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"Giving p/w access to chain is w/e the class dps is still going to be garbage. if you compare to w/wd for instance you can't use frenzy, can't use 2h weapon, have shitty pa ratios and your rotation is half as good. your damage mastery is only 45% vs 70%. the 5% damage for 12 seconds is better then the 10% damage for 4 attacks specially in raid where they are likely going to get used by random skill, on top of it you can't even get your weapon training high so you are likely to miss a lot. the only thing going for w/p is their battle monk stance gives them 19.1% pa when maxed compare to the 18% from power of the wild. the only place where p/w can be decent is in siege imo where you might as well wear cloth pvp gear for the mdef."
Battlemonk built as dps does not do bad at all as dps. Where you start seeing w/wd pull away with significant dps difference is when your under hard mode and the deff counts sky rocket making the need for 2h and 70% mastery mandatory. Also monks do have access to amplified attack granting them selves and those around them an additional 10% attack power and grace of life at 10%+ hp. I think what your saying is mostly correct, but then again your comparing apples to oranges. P/w (not w/p) is a group player, mostly designed for normal mode instance running and group benefit. With cheap healer gear and swap macro you can keep party alive when main healer dies (dam scouts tabbing wrong targets), something w/s and w/wd can not do. So pls, do not hammer on classes and unfairly represent them. Especially when 90% of those that comment on monk never played one.
And chain on monks, pls do not do this runewaker, simply make monk stance grant 1.5phy att per int stat, mastery maybe 55%, and that is really the only buffing we need. (Edit P/w and W/p two different classes)
Cike, the only reason i could see 2 priests over 1 druid is for redundancy. Things happen healers die, and having self res is a blessing. However, I do not see any benefit other than that. There buffs would be redundant, where as priest+druid would provide a large buff pool. Without knowing what combo of priests it is hard to say why they go that route. If p/s and p/r could be the the nearly 20% matt party wide between them if magic party, throw in maybe d/wd and m/p, and m/d (assuming they all stack) you would see a large dps boost. If they added it would be 35% mattck boost, with whatever d/wd magical damage boost caps at. ( I do not know off the top of my head what the actual math is with those buffs and how they work with each other).
This post has been edited 1 times, last edit by "Soulvengeance" (Apr 13th 2016, 10:02pm)
Been watching this thread and wondering to post or not, anyway from my experience, my guild was always running with priests(or a k/p but kinda the same style of healer)
Immortal use priests in endgame yes(although they also bring druids to runs)
Would say its debateable that 2 druids can heal better then 1 druid and a priest, if a tank is squishy or requires more heals then others, i would say a priest is much more viable for helping keeping it alive then a second druid.
As has been suggested already i think the main thing priests lack compared to druids is the use of a debuff which reduces defence, imo it can heal more then fine, a p/r and p/s with a seed style buff could heal content i'm sure. P/s and p/r also include fairy buffs(less mdmg taken and more matt buff to parties, neither of which can be buffed from alt) Seems like some of the newer instances have insanely high magical hits(HoC 2nd and some HoF bosses, neither of which can be burned) so the p/s fairy is useful there.