RuneTwisting

A Runepriest guide for Warhammer Online.

Showing posts with label patch. Show all posts
Showing posts with label patch. Show all posts

Tuesday, 17 August 2010

1.3.6 Final Patchnotes

The servers are down, the patch is being updated. It doesn't seem like they have listened to the massive amounts of negative feedback about the new mechanic. I think many people who don't play a Runepriest, or even Runepriests that haven't tried out the new changes will be suprised how disappointing the new mechanic is. You can read the full patchnotes here. Nothing seems to have changed from the previous versions. At least the sovereign sets are something to work towards!
Runepriest


Balance Changes:
Due to the nature of the changes in this update, all Runepriests have had their Mastery and Renown training refunded. Please visit a trainer to relearn these abilities. 
* Efficient Runecarving: This Tactic will now heal your defensive target for 50% of all direct damage dealt. On PTS this only worked when under Rune of Breaking (see below).
* Immolating Grasp: Fixed an issue in which this Tactic did not always function correctly in conjunction with the Tactic "Potent Runes".
* Master Rune of Adamant: Increased the Action Point cost of this ability and removed the build time.
* Master Rune of Fury: Increased the Action Point cost of this ability and removed the build time.
* Master Rune of Speed: Increased the Action Point cost of this ability and removed the build time. 
Master Runes increased by 10AP to 35AP/cast.
* Rune of Breaking: This new toggled ability is available at Rank 1. While toggled off, this ability converts several damage-oriented stats on items (Intelligence, Magic Power, and Magic Crit Chance) into their healing-oriented counterparts (Willpower, Healing Power, and Healing Crit Chance) at 50% of the original values. When toggled on, it will do the opposite, and convert the same healing-oriented stats on gear into their damage-oriented counterparts at 50% of the original values.
Bug Fixes:
* Grimnir's Shield: Fixed an issue in which this ability did not correctly reduce all incoming damage types.
Other

* Hierophant's Grace: This proc buff will now hasten casting speed by 25%.
You can see screenshots of the new sovereign sets in my previous post.

My take? 

Whoever suggested these changes, didn't stick to Mythic's idea of the Runepriest, nor did they please any Runepriests. Zealots are positively fuming about these changes!

Lets have a look at NateL's understanding of our class:
One of our long-time concerns regarding the Runepriest and Zealot careers is that they ultimately become more limited than other Healer-archetype careers. This is because the other healing careers have their Mastery paths sorted by role - people who play those careers make a decision about the role they want to play, then specialize in the corresponding Mastery path and gear up appropriately. Runepriests and Zealot, however, have their Mastery paths sorted by delivery vehicle ("direct", "over time", and "area", essentially) and then have both offensive and defensive abilities together in each Mastery.  Since there's obviously no such thing as "gearing for direct", though, Runepriests and Zealots then have to decide again whether they want to be offensive or defensive and then gear appropriately - the net result being that even within their chosen Mastery, half of their abilities are ineffective.
 Now compare this to the patchnotes:

Efficient Runecarving gives our direct damage spells a lifetap component. IT IS IN OUR DOT/HOT TREE! Sorry for shouting, but the ignorance of this change is mindblowing.

Rune of balancing/breaking. This mechanic renders half of our abilities truly ineffective by negating all of our Int or Willpower. A Runepriest in the new full DPS sovereign gear is still behind par in DPS terms. Now HALF that power and we still wouldn't push out effective DPS. Go back and read Nate's last sentance. I don't believe this change has addressed this issue at all.

Now when we are geared for healing, we do less damage if we throw out a DOT than we did before. We also get a higher chance for our silence and stagger to be disrupted.

There are a few occasions when this new mechanic will allow you to push out more DPS without changing your armour set, but nearly all will be situations when there are no enemy players around. I can do more damage on TOVL Boss 5 urn. I can throw out more DPS on undefended keep doors or on objective guards. I can do more DPS to the NPCs in the city sieges. If there is a sole enemy player running away and not threating my group I can help kill him slightly faster with my inadequate damage, but only once every 30s.We don't even get to twist in and out of DPS stance using HOTs and DOTs because the value is calculated from our current stats every tick.

