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1

Friday, July 8th 2016, 5:08pm

priest/rogue

I have been trying to find reliable information on this class in how to stat an wether or not to use healing gear or mage gear for this class an where talent points should be put, i have seen really old threads on this but things have changed so any end game information on this class would deeply be appreciated. The main reason i like this class combo is because it is not only useful in pvp it is also useful in hard mode instances i want to get back into doing them like i use to when i only healed an buffed everyone,thank you for your time. :phatgrin: :phatgrin: :phatgrin: :phatgrin: :phatgrin: :phatgrin: :phatgrin: :phatgrin: :phatgrin: :phatgrin: :phatgrin: :phatgrin: :phatgrin: :phatgrin:

2

Saturday, July 9th 2016, 2:47am

---PVE---


From a PVE standpoint, this is what you bring to the table:

1. Quicker Spellcasting (Faster Heals) due to your 25 elite that makes nimble hands also effect casting speed. Stacked with a Clear thought, pet, and Curse IX, you're looking at a passive ~42% casting speed bonus (if casting speed buffs are addative). This would make group heal 1.9sec and urgen heal 0.6-0.7. Heal would be around 1.4seconds I think.

2. Purge, while extremely useful in pvp doesn't affect every boss in the game so this is a very niche skill in pve and thus is not desired.

3. A long lasting magical critical hit rate buff is very nice.

4. The buff from your shadow fairy giving +10mattk to parties is a very desired buff. Could take the place of the P/S's or the M/P's mattk buffs that people usually run alts for. Take the place of an alt AND be the healer. Not bad. The only downside to this is that most instances right now are filled with K/W, R/M, W/M, Wd/W, W/S, and some sort of healer(s). There's not many "casters" in parties these days. I watched an end guild run Taren & Kolydia and they were a pure physical party. I can only assume instances are the same but I can think of a few exceptions.


So, concluding the pve standpoint... while you have perks that no other priest combo has... the P/K and the P/WL have the superior elite skill setup that makes them more desired. P/R is good but won't be desired in endgame instances when a P/K or P/Wl is available.



---PVP---


Now, from a pvp standpoint... The P/R is a whole different story. It may not be suited to take out large groups of enemies, but in nearly any 1v1 the p/r should come out on top if the correct skills/buffs are combined. I'm not saying the p/r lacks the capability to win 2v1 or 3v1 fights, but those I'll talk about in a min.

Aside from healing, your primary offensive skill is going to be rising tide. Yes yes, the other elite skills are nice and all and they can be useful if your kiting an opponent down, but in a 1v1 aspect, you shouldn't need more than the following skills:

1. Altar of Shadoj - Not really the most damaging skill but very useful for laying the first dot on. Use this skill to gauge the range of your opponent. With a 250 range, this should be your opener. Very few skills can match your 250. The 3% increase damage done will be useful. for the next step.

2. Lure of the snake woman - Im assuming that anyone hit at 250 range with your shadoj will begin to charge you thinking they can take you. You want to lure them in closer to at least 180 range as this is the next skill in your lineup. Against players, it's only a 3 second stun which will be more than enough time to get the kill. At a cast time of one second, it may seem like you won't have enough time to get the skill off but that's where your passive 40%ish casting speed comes in handy. This skill should be brought down to 0.6 or 0.7. Add in Battle Time and you're looking at a 0.5 second cast time on this skill for a full 3 min. It'll become available for use as soon as the enemy comes into 180 range & at a 0.5 second cast time, they'll close a lil more distance and end up at about a 150 range before getting stunned.
NOTE: Anyone who pops speed buffs may be able to close the gap quicker, but unless they're stacking alot, they shouldn't be able to close the gap fully.
ALSO: Make sure they don't pop any immunities before casting this skill. With a CD of 45 seconds, missing your chance will screw you. If you see them immune, purge them before casting Lure of the snake woman.
LASTLY: Pvp gloves can break this skill so be aware!

3. Rising Tide like a Madman - The stun will last for 3 seconds. Since Lure of the snake woman is a "cast time" skill, there is NO GCD after it's used which allows you to immediately follow with rising tide. At a 2 second cast time (down to about 1.4 with your passive speed and 1.1 with Battle time), you should have the opportunity to get 2 rising tide's off at the target which is most cases should kill them unless they're in pvp gear, have high mdef, or have a healer on them. This is why you want to make sure you have your Shadow Fury elite as well as your Wraith halo active well before this happens. When it's time to fire those 2 Rising tides, you want them to hit hard AND crit.

4. What now??? - If the target survives they will most likely be on low hp and will likely immune if they haven't done so already. If they haven't be ready to cast purge once you see them pop a Serenstum. Wipe off that immunity AND all their buffs. Pop your own Holy Aura and get 2 more rising tides off on them. This should finish them off. If they still are alive, pop the corresponding immune food and try to get at least one more rising tide on them followed by an infectious wound. Hopefully, the last Rising tide will kill them, but if not, the dots from Shadoj, Lure, and Infectious Wound should tick away any last bit of HP they have after you have fallen. If they live through all of this, then you have met an opponent that you should likely avoid as they are too strong for a priest/rogue.


