Revlys
Legendary Hero
Platform
- iOS
Last edited
I’m probably in the top 5 on server for shadow. And I can tell you the new shadow priest is no where close to what it was. The solo ability is horrible now. I’m currently doing my last rb (and yes, as those on server will prob agree I was able to keep up if not top most damage charts with 0 rb due to having near perfect gear) and I can tell you now I feel for any new shadow priest. The early stages until around lvl 30 ish you’re going to eat mana pots and stand by and wait for mana a lot. Having to dump 15 points into balance just to get mana regen is absurd at this point. It seems like heal isn’t as strong or has a longer cooldown now. And since we don’t detonate as often anymore I’m often within 100hp of dying on each group in pyrron. A place I use to farm easily on my first play through. As someone who has spent a lot of money on this game to get my main to where he was it’s really discouraging to see how far the devs have destroyed the class. I’m hoping something changes soon. If they wanted to nerf the damage we dealt all that had to be done is reduce the base damage number of our spells by whatever % they seemed to believe we needed nerf’d by. Just my two cents anyhow. And now that I’m no longer buying crowns till this is all resolved that’s $200 a month back in my pocket.
Big Lee
Citizen
Platform
- iOS
- Android
I strongly agree with this statement, nerf damage is OK, but it's skill base damage, if we lower our percentage, it's too violent and tends to ruin the classI’m probably in the top 5 on server for shadow. And I can tell you the new shadow priest is no where close to what it was. The solo ability is horrible now. I’m currently doing my last rb (and yes, as those on server will prob agree I was able to keep up if not top most damage charts with 0 rb due to having near perfect gear) and I can tell you now I feel for any new shadow priest. The early stages until around lvl 30 ish you’re going to eat mana pots and stand by and wait for mana a lot. Having to dump 15 points into balance just to get mana regen is absurd at this point. It seems like heal isn’t as strong or has a longer cooldown now. And since we don’t detonate as often anymore I’m often within 100hp of dying on each group in pyrron. A place I use to farm easily on my first play through. As someone who has spent a lot of money on this game to get my main to where he was it’s really discouraging to see how far the devs have destroyed the class. I’m hoping something changes soon. If they wanted to nerf the damage we dealt all that had to be done is reduce the base damage number of our spells by whatever % they seemed to believe we needed nerf’d by. Just my two cents anyhow. And now that I’m no longer buying crowns till this is all resolved that’s $200 a month back in my pocket.
Jerry
Hero
Platform
- iOS
- Android
The current version of lv95 Dark Priest's damage is not as high as that of level 76 mage.I compared the dps for one minute, but I couldn't surpass him. Is this really balanced?Shadow OrbsNow I only detonate it twice in one minute, even though my cooling time is only 4.4 seconds.During this period of time, the dark priest has nothing to do! !And because the detonation rate is too low, the current dark priest has no sense of shock when playing! The more you play, the more boring it becomes. What's more, you intend to let the dark priest take the dot school, but his core skills are all single. Are you sure this is appropriate?This change can be made along with the increase in detonation chance from 40% to 60%.
The original intent behind the Soul Corruptor removal was to provide players with a more DoT focused playstyle with Soul Corruptor and Darkfrost as well as encouraging players to make a decision as to whether or not it would be worth it to Detonate an enemy based on the number of Soul Corruptor charges they held. However, it seems to be causing frustration among players so the Soul Corruptor removal can be.. removed.
That being said, Shadow Priests were clearly designed in such a fashion where mana was intended to be their main limiting factor - and this is how shadow worked for a long period of time. With the introduction of the instant mana restoration from crafted potions, players were able to get around this limitation easily and shadow priest damage suddenly had no bounds when that mechanic was coupled with their quick cooldowns.
When removing the instant mana restoration from potions, the decision was made that high mana costs would no longer be the core limiting factor for Shadow's damage, and thus they received several buffs to their mana related spells and talents. Shadow priests, as others have already stated, were overtuned and understandably players grew used to it over the years. However, some limitations had to put in place, otherwise shadow would continue to remain overtuned.