As they have made the change, it is unlikely we will ever get a more interesting mechanic. I have seen so many interesting ideas around our Runes that will never come to light. The best we can probably hope for are changes to this mechanic:

1) There is no need for a 30s cooldown. We are so far from being effective in both areas that we don't need to be restricted in this way. If the values were increased, as discussed below, some restriction of the sort may be applicable
2) Our stats shouldn't be negated.You are taking stats away from us and replacing them with 50% of their value. Isn't that just called a nerf?
3) The 50% conversion isn't enough. It needs to be upwards of 70% for our spells to come close to being effective. Even at 100% we wouldn't have true parity because of the next point.
4) We need the right tactics to be effective in either mode, and these can't currently be changed in combat. Many of our tactics are bugged or worthless. No tactics are balanced around the delivery methods of direct, over time or area - they don't improve both our heals and our damage at the same time. Dual faced tactics that perform differently under each rune could go a long way to addressing some of our issues.
5) The glowing hands of doom. Does it really need to be made so obvious to the enemy that we are unable to self heal or the role we are performing in our groups?

Thursday, 22 July 2010

1.3.6 Patchnotes - Runepriest Changes

 Here is the Runepriest section of the patch notes. Public test servers are up so get on and try them out. Don't forget to customize your appearance!

Balance Changes:
Due to the nature of the changes in this update, all Runepriests have had their Mastery and Renown training refunded. Please visit a trainer to relearn these abilities.
* Efficient Runecarving: This Tactic will now heal your defensive target for 50% of all direct damage dealt. This should say it only works when under the effects of Rune of Breaking.


* Master Rune of Adamant: Increased the Action Point cost of this ability and removed the build time.
* Master Rune of Fury: Increased the Action Point cost of this ability and removed the build time.
* Master Rune of Speed: Increased the Action Point cost of this ability and removed the build time.
The AP increase is to 35 on the PTS. An increase of 10.
* Rune of Breaking: This new toggled ability is available at Rank 1. While toggled off, this ability converts several damage-oriented stats on items (Intelligence, Magic Power, and Magic Crit Chance) into their healing-oriented counterparts (Willpower, Healing Power, and Healing Crit Chance) at 50% of the original values. When toggled on, it will do the opposite, and convert the same healing-oriented stats on gear into their damage-oriented counterparts at 50% of the original values.
Bug Fixes:
* Grimnir's Shield: Fixed an issue in which this ability did not correctly reduce all incoming damage types.
Source.

Well, what can I say, couple of unexpected changes...
  • The Efficient Runecarving came out of nowhere but could be a decent change to a mediocre tactic. Unfortunatly it doesn't work with Rune of Burning, which makes it a bit of a weird tactic, especially in the DOT/HOT line. It does stack fully with Rune of Fortune - but you have to be in Rune of Breaking to use it. I don't know why they added this restriction to the ability..?
  • Instacast master runes makes them easier to use, but with a 10AP increase. 
  • Fixing Grimnir's Shield is a  good thing, although I don't know what was wrong with it in the first place!
  • Rune of Breaking gives a nice glow effect on our hands! I'm not sure if I really want this change to be implemented at the moment, I'm not really happy with it. 
  • Sovereign DPS set bonus been reduced to 7% (from 10) increased crit for  the 7piece set.
Other things of note:
Sovereign Set Changes
Hierophant's Grace: This proc buff will now hasten casting speed by 25%.
Change of armour appearance and weapons as well as customization.
Increased Renown for being outnumbered in the lakes.
LOTD for 32+ only.
No more auto assist on addons.

Sovereign Healing Set:

 
Sovereign DPS Set:

Armour Appearance Changing:


Monday, 12 July 2010

UPDATE - Sovereign Changes - Healers 1.3.6

23/7/10 - Updated with changes to DPS set from PTS.
18/7/10 - Updated with a changes to DPS set.
We've been discussing your feedback and thoughts internally, and we now have a few adjustments ready to show you.  Just as with all things which are still in development, please remember that these are still subject to change!
Magic Healer (Rune Priest, Shaman, Archmage, Zealot)

(Primary) Healing Set

Wil - 232
Tou - 134
Wou - 116
Ini - 106
Spi - 294
Cor - 289
Ele - 289
6% heal crit chance
40 heal power
4 AP/s
4% reduced chance to be crit
2% reduced armor penetration

3 piece - 85 Wil
4 piece - 85 Wou
5 piece - 5% Heal Crit
6 piece - On Heal: 10% chance to increase heal power by 130 for 10s.
7 piece - On Heal: 10% chance to gain 60 Action Points over 3 seconds.
8 piece - 2m cooldown - For the next 10 seconds, your group can not be critically hit.


