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Thread: POM AA-Guide

  1. #1

    Default POM AA-Guide

    Mastery These AA feats cost mastery points (gained by PvE).
    Expertise These AA feats cost both Mastery and Prowess points.
    Prowess These AA feats cost prowess points (gained by PvP).

    Exceptions:
    You can use expertise points instead of mastery or prowess points.
    You can train AA feats over time at a rate of 18 hours per point. Time is counted also when offline

    Mastery

    Improved Soul of Mitra:
    Reduces the CD on Soul of Mitra, 24 seconds per rank for a total of 2 minutes reduction fully feated. Nice if you're using blessed soul.

    Improved Avert Thine Eyes:
    Reduces the CD of Avert Thine Eyes by 2 seconds per rank. Cooldown reduction on your best debuff, always nice to have but not high priority.

    Empowered Devotional Prayer:
    Increases the Priest's magic damage, 4 magic damage per rank.

    Improved Repudiate:
    Reduces the CD of Repudiate by 2 seconds per rank for a total of -10 seconds fully feated. Nice for PvP and for fearing trash minions in T2.

    Improved Rebuke:
    Reduces the CD on Rebuke by 0.5 seconds per rank. Use with the Improved Rebuke feat from vengeance to reduce it's cooldown to 3 seconds. Could be good if rebuke was actually useful.

    Shield of Brilliance:
    Gives your group 20% damage deflection. The duration increases by one second per rank starting from 6 seconds to 10 seconds fully feated. This spell shares a cooldown with Hand of Mitra, and feating it in vengeance will reduce the cooldown and casting time, and increase its duration. With 5 points and vengeance feats it will last 12.5 seconds. It can also be combined with Blessing of Mitra to give one group member 40% damage deflection. Very nice feat if you're vengeance specced, and still useful for a divinity PoM if you are willing to sacrifice your bubble for the team.

    Blessed Soul:
    This feat removes the stun effect from Soul of Mitra and replaces it with a 95% snare, and makes your damage spells deal no damage while it's up. Very useful in a lot of situations. You can cast heals, repulse, and CC people while being invulnerable and dealing AoE damage. Investing feat points decreases the snare effect by 10% per rank, but it works fine with one point invested since you can doubletap in any direction for decent movement speed. Great to have for when you are alone with the flag, or on the middle shrine at CoJS.

    Shimmering Invocation:
    This is a channeled AoE healing spell. It channels for 6.5 seconds ticking every 2 seconds. It has a range of 20 meters and an AoE of 16 meters, the innermost 4 meters recieve 100% healing, the next 4m ring 66% and the outermost 4m ring 33%. The 3 ticks heal for different amounts - starting at 300, 600 and 1500 with 0 heal rating. The conversion of heal rating to heal strength is 2:1/2:1/6:1 so the first two ticks are most affected by it. For example with 1000 heal rating it would heal 800, 1100, 1660.
    This is a great feat to have in any type of gameplay, but only if you plan on getting gear with heal rating.

    Expertise

    Wandering Disciple:
    This summons a disciple under the priest's control which increases all group members' spell and weapon damage. Enemies killed in the Area where it's summoned increase this damage bonus. The spell has a huge AoE and lasts for 30 seconds, after 6 foes are killed it gives a 24% spell damage and 40% ranged and melee weapon damage buff. The extra damage is a group buff so you don't have to actually be in the area where the foes are killed. It also spawns a cool looking pet that melees for 50dmg per hit. This is completely useless except for fights like seruha and general cheng where you kill a lot of mobs. Much too static for PvP, even in sieges the damage buff isn't worth it.

    Prowess

    Empowered Smite:
    Increases smite damage by 1% per rank.

    Empowered Rebuke:
    Increases rebuke damage by 1% per rank.

    Empowered Repulse:
    Increases repulse damage by 1% per rank.

    Improved Condemn:
    Reduces the cooldown on Condemn and Inclusion by 4 seconds per rank.

    Mitra's Vitality:
    Increases the priest's health by 108 health per rank for a total of 540 extra health. Must-have feat.

    Inclusion:
    Grants the Inclusion spell, this is a stun that shares CD with condemn and stuns the target for 6 seconds. It breaks on damage faster than condemn, investing feat points increases the amount of damage from which it breaks.

    Light the Path:
    With this feat equipped, every time you crit there's a chance to get the Light the Path buff. When this buff procs the cooldown of eye of judgement is reset, and the casttime of repulse becomes instant for the duration of the buff (25s). It procs when Light of Mitra crits, so for a divinity PoM it will be up very often. Investing points increases the proc chance, it seems to be about 5% per point. Great feat for PvP, and also useful in PvE.