Some upcoming changes for Shadow include:
- Vampiric Pact's cooldown will be reduced by 60s
- Unstable Power's detonation chance will be increased by 20% (40% to 60%)
- Detonations will no longer remove Soul Corruptor charges
- Detonations will no longer have a 30% critical chance bonus
- Potentially some way / mechanic for Shadow to increase their odds of Detonating. This can be added if Shadow is struggling after the above changes. It will not scale with Shadow Power though, as that can effectively become a constant 100%.
Priest Daimheach
Brindle
Platform
- PC
I believe it has been said elsewhere.... but ALL of the classes have bugs going on. We have to wait for the bug fix update to see how things are truly supposed to be.The current version of lv95 Dark Priest's damage is not as high as that of level 76 mage.I compared the dps for one minute, but I couldn't surpass him. Is this really balanced?Shadow OrbsNow I only detonate it twice in one minute, even though my cooling time is only 4.4 seconds.During this period of time, the dark priest has nothing to do! !And because the detonation rate is too low, the current dark priest has no sense of shock when playing! The more you play, the more boring it becomes. What's more, you intend to let the dark priest take the dot school, but his core skills are all single. Are you sure this is appropriate?
Just to play Devil’s Advocate about one point: Why is it absurd that a shadow priest might want (or need) to place 15 talent points into Well Read to help with their mana management?? Utilizing a class’ mana-related talent point ultimate can be a major factor in how to avoid chugging potions all the time, or alternatively, standing around waiting for mana to regenerate.….The early stages until around lvl 30 ish you’re going to eat mana pots and stand by and wait for mana a lot. Having to dump 15 points into balance just to get mana regen is absurd at this point...
I have one toon of each class, and while leveling each one of them up post rebirth, over the years, my strategy regarding talent points has always been to fill the 5 point talent for my subclass, then the 10 point one, and finally, the mana-related talent. It makes a big difference in my mana management!!
Yes, I have been aware that these mana changes are affecting lower level toons more, along with players who have done fewer rebirths, but the main reason why you both level up and rebirth is to become stronger.
The desire to become stronger is also reinforced by the gear system: The more time, effort, and resources you put into maintaining your skills and making your gear, the stronger your toon is.
Yes, lower level toons may quickly outgrow their gear, but there’s a big difference in how a low level toon wearing excellent gear performs versus one who is only wearing uncommon, unenhanced, drop loot gear, with no preparation items added.
Shouldn’t we all be encouraged to use all of the resources at our disposal, including crafted hour-long buffs, preparation items, armor and weapon masters, the gear mastery system, et cetera?
Revlys
Legendary Hero
Platform
- iOS
The absurdity comes from the discouragement younger aka new players are going to be when attempting to play this new weakened state of the shadow priest. I too, take the 5 and 10 in my chosen class and while leveling I also take the 5 in holy to allow heals to crit. Then pour everything into balance for 15 points. For me, I know the benefit and know it’s just growing pains. But with the lower dps and almost dumping a mana pool after just a few mobs at the lower stages most are going to start looking elsewhere to other classes to play if they even continue to play. I’d suggest you try leveling post patch (create a brand new SP and try it) before commenting as to how it was when you did all your rb’s. And I built all my gear sets from 1-46 before I even started doing rb and weapons all the way back to 95. So I’m running in epic/legendary gear so hardly a gear issue.Just to play Devil’s Advocate about one point: Why is it absurd that a shadow priest might want (or need) to place 15 talent points into Well Read to help with their mana management?? Utilizing a class’ mana-related talent point ultimate can be a major factor in how to avoid chugging potions all the time, or alternatively, standing around waiting for mana to regenerate.
I have one toon of each class, and while leveling each one of them up post rebirth, over the years, my strategy regarding talent points has always been to fill the 5 point talent for my subclass, then the 10 point one, and finally, the mana-related talent. It makes a big difference in my mana management!!
Yes, I have been aware that these mana changes are affecting lower level toons more, along with players who have done fewer rebirths, but the main reason why you both level up and rebirth is to become stronger.
The desire to become stronger is also reinforced by the gear system: The more time, effort, and resources you put into maintaining your skills and making your gear, the stronger your toon is.
Yes, lower level toons may quickly outgrow their gear, but there’s a big difference in how a low level toon wearing excellent gear performs versus one who is only wearing uncommon, unenhanced, drop loot gear, with no preparation items added.
Shouldn’t we all be encouraged to use all of the resources at our disposal, including crafted hour-long buffs, preparation items, armor and weapon masters, the gear mastery system, et cetera?