5. Desperate Measures - So you're up against a group.... or you've run into the bastard that survived steps 1 through 4.... Well you have one last trick up your sleeve. Stack an Ancient Spirit Water and an Arcane Potion for another casting boost. This will bring your Rising tides down to 0.5 seconds. Try to have all this done before the encounter. Pop the buffs/potions to attain the fast speed, then pop an invisibility potion to gain the element of surprise. Doing all this under an invis tower works too. This strat ignores everything and puts you into burn mode where your only objective is to spam your hardest hitting skill as many times as you can which is Rising Tide. If anyone tries to come near you, DO NOT HESITATE to go immune with Holy Aura as that will allow at max 8 more rising tides at 0.5 seconds (taking HA's gcd into consideration). If the target immunes, Purge them and keep spamming.


6. Avoid confrontation alltogether - If none of the above as worked against specific opponents , then don't engage them as you will lose every time unless you are being backed up. So retreat and regroup before heading in.




---Statting---

I'm not too big on the pve statting so I'll tell ya how you should stat for pvp.

Priest/Rogue does not have any skills that have an Intel modifier so stacking intel is a big NoNo.

1. Instead you should be stacking nothing but Stam/Mattk. Or do 5 stam/mattks and 1 stam/wis. (you are a healer after all)

2. The only difference between mage gear and priest gear is Intel vs Wisdom/Healing Power Bonus. Seeing as you gain nothing but a bit of mattk from intel, rolling priest gear would be preferred. Make sure you pickup gear with healing power AND magical critical hit rate. Yes, you'll be losing some mattk by not using mage gear, but by statting 6 stam/mattks on healing gear, you'll have enough mattk to dish out the damage AND have enough wisdom/Healing power from ghost stats to heal decently enough in pvp and in some pve. (I've healed PoM HM as a lvl 79 priest in pure mage gear).

3. With all this stamina from stam/mattks, you should have a generous HP unbuffed. Compliment this with Ferocity runes along with Advance, Judge, and Sage. If you cannot get Judge, Block is an okay sub. Keep in mind that a Judge V is greater than an Advance IX.


That's all I got. I could add more, but then again we're in the same guild LOL. Just ask me in our voice comms. If anything good comes from typing this, the info is there for everyone to critique and learn from.


EDIT TO ADD: It's better to use a Tiered wand in the mainhand and a statted magic hammer in the offhand. You get more stam/mattks to make up for the loss of not using mage gear AND another Curse rune for more speed. Physical damage is calculated off of mainhand only but magic damage adds both the mainhand AND offhand. *Courtesy of Keen*
New Sig Eventually

I Solo'd Horatio Tia 7-28-2012

This post has been edited 2 times, last edit by "Rukifellth2792" (Jul 9th 2016, 2:59am)


3

Saturday, July 9th 2016, 7:23pm

Man i'm gonna sounds like such a party pooper, but I do not share your evalution of p/r. Imo p/r is a very situationnal class pve or pvp.
PVE
You will have to find a healing spot in a group as p/r for anything bp or higher might be viable in rh 1rst but that's about it, even in lower instances druid is just straight up better coz seeds are op I do not think there is a situation where p/r is better then a druid in pve. If you can find someone to play s/r or your group is over geared for the instance you shouldn't have much trouble from goh to coe. The class is not bad at healing it just doesn't really bring enough extra stuff to the group.

PVP
p/r is very situational in pvp as it has low defensive stats compared to p/k so it isn't great as a healer, has low damage compared to m/p so isn't really good as a dps/hybrid build. but it does have a very unique and strong skill in purge. p/r shines when you need to defend a tower late in siege as taking a defended tower without fearless is not easy at all and p/r can remove it. the other moment where is can shine is if you are outnumbering the other team so you aren't under threat of dying. Most of the time you want to play p/k for the first 55min of siege and swap to p/r for the last 5 min to defend towers if you are winning otherwise just stay p/k the entire siege is probably best.

tp
priest tp doesn't really matter, as long as you have grace of life and amplified attack maxed rest can be lvl 50 and you'll be good.


playstyle
as p/r your main strenght is to be able to cast super fast so unlike most other pr class heal is better then urgent heal for a p/r and that's pretty much the only special thing about it. In pvp you are mainly a squishy healer and most be very carefull to avoid dying your main job is to keep ppl alive and purge sod's of off k and /k classes, stun some dps using burns and remove fearless from ppl trying to ninja cap

gear
I would recommend full healer gear for pve as p/r is not a viable dps, for pvp i would say healer gear with 7 piece honor gear. p/k can get away with 3 or 4 piece set but p/r is so squish it requires a 7 piece. if you want to do damage and still be able to heal m/p is just better at it and i wouldn't recommend doing it. as for statting 3stam/def 2 stam/hp 1 stam/wis with tyrant, block, fero, enchantment is the way i go with my healer, there are many different ways of statting but they all include 6 stam per piece. as for runes trading the fero for a dauntless is not a bad thing to do. wand+ shield in pvp, wand+hammer in pve. with a curse in it.
Tankyhealy P/K 98/98
Soppy W98/WD98/S98/D98/R98/M98
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