    Emmisary of Elysium:
    Grants the ally with the lowest health near the priest a damage absorb shield. With 0 heal rating it lasts for 20 seconds and absorbs 2936 damage. If the shield is broken, it jumps to the next ally for the remaining duration. If it's not broken it heals the affected ally for ~1.3k (also at 0 heal rating). This is a really nice feat for minigames and small scale world PvP. It scales with heal rating but not as much as shimmering invocation (absorbs 4436 at 3000 healrating).
    Last edited by Mustaine; 24th March 2013 at 02:57.

  2. #2

    Default Page 2

    Priest AA feats ~ continued

    Mastery

    Expanded Conviction:
    Decreases the channeling interval of Sustaining Faith by -10 per rank. This slightly increases the speed at which sustaining faith ticks, fully specced you get one extra tick on it.

    Improved Conviction:
    Decreases the cooldown of Sustaining faith by 6 seconds per rank.

    Enlarged Lifeforce:
    Increases the self healing effect of Wave of Life on the priest by 10% per rank.

    Expanded Lifeforce:
    Increases the duration of Emanation of Life by 1 second per rank.

    Empowered Mending:
    Allows Radiance to crit and increases critical bonus healing by 10% and critical chance by 1% per rank. Sadly this doesn't let it use your normal critical rating to increase critchance, or critical damage rating for higher crits. Still a nice perk to have.

    Prelate at Arms:
    Affects all mages in the groups and gives them +2% melee damage, +1% magic damage and 30 mana per rank. Inferior to steadfast faith, deliverance and empowered mending in almost every situation.

    Expertise:

    Celestial Gaze:
    Grants a spell which heals allies in a cone front of the priest. The healing is rather low without healrating, but increases by 0.167 per point (6 healrating is +1 healing), With decent healrating this will heal for around 800. This is a passive ability, so you don't have to use a perk slot for it. It has a high manacost and is almost impossible to use in PvP due to the long casttime. Good to have in PvE.

    Steadfast Faith:
    This grants a spell which removes all ruin effects from allies in front of the priest (120° arc 6m range), and the PoM version also removes Spiritual Wrack and Torment effects. This is a must-have for many hardmode dungeons, get it asap.

    Prowess

    Fear Immunity:
    Gives 1% fear resistance per rank.

    Silence Immunity:
    Gives 1% silence resistance per rank.

    Imbuement:
    +80 mana per rank, useless.

    Deliverance:
    Anti-CC feat. Must have for PvP - starts at 6minute cooldown and is reduced by 1 minute per rank. It works on all CC's, not sure if it works on KB (if you use it before you get knocked back obviously). It's also the name of an epic Opeth song.

    Divine luster:
    Reduces the duration of fear, silence and stun effects on the priest by 0.3 seconds per rank, for a total of 1.5 seconds reduction fully feated. Nice perk, choose between this and Empowered Mending for PvP.

  3. #3

    Default Page 3 - General

    Mastery

    Frost/Electric/Fire/Unholy/Holy wards:
    Give 90 protection per rank against their respective type of magic damage.

    Empowered Momentum:
    Deals damage to the target when triggering the momentum stun effect. Go go melee PoM!

    Inmeasurable Empowerment:
    Increases your Intelligence, Wisdom, Strength and Dexterity by 5 points per rank.

    Pressing Strikes:
    Gives 29 hit rating and 78 critical damage rating per rank. Good for PvE, in PvP Field of War gives a bigger overall damage increase even with divinity spec and 20% critchance.

    Decisive Strikes:
    Gives 32 critical rating and 0.2% spell damage per rank. Adds up to roughly +5% crit chance, good feat for any spec.

    Expertise:

    Chromatic Warding
    Gives 71 protection against all kinds of magic damage per rank.

    Fortifying Empowerment
    Gives 16 constitution per rank.

    Elusive Nature
    Gives 109 critigation chance per rank.

    Prowess

    Root/Snare/Stun/Fear resistance:
    Increase resistance against their respective CC by 1% per rank.

    Stagger resistance:
    Increases stagger resistance by 2% per rank.

    Expanded Sidestep:
    Adds 2% evade chance to the sidestep effect per rank.

    Field of War:
    Increases PvP Magic Damage by 19 per rank. For damage in PvP, this is better than pressing strikes, especially with vengeance spec.

    Quick Steps:
    Increases PvP immunity and Evade ratings by 16 per rank.