Agber
Citizen
Characters
Catweazel, treesplit, Sister Edith, Little Syb, Parabola
Platform
- PC
What I have been doing lately, since I figured out the build a bit better. Stacking curses, particularly Contagion in group combat, holding off on Orbs until I'm satisfied then releasing.
For mobs, easy. Take your pick.
For mobs, easy. Take your pick.
Renaiss
Reader
Okay, I took my level 28 shadow priest to the EZ for Clyde, Bonnie, & a boss/zing run. She used the same gear she had for her last 2 EZ runs prior to the changes, including her level 26 crafted shadow mace with 3 feats/spells, and her build was unchanged. Even with 17% mana efficiency and 4 points in Well Read, her mana was depleting more quickly than before because of Shadow Orbs. To make matters worse, the new, level 1 mana potions are a piss-poor replacement for the old, level 3 mana potions. Prior to the changes, my shadow priest could usually make it through Clyde & Bonnie with 0-1 mana potions: she needed 5 of the new ones. Since I was intermittently chatting with a dear friend during the boss/zing run, I wasn't using the feats/spells on my priest's mace as much as usual, but she still had to consume 5 more mana potions. Even when killing EZ mobs, she seemed to be using more mana. I didn't see any point in doing a ladder run.
Here's my feedback. For nearly 2 years, I was able to play this game in a way that I enjoyed. Then my favorite EZs were changed and weren't much fun anymore. Now, unless my toons never leave their villages, I have to waste time doing things I don't enjoy at all: fussing over finding the right build, gear, etc. In summary, it looks like my shadow priest is headed for the trash bin.
Edit: I had made changes to my priest's build & gear in anticipation of the mana build: it didn't help.
Here's my feedback. For nearly 2 years, I was able to play this game in a way that I enjoyed. Then my favorite EZs were changed and weren't much fun anymore. Now, unless my toons never leave their villages, I have to waste time doing things I don't enjoy at all: fussing over finding the right build, gear, etc. In summary, it looks like my shadow priest is headed for the trash bin.
Edit: I had made changes to my priest's build & gear in anticipation of the mana build: it didn't help.
Halleebell
Squirrel
Characters
Hallee/Freyra
Platform
- iOS
- PC
Last edited
You should be able to play the way that feels right to you. Why should I have to put all my point into a mana talent? I shouldn’t have to, I should be able to still build a decent char without it. Which Iv done. And no I don’t try to build for the highest damage. Some of these changes were definitely build based off group content and it has hindered the solo player.Just to play Devil’s Advocate about one point: Why is it absurd that a shadow priest might want (or need) to place 15 talent points into Well Read to help with their mana management?? Utilizing a class’ mana-related talent point ultimate can be a major factor in how to avoid chugging potions all the time, or alternatively, standing around waiting for mana to regenerate.
I have one toon of each class, and while leveling each one of them up post rebirth, over the years, my strategy regarding talent points has always been to fill the 5 point talent for my subclass, then the 10 point one, and finally, the mana-related talent. It makes a big difference in my mana management!!
Yes, I have been aware that these mana changes are affecting lower level toons more, along with players who have done fewer rebirths, but the main reason why you both level up and rebirth is to become stronger.
The desire to become stronger is also reinforced by the gear system: The more time, effort, and resources you put into maintaining your skills and making your gear, the stronger your toon is.
Yes, lower level toons may quickly outgrow their gear, but there’s a big difference in how a low level toon wearing excellent gear performs versus one who is only wearing uncommon, unenhanced, drop loot gear, with no preparation items added.
Shouldn’t we all be encouraged to use all of the resources at our disposal, including crafted hour-long buffs, preparation items, armor and weapon masters, the gear mastery system, et cetera?
let me repeat I SHOULDN’T HAVE TO USE A MANA TALENT TREE. just because. I should be able to build my char the way that feels right to me and if someone loves to have infinite mana and use the talent tree that’s fine but don’t force me too. Period. Mana isn’t the only aspect about this game. A lot of us managed it quite well except maybe in low lvls.
they might as well take the middle tree out and make us have all the same build.
