Character Creation – Part 2 (Priests)
Priests
The Priests are the healers of this game; they all get a team HP buff, a cone heal, a team wide big heal, and some form of self damage buff. The ToS and PoM get some really handy [[oh shit my balls are about to get punctured]] buttons which the BS decides to skip out on for the most part. The priests can do damage and output healing effectively, the only thing that stops them from being the only class played in the game is their mana issues. This is the most balanced and well rounded class mostly because it can do everything at once, as a priest you’re one of three classes that can heal and you can choose between intelligence based spells, wisdom based spells, and melee combat for your damage.
Priest of Mitra
Gameplay: The Priest of Mitra (PoM) has recently gotten a lot of love as far as spell damage goes (wisdom based), and the fact that very few people in the game have a high holy resistance helps as well. Overall they make great healers due to the fact that they get so many great CC options, and powerful heals. They follow the standard priest template in terms of heals, and their damage abilities are the standard single target nuke. However their true value to the team comes in the form of their AoE knockback because it lets them go bowling. A team can round up 10+ mobs and just wait for the kockback to cast. By the time the mobs get up they’ll be dead if said team has enough AoEs. In the spirit of game balance the PoM gets the same base nuke damage and cast time as the necro while getting the handy ability to use a shield and wear light armor. In affect the PoM gets medium armor, heals, and good spell damage. Overall its a very well balanced class that can do everything at once.
Intended Role: Pure Healer
Actual Role: Healer/DPS
Bear Shaman
Gameplay: Continuing in the template of inserting one failed abortion per category, Funcom decided to throw in a melee healer along with the casters. However as opposed to the other casters with their standard group buffs the bear shaman gets Totems (long lasting team wide buffs), Manifestations (short duration team buffs), and Claws (self buffs). Also the BS’s team wide 1 hour HP buff gives a laughable amount of HP until it is feated at which point it gives the same HP buff as the other priest’s HP buffs and throws in a natural health regen bonus. The damage output of the bear shaman is laughable when compared to the damage done by their priestly cousins however it is fun to run around with a giant club hitting anything in the way. In the end the Bear Shaman has the ability to output more healing than his cousins because of totem effects and manifestations.
Intended Role: Melee Healer
Actual Role: Best Healer
Tempest of Set
Gameplay: This fine and grand class had the ability to one shot any other class in the game in a PvP environment for quite some time before they got nerfed for the sake of game balance. That having been said the Tempest of Set (ToS) still can output ridiculous amounts of damage (intelligence based spells) especially to large groups of enemies. In some non-existent parallel world this class could very well be in line with game balance, however this is not that world. Giving this class good damage, good heals, and good CC effects doesn’t lend itself well to game balance. However post damage nerfs this class almost makes some semblance of fitting in power level wise, sorta like roadkill fits in with a group of forest animals. In terms of leveling up there is no class that can go faster. Due to the large amounts of AoE damage the ToS can put out while healing themselves its a wonder if they die when pulling 6+ mobs, other classes struggle with 3. In the end this class is another shining example of Funcom’s innate ability to balance the game.
Intended Role: Damage Dealing Healer
Actual Role: Damage Dealer and Healer rolled into one