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Cleric's Devotion Improvement Suggestion

YzoEliYzoEli Member, Alpha One, Alpha Two, Early Alpha Two
Devotion currently operates as a heal that takes effect once it reaches the target (currently bugged and does not work as intended when used on the caster). From a discussion had in my guild, I think Devotion would be worth considering or taking if we could lock-on to 1-3 players with the skill and throw the healing orbs on them. The orb takes a bit of time to travel and reach far targets and using a divine light is much quicker, thus it's just not worth taking at all when there are so many other passives and active skills that work better. Changing Devotion so it can also lock-on to multiple targets would allow us to have another reliable multiple target burst heal besides Radiant Burst, which Clerics can add to their toolkits.

Comments

  • MaddocMaddoc Member, Alpha One, Alpha Two, Early Alpha Two
    +! also as a cleric player love to have abilities go red if out of range or perhaps the player's name in the party/raid goes red to denote range. Did any of your clerics have issue single healing people in raids not in your direct group?
  • VysciVysci Member, Alpha One, Alpha Two, Early Alpha Two
    I actually really love how Devotion works (well supposed to). I wasn’t a fan when I first read the skill but when I actually started to use it (back when it used to work) I thought it was a well designed skill.

    The huge use I got it out of it was pre-casting it before pulling a bunch of mobs or in pvp I would cast it a little before I expected to take a lot of damage. Using divine light takes longer and makes you go on defensive but with devotion (if pre casted correctly) you can continue being on offense
  • truelyyytruelyyy Member, Alpha One, Alpha Two, Early Alpha Two
    edited August 2021
    i think the point of it is it's much cheaper mana wise that the insta heal spell, however if you have loads of mana you don't care to use it. Maybe make the insta heal spell cost more mana for balance purposes. Maybe a lot of the cleric spells should cost an extra 30% mana to balance the class better.
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