You should be able to play the way that feels right to you. Why should I have to put all my point into a mana talent? I shouldn’t have to, I should be able to still build a decent char without it. Which Iv done. And no I don’t try to build for the highest damage. Some of these changes were definitely build based off group content and it has hindered the solo player.
let me repeat I SHOULDN’T HAVE TO USE A MANA TALENT TREE. just because. I should be able to build my char the way that feels right to me and if someone loves to have infinite mana and use the talent tree that’s fine but don’t force me too. Period. Mana isn’t the only aspect about this game. A lot of us managed it quite well except maybe in low lvls.
they might as well take the middle tree out and make us have all the same build.
Players do not have to do anything, but their choices will have meaningful consequences. Players can choose not to invest in any mana related talents, stats or spells.. but then it should come as no surprise when they face mana issues. By the same token, players who choose not to invest in anything for their defense will face survivability issues, or offense and damage issues. Also, I wouldn't say that using level 3 potions constitutes as managing mana quite well, which is how the majority of players were dealing with it. I would say that it is actually ignoring everything mana related due to being able to rely on a single item.
Agber
Citizen
Characters
Catweazel, treesplit, Sister Edith, Little Syb, Parabola
Platform
- PC
When the changes occurred I had to swap around my Talent Points. Prior to patch I used Hexing Shadows, Soul Corrupter, Servant of Shadow and Vampyra. Also the Mana talent in Balance. And was looking at raising Condemn.
I ditched Hexing Shadows after patch. Kept Soul Corrupter got Condemn and Contagion, have mana ultimate, I need 14 talent points to complete Servant of Shadow and Hexing Shadows.
Funnily enough, after patch it seems my most powerful feat is Darkfrost, In the past I could dispatch mobs, usually with a single curse followed by Orbs, now it takes, as an example, gloom bolt orbs. The mobs at my level will take those to be defeated. If I include Darkfrost, that can quite easily remove 50% of a mobs health.
I am still not perfectly clear on how to run a Shadow Priest, but am getting a better understanding.
I ditched Hexing Shadows after patch. Kept Soul Corrupter got Condemn and Contagion, have mana ultimate, I need 14 talent points to complete Servant of Shadow and Hexing Shadows.
Funnily enough, after patch it seems my most powerful feat is Darkfrost, In the past I could dispatch mobs, usually with a single curse followed by Orbs, now it takes, as an example, gloom bolt orbs. The mobs at my level will take those to be defeated. If I include Darkfrost, that can quite easily remove 50% of a mobs health.
I am still not perfectly clear on how to run a Shadow Priest, but am getting a better understanding.
Agber
Citizen
Characters
Catweazel, treesplit, Sister Edith, Little Syb, Parabola
Platform
- PC
The main issue with Shadow Build is now Shadow Orbs, it seems to me. To Orb or not to Orb?, that is the question, at least in relationship to Soul Corrupter. I may be wise to actually develop a set of gear for single combat and large scale combat. Utilise the Hexing Shadows ultimate but for large scale, long endurance fights, opt only feats which are not Orbs. It is determined by a calculation of whether or not the required charges for soul corrupter to activate is achievable before the target actually dies.
Halleebell
Squirrel
Characters
Hallee/Freyra
Platform
- iOS
- PC
I wasn’t talking about mana pots. I’m fine with that. Even if I’m one of the worst gardeners in game lol. I normally purchase most consumables in ah anyways. So purchasing a better mana pot isn’t my problem. Before all you really could purchase was lvl 3 so that’s what I got. Not because that’s what I wanted. Even then I’d have that stack of 100 for weeks at a time. Why? Because I balanced my alts to need very little resources. They only needed them is very long fights. Which I don’t find op at all. I might be a bit miffed about a price hike but the mana pot system changes isn’t a problem to me.Players do not have to do anything, but their choices will have meaningful consequences. Players can choose not to invest in any mana related talents, stats or spells.. but then it should come as no surprise when they face mana issues. By the same token, players who choose not to invest in anything for their defense will face survivability issues, or offense and damage issues. Also, I wouldn't say that using level 3 potions constitutes as managing mana quite well, which is how the majority of players were dealing with it. I would say that it is actually ignoring everything mana related due to being able to rely on a single item.