    Precise Strikes:
    Increases PvP Hit Rating by 16, PvP Armor Penetration by 100 and PvP Spell Penetration by 22 per rank. Not sure how this affects damage output, decisive strikes seems like the better option.

  4. #4

    Default Page 4

    PoM AA and combinations;

    For a PoM there are multiple options to go when training the AA system. Each situation may require a different setup to be the best you can be. I will give a few combinations of perks to help in different situations.

    For the new AA abilities it is important to have heal rating. The more heal rating the more use for a bunch of the new abilities.

    Shimmering Invocation works in 3 pulses with base damage being 300-600-1500 (total 2400). The healing increases with heal rating at a 2/1 – 2/1 – 6/1 rate. With the first number being heal rating and the second the actual healing. So with 1k heal rating your Shimmering Invocation will heal 800 – 1100 – 1660 (total 3560). With 3000 heal rating it even goes up to a total of 5900 healing over 6 seconds.

    Emissary of Elysium gives an absorption shield that goes to the person with lowest percentage of life and goes to the next person when it breaks or expires. It only jumps one time. The strength of the absorption shield improves with heal rating on a 2/1 rate. The base strength is at 2936, with 1000 heal rating it will be at 3436 and with 3000 heal rating the shield will be at 4436.

    Shimmering Invocation is a must for larger scale situations. Raids/sieges. It is only needed to have 1 PoM with Shimmering invocation in a raid because they cant be stacked. Emissary of Elysium is pretty useless in those situations because there is mostly someone around with lower health then the tank and the shield also jumps to pets. But can still be useful when there is another PoM that uses Shimmering invocation. Prefered for raiding is to have the PoM with highest heal rating to use Shimmering Invocation.*note:the debuff will only be applied after the channeling is done, so canceling it after the 2nd tick will allow for another PoM to use it.

    For group PvP both can be of use and it is a bit dependent on how much heal rating you have. The biggest downside of Shimmering Invocation is that you have to stand still for a long time. And therefore it quickly becomes useless in minis (unless you have about 3k heal rating) for instances both are very usefull to have, it is mostly what you prefer to use for that, however when you have very high heal rating Shimmering Invocation will do a lot more healing.

    Celestial gaze is an arch-type skill that will give an extra cone heal, and it is not a perk either. The heal itself is not that big at the start around 225. After that Celestial Gaze increases with Heal Rating divided by 6, so for every 6 Heal Rating your Celestial Gaze heals 1 more. With 3000 heal rating it heals for about 800, it could mean a make or break for the survivability of a tank, for pvp it is not that useful, mainly because in PvP you tend to not use Heal Rating gear.


    Max healing:
    General Perks: Decisive strikes, Pressing strikes
    Arch-type perks: Empowered Mending, Prelate at arms or steadfast faith
    Class perk: Shimmering Invocation or Emissary of Elysium

    The class perks are basically explained above, which to take depends mostly on situation/heal rating and personal preference.
    For arch-type perks empowered mending is useful, it increases the use of your radiance spell with giving it a chance to do a lot more healing when it crits. The 2nd perk only has two options. Either Prelate at arms which makes the mages in your group do more damage, or steadfast faith, which can be a nice tool for the tanks. But there are many bosses that don’t use spiritual torment or wrack so it will often not be of use.
    For the general perks I would advise people to get decisive strikes for the increased crit chance, it will increase the use of empowered mending a lot because it will crit more ofthen. The increase in crit chance from this perk is about 0.9 per point in the perk. Besides the radiance your normal healing will also benefit from increase crit chance. Normal blue and green heals, and lance of mitra healing will crit more and with that do more healing. The 2nd perk to take for general would be pressing strikes, this increases the damage done with crits. That also includes an increase in healing with crits. So the combination of these two will mean that you do a good deal more healing. The heal rating gear also has crit chance in them so in the end you will have a nice percentage on it.


    Divinity PvP:
    General perk: Decisive strikes (only with light the path at first few ranks), Fortified empowerment or Chromic warding or field of war
    Arch-type perk: Deliverance, Devine Luster or maybe empowered mending
    Class: Light the path with blessed soul. Or Emissary of Elysium

    If you take light the path it benefits you to do a lot of crits. Being divinity helps you with this because any crit counts for this. Light of mitra from the divinity tree gives stamina and mana back to the members in the group and those amounts crit ofthen making light the path trigger and giving you an instant repulse. When you have a higher rank in light the path it will trigger more often but until then it benefits you to use decisive strikes so that you get more crits. At rank 2 or 3 in light the path you should be able to do about every repulse in 0.2 seconds.

