds, but reducing the damage increase from 27.5% at +50 to 10.0%, increasing the amount it increases you aggro by at +50 from 8.0% to 25.0%, increasing the cost from 10 Rage to 25 Rage, and then capping the skill at +50. This will give the skill its utility back, however, it is not too much to overrule all other tanks like it was before the 3 second nerf to it.
The only thing that AD needed was a level cap at lvl 50 and it would have been just fine as is late game as well as going through out the levels.
First the skill was great for 2 things, additional damage and keeping agro, the damage was great because not only was the tanks DPS increase but so was everyone else's damage as well, no other class has that capability like the k/w had, which is what made it stood out amongst the crowd. The additional agro was great as well along side of instantly taking agro as well, it had multiple uses into one skill but at the same time comes down to 2 things at this point, "use to burn or use to agro." The skill may have been used to burn but it also had uses outside of just burning things while in a group.
problems I have with the suggest is the reduction of damage even further than what it is right now, sure you can argue "GL dealing any amount of damage in it's current state" but I'm looking at what it did before and in comparison what it brought to the table.
So I'll just say cap it at lvl 50 and to where it'll increase damage by 30% and agro by 25% and duration of 10 seconds, it got ridiculous because it was let loose instead of capped, rage increase cost may help even things out though.