(Secondary) Offensive Set

Int - 232
Tou - 134
Wou - 116
Ini - 106
Spi - 294
Cor - 289
Ele - 289
6% magic crit chance
40 magic power
4 AP/s
4% disrupt strikethrough
2% reduced armor penetration

3 piece - 85 Int
4 piece - 85 Wou
5 piece - 5% Magic Crit
6 piece - On Hit: 10% chance to increase magic power by 130 for 10s.
7 piece - On Hit: 10% chance to increase target's chance to be critically hit by 7% 10% for 10s. (Updated PTS 23-7-10)
8 piece - 2m cooldown - Your group's abilities cost no Action Points for 10 seconds.
NateL.

They've brought back the AP regen albeit in a slightly revised form which should keep most people happy and they are obviously keen to put some kind of crit reduction on our sets. I think I prefer the new 8 piece ability over the previous version as we can fire and forget about it. Be interesting to see if it's on or off the GCD.

As for the offensive stats, reduction in build up times offensivly isn't all that great for a Runepriest. The Grimnir's line is all instacast except Rune of Battle (which has a 2m cooldown). Not sure how it would work with Rune of Burning. So that just leaves Rune of Fortune and Striking... Maybe if they worked it into a group reduction of build up times similar to the tanks' abilities and our healing set?

Group action points reduced will be a nice little bonus, especially if you co-ordinate it with DPS casters using focussed mind!

Thursday, 3 June 2010

1.3.5 Runepriest Heal Change Analysis

13/6/10 - It seems the spreadsheet wasn't multiplying the base heal value by the group multiplier. This skewed the results for Blessing of Valaya and Rune of Serenity somewhat showing them as less efficient and less powerful than they really are. Fortunatly as the review mostly focuses on GG I only have to correct a few sections annotated in red. BoV values still seem a little low compared to casts on my character but it shouldn't make too much difference to the overall analysis.

Right I've finally got round to updating Stormblazer's Healing Charts to take into account the Runepriest changes in patch 1.3.5. You can see my efforts here. Take note that I have only tested this for my mastery build of 13 Grungni and 11 Grimnir, but should give most people a vague idea. Onto the analysis.

The big change in 1.3.5 was the changes to Grungni's Gift. The base heal amount increased roughly 35%  from 200 - 270HP. The AP cost was massively reduced from 30 to 15.

GG is useful for 3 things: Spam healing on a target to keep them alive, spam healing on yourself when being attacked and healing on the run. Pre 1.3.5 the AP cost to spam heal GG would quickly leave you out of AP, especially if you didn't yet have a high crit pool to regain AP through our tactic Restorative Burst. Post 1.3.5 with the reduction in cost of AP an almost constant spam of GG is possible even with a relatively low heal crit of 25%.

The increase to the base heal makes it more effective in actually outhealing incoming damage. However with any focused damage on a target you will need backup. The benefits of GG is that you can get that first heal in instantly allowing time for group heals or other healers to swop targets.