My problem is when you push me to have to get the mana talent even though I played with a relatively balanced alt.also I didn’t actually see the need to on any of the alts sense patch but the person I was responding to was asking a question and making a statement like it should be a must. It shouldn’t be that important that it hinders a good portion of game play. there should be enough resources in the environment to manage not getting it and if you go even further then that like literally not using any mana stats on your gear then that really is your own fault and your own choice. But having to so heavily rely on it is a problem. What it sounds like to me is that unless you get it your out of luck.. if you don’t find a problem with that fine. But not everyone will agree with you.
The main goal of this patch when it comes to mana was to give players more options while also removing the obvious choice (10% instant mana restore). Generally, most things mana related were boosted with this patch:
- Will is 33% stronger
- Clarity is a tad stronger
- On average, mana spell costs are lower
- Most talents are equal to or greater than their previous version
- Mana trinket spells are all stronger
- Mana potions are weaker, but they do have a component which scales with Max Mana now, so players can increase the power of their potions by investing into Intellect.
- Other mana consumables (mana rolls, breakfasts, scornyx) are unchanged but since Will, Clarity and Intellect are better, their buffs will have a greater impact than before
Grz
Reader
View attachment 19174
The "amplifying your curses" bit doesn't seem to do anything yet?
I guess that text is a bit confusing and can be clarified. When it says "amplifying your Curses" it is just referring to the second sentence "You restore 2% of your missing Mana each second for every active Curse".
Missil
Citizen
Characters
Missile, Missil, Missile Shot
Platform
- iOS
Well Read is no panacea. I have always used it to manage mana. Still running it today. Potions outside of elders was a rare thing as things died fast and you could regenerate between mobs. No downtime grinding. Today potion use is constant primarily due to decreased DPS. Now you are taking more hits and using consumables just running bounties. The other issue is that mana restore drop’s don’t seem to be as regular as health restore drops. I am running a fury warrior who can use less mana, restore health easily, and have no downtime between mobs at level due to skills and drops. He has no mana talent. There has to be a way for priests to grind efficiently or be “fun”. We lose more long time priests every day. Boost DPS and raise mana cost. Priests will still have to make the choice between DPS and mana. It is self limiting due to the potion changes unless you want to chug blight potions. We just lost all of our sizzle
Well Read is no panacea. I have always used it to manage mana. Still running it today. Potions outside of elders was a rare thing as things died fast and you could regenerate between mobs. No downtime grinding. Today potion use is constant primarily due to decreased DPS. Now you are taking more hits and using consumables just running bounties. The other issue is that mana restore drop’s don’t seem to be as regular as health restore drops. I am running a fury warrior who can use less mana, restore health easily, and have no downtime between mobs at level due to skills and drops. He has no mana talent. There has to be a way for priests to grind efficiently or be “fun”. We lose more long time priests every day. Boost DPS and raise mana cost. Priests will still have to make the choice between DPS and mana. It is self limiting due to the potion changes unless you want to chug blight potions. We just lost all of our sizzle
There are already some changes on the way (see post #30 for further details). Once those are in place, the state of Shadow can be re-evaluated.
Exactly! There is a lot to be learned from reading how things changed and there is a lot of skills to take advantage of to make life easier.What I have been doing lately, since I figured out the build a bit better. Stacking curses, particularly Contagion in group combat, holding off on Orbs until I'm satisfied then releasing.
For mobs, easy. Take your pick.
Lalocat
Adventurer
Characters
Lalocat Vla Laniss
Platform
- Android
- PC
The main goal of this patch when it comes to mana was to give players more options while also removing the obvious choice (10% instant mana restore). Generally, most things mana related were boosted with this patch:
Players most definitely are not expected to pursue all of these available options together nor are they expected to always select a certain one. The important thing is that there are plenty of options available (stats, spells, talents, consumables) and it's now in the player's hands to pick whatever works for them or ignore them and run into problems with mana down the road.
- Will is 33% stronger
- Clarity is a tad stronger
- On average, mana spell costs are lower
- Most talents are equal to or greater than their previous version
- Mana trinket spells are all stronger
- Mana potions are weaker, but they do have a component which scales with Max Mana now, so players can increase the power of their potions by investing into Intellect.
- Other mana consumables (mana rolls, breakfasts, scornyx) are unchanged but since Will, Clarity and Intellect are better, their buffs will have a greater impact than before
None of this compensates for the extreme damage loss which requires using skills more often to defeat the same enemies.
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