    A nice perk to go with light the path would be blessed soul, those are the only minor perks worth using in pvp. Sacrificing your hand of mitra to aid the group is a deadly thing since it has a 5 minute cooldown and you lose a lot of survivability. Blessed soul is nice because you can still heal move and do some stuff, just no damaging attacks. Inclusion is very usefull to have an opponent out of play for 12 seconds, be sure to not attack the targeted person because inclusion breaks quickly at first few ranks.

    Another way to go for divinity would be emissary of Elysium it’s a nice absorption shield which is always useful to have and can add some nice survivability to your group.


    Vengeance PvP
    General perk: Chromic warding or Fortified empowerment or field of war.
    Arch-type perks: Deliverance, Devine Luster.
    Class: Emissary of Elysium or Blessed soul with high ranked light the path

    For general perks it is choosing between surviving or more damage take the two that you prefer most.
    With the class perks for vengeance it is a bit harder to choose, Emissary of Elysium adds some nice group support to the vengeance PoM. Blessed soul is also very nice because of the decreased cast time and increased duration that vengeance poms have. Light the path however will not trigger that often with vengeance poms so you will need a higher level of it for it to become any use in pvp. But when it is high ranked it will be a nice addition to a immortal wrath nuke.
    Deliverance from the arch-type is a nice anti cc. Recommended is to either use it to safe yourself when you would otherwise die, or use it to break ccs when you are buffed up for immortal wrath. Deliverance has a long cooldown at start but it is a 2m cooldown when maxed out.

    For a vengeance pom it is a possibility to use deliverance as well. Do it in combination with blessed soul, you can use blessed soul for self defense and then use deliverance for the group. The cooldown with vengeance is a lot shorter and because of that it could be useful.
    Last edited by Mustaine; 24th March 2013 at 04:48.

  5. #5

    Default

    Shield of Brilliance:
    Gives your group 20% damage deflection. The duration increases by one second per rank starting from 6 seconds to 10 seconds fully feated. This spell shares a cooldown with Hand of Mitra, and feating it in vengeance will reduce the cooldown and casting time, and increase its duration. With 5 points and vengeance feats it will last 12.5 seconds. It can also be combined with Blessing of Mitra to give one group member 40% damage deflection. Very nice feat if you're vengeance specced, and still useful for a divinity PoM if you are willing to sacrifice your bubble for the team.
    shares a cooldown with litany of protection

  6. #6

    Default

    PVP

    Decisive Strikes and Field of War or Pressing strikes for any build
    Empowered Mending and Deliverance for any build.
    Light the Path and Shield of Brilliance for any build.

  7. #7

    Default

    It is only needed to have 1 PoM with Shimmering invocation in a raid because they cant be stacked.
    While true, also to good to mention the debuff will only be applied after the channeling is done, so canceling it after the 2nd tick will allow for another PoM to use it.
    God loves human virtues like courage and hope, but he loves screams, blood and despair just as much. If he didn't, there's no way fresh intestines could be so colorful!

  8. #8

    Default

    It seems the original post was written before the revamp was it ?
    A few things that have changed :

    Quote Originally Posted by Mustaine View Post
    Improved Rebuke:
    Reduces the CD on Rebuke by 0.5 seconds per rank. Use with the Improved Rebuke feat from vengeance to reduce it's cooldown to 3 seconds. Could be good if rebuke was actually useful.
    There is no Rebuke cd reduction in vengeance anymore

    Shield of Brilliance:
    Gives your group 20% damage deflection. The duration increases by one second per rank starting from 6 seconds to 10 seconds fully feated. This spell shares a cooldown with Hand of Mitra, and feating it in vengeance will reduce the cooldown and casting time, and increase its duration. With 5 points and vengeance feats it will last 12.5 seconds. It can also be combined with Blessing of Mitra to give one group member 40% damage deflection. Very nice feat if you're vengeance specced, and still useful for a divinity PoM if you are willing to sacrifice your bubble for the team.
    Shares cooldown with litany of protection, not hand of mitra. Also, feating it passively reduces the cooldown of Litany of Protection and Shield of Brilliance, significantly (something like 10s per point), even if you do not have the perk in your bar (which is kinda imba).
    Initial duration is 7 seconds, and there is no vengeance feat that increase it anymore.