Here are some statistics (based on my char) of the changes to GG.
Healing per Second (including Crits) increased from 384.4 to 465.4 HP/s. 
Healing per AP increased from 19.2 to 46.5 HP/AP.
Healing per Second per AP increased from 12.8 to 31 HP/s/AP.
Efficiency Scaling (hp/ap/100wp) doubled from 1 to 2 - for each 100 Willpower your HP/AP increases twice as much.
Now to compare this to the other effective single target heal - Rune of Restoration (Rune of Mending doesn't come close):
HPS is 465.4 compared to RoR's 774. A big difference of ~300HPS.
HP/AP is 46.5 compared to  42.4. Grungni's has become more efficient - slightly.
The big change comes in when we compare HPS/AP - GG has 31 compared to RoR's 17.
But lets look at the other benefits:
More likely to proc Blessing of Grungni (+25% healing) due to more casts.
More  likely to proc Restorative Burst (+40AP/3s) due to more casts.
No knockbacks.
Castable on the move.
You get your first two heal (~1300HP)s in the 2.5s before RoR can land. This keeps that character up for the all important group heals or other healers to switch targets.
RoR only useful if you are precasting on someone who is going to take large amounts of damage and you know you aren't going to be hit. It's less efficient now (a lot more so with the tactic proccing regularly). I can hardly think of a reason to use it even in PVE. I don't think I will ever use it again in RvR - and I didn't use it much beforehand.

One of our abilities has stayed quiet up till now - Blessing of Valaya. It has 415HPS not that far below Grungni. Yes it's HP/AP is only 19.2 and it's HPS/AP is a terrible 6.4 but that is only for a single target. These numbers grow huge if your whole group is taking damage, and even if they are not you have a very large chance to proc Restorative Burst (on any of the 6 people you heal) making the HP/AP and HPS/AP much more efficient. You also don't need Line of Sight which has loads of tactical advantages, from hiding behind rocks or standing at a different floor in a keep.

The downsides? Knockback on casting, slightly shorter 100yards range, unable to cast it on other members of the warband, and if casting reactively it might not land in time to save a player due to the 2.5s cast time. The majority of the time this should still be your bread and butter heal - as dull as it is to find a bush and spam cast.

Rune of Serenity

The changes to Rune of Serenity aren't as noticable. The base percentage to healing has roughly doubled from 300 to 600. However the effect of willpower seems to be reduced from 0.4 HPW to 0.3. This is unconfirmed as I admit my testing hasn't been conclusive.

Despite this if landing on 6 players this becomes our most efficient heal (156HP/AP) after Rune of Regeneration (93HP/AP) and Blessing of Valaya (6man -75HP/AP).  Unfortunatly it isn't a very noticable heal because it doesn't always land on those in need. I like to cast it in keep raids and in scenarios as it doesn't cost much and should net some renown leech from other group it bounces to. I try and cast it when another group has taken damage but can't really tell how effective it is. It is now quite an effective heal to use in PvE as you can be sure it is acting on people when the group is taking AOE damage.

Tuesday, 4 May 2010

Runepriest Changes - 1.3.5 Patch Notes

Balance Changes:
* Grungni's Gift: This ability's heal value has been increased, and its Action Point cost has been reduced.
* Master Rune of Adamant: The heal value of the ability has increased.
* Rune of Burning: This ability now deals slightly less damage per tick, but ticks at a faster rate, resulting in an overall increase in damage. Additionally, its Action Point cost has been increased.
* Rune of Fate: This ability will now heal for 150% of the damage dealt.
* Rune of Fire: The damage of this ability has been increased.
* Rune of Fortune: The ability will now heal for 150% of the damage dealt.
* Rune of Immolation: The damage of this ability has been increased. Also, fixed an issue in which the Damage-over-time would unintentionally deal damage on the initial application.
* Rune of Serenity: The heal value of the ability has increased.
We've identified several issues which were causing some specific Zealot and Runepriest abilities to be much less impactful than they should have been.  Essentially, these abilities were simply "under budget" and did not have enough performance for their costs.  We will be improving all of these abilities in order to bring them up to a level that we feel is more appropriate.
  • Flash of Chaos & Grungni's Gift:  Both of these "snap heal" abilities were underperforming, and have been adjusted in two different ways.  We've reduced the action point costs of these abilities from 30 to 15, and increased their base healing value from roughly 200 to 270 (before modifiers such as Willpower, Healing Power, and Weapon DPS as mentioned in my prior post).
  • Leaping Alteration & Rune of Serenity:  Similarly, both of these abilities were notably underperforming, with their base healing values being much lower than we intended.  As a result, we will be increasing their base overall healing from roughly 390 to 600.  We hope that these changes make these abilities much more appealing to you, and that you'll find room in your toolbox for them!
Nate Levy
Player Systems Team Lead
Mythic Entertainment, an EA studio