    Blessed Soul:
    This feat removes the stun effect from Soul of Mitra and replaces it with a 95% snare, and makes your damage spells deal no damage while it's up. Very useful in a lot of situations. You can cast heals, repulse, and CC people while being invulnerable and dealing AoE damage. Investing feat points decreases the snare effect by 10% per rank, but it works fine with one point invested since you can doubletap in any direction for decent movement speed. Great to have for when you are alone with the flag, or on the middle shrine at CoJS.
    Actually the damage reduction to your main nukes is in the form of -200% base spell damage. I might be wrong but I think it is possible to compensate for it (so that your spells do some little damage after all) with high enough magic damage and other damage buffs.
    The snare part has been nerfed and it now snares for 25% fully feated (was 50% I think ?).
    Another great thing about Soul of Mitra is the 100% stun and fear resistance

    Wandering Disciple:
    This summons a disciple under the priest's control which increases all group members' spell and weapon damage. Enemies killed in the Area where it's summoned increase this damage bonus. The spell has a huge AoE and lasts for 30 seconds, after 6 foes are killed it gives a 24% spell damage and 40% ranged and melee weapon damage buff. The extra damage is a group buff so you don't have to actually be in the area where the foes are killed. It also spawns a cool looking pet that melees for 50dmg per hit. This is completely useless except for fights like seruha and general cheng where you kill a lot of mobs. Much too static for PvP, even in sieges the damage buff isn't worth it.
    It now also grants something like 500 heal rating to the priests in you group, that decreases when you kill stuff.
    More importantly, applies the Spiritual Torment every 5s or so in the AoE.
    Still meh.

    Inclusion:
    Grants the Inclusion spell, this is a stun that shares CD with condemn and stuns the target for 6 seconds. It breaks on damage faster than condemn, investing feat points increases the amount of damage from which it breaks.
    I don't think there is such a break threshold mumbojumbo anymore.
    Feat points increase the range of the stun by 1m per rank (up to 20m).
    At first I thought it was crap but actually the extra range is kinda nice to catch a runner or get to some ranger/demo/necro who thinks he outranged you.


    Divinity PvP:
    General perk: Decisive strikes (only with light the path at first few ranks), Fortified empowerment or Chromic warding or field of war
    Arch-type perk: Deliverance, Devine Luster or maybe empowered mending
    Class: Light the path with blessed soul. Or Emissary of Elysium

    If you take light the path it benefits you to do a lot of crits. Being divinity helps you with this because any crit counts for this. Light of mitra from the divinity tree gives stamina and mana back to the members in the group and those amounts crit ofthen making light the path trigger and giving you an instant repulse. When you have a higher rank in light the path it will trigger more often but until then it benefits you to use decisive strikes so that you get more crits. At rank 2 or 3 in light the path you should be able to do about every repulse in 0.2 seconds.

    A nice perk to go with light the path would be blessed soul, those are the only minor perks worth using in pvp. Sacrificing your hand of mitra to aid the group is a deadly thing since it has a 5 minute cooldown and you lose a lot of survivability. Blessed soul is nice because you can still heal move and do some stuff, just no damaging attacks. Inclusion is very usefull to have an opponent out of play for 12 seconds, be sure to not attack the targeted person because inclusion breaks quickly at first few ranks.

    Another way to go for divinity would be emissary of Elysium it’s a nice absorption shield which is always useful to have and can add some nice survivability to your group.
    With the aforementionned changes I actually think that LtP + any of the other silvers are worth it.
    LtP remains a must for divinity because it is just too easy to proc it with Light of Mitra.
    Shield of Brilliance is not on Hand of Mitra cooldown anymore, therefore great group buff without drawback.
    The extra range in Inclusion is actually useful especially in Jebbal or Blood Ravine or outdoors.

    Emissary is great in theory but you should use it only if there are no rogue in the opposing team, or the opposing rogues don't know they just have to use Finely Honed to remove it (20s cd bronze perk is it ?).

    As a mainly divinity POM that feats exorcism and the 30%fear/silence resist I am not using divine luster and stick with mending + deliverance
    Last edited by Ieronon; 24th March 2013 at 11:09.
    -- Ieronon, QQror --
    -- Deutter, holy potato --

  9. #9

    Default

    Quote Originally Posted by Ieronon
    It seems the original post was written before the revamp was it ?
    Not sure; is this a question ... or a statement?

  10. #10

    Default

    Quote Originally Posted by Mustaine View Post
    Not sure; is this a question ... or a statement?
    It's only a guess.
    If it looks like criticism it is not my intent. It is a nice initiative, it only needs a little updating.
    -- Ieronon, QQror --
    -- Deutter, holy potato --

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