Mitra and You - The Priest's Guide to World Domination
So, someone asked me to write a general guide ..
1 ...... General, Basics [#0001]
1.1 ...... Character Creation [#0011]
1.2 ...... The Healing System [#0012]
1.3 ...... Doing Damage [#0013]
1.4 ...... Crowd Control [#0014]
1.5 ...... Good to know [#0015]
2 ...... Base Spells [#0002]
3 ...... Feats [#0003]
3.1 ...... Divinity [#0031]
3.1.0 ...... T0 [#0310]
3.1.1 ...... T1 [#0311]
3.1.2 ...... T2 [#0312]
3.1.3 ...... T3 [#0313]
3.1.4 ...... T4 [#0314]
3.1.5 ...... T5 [#0315]
3.1.6 ...... T6 [#0316]
3.1.7 ...... T7 [#0317]
3.1.8 ...... T8 [#0318]
3.2 ...... Vengeance [#0032]
3.2.0 ...... T0 [#0320]
3.2.1 ...... T1 [#0321]
3.2.2 ...... T2 [#0322]
3.2.3 ...... T3 [#0323]
3.2.4 ...... T4 [#0324]
3.2.5 ...... T5 [#0325]
3.2.6 ...... T6 [#0326]
3.2.7 ...... T7 [#0327]
3.2.8 ...... T8 [#0328]
3.3 ...... General [#0033]
3.3.0 ...... T0 [#0330]
3.3.1 ...... T1 [#0331]
3.3.2 ...... T2 [#0332]
3.3.3 ...... T3 [#0333]
3.3.4 ...... T4 [#0334]
3.4 ...... Feat Discussion [#0034]
4 ...... Skills [#0004]
5 ...... Playing as a PoM [#0005]
5.1 ...... Solo PvE [#0051]
5.2 ...... Group PvE [#0052]
5.3 ...... Solo PvP [#0053]
5.4 ...... Group PvP [#0054]
5.5 ...... How to Kite [#0055]
6 ...... Gear [#0006]
6.1 ...... Destiny Quest Rewards [#0061]
7 ...... Spellweaving [#0007]
8 ...... Abbreviations [#0008]
9 ...... Links [#0009]
Use CTRL+F and search for the #-code to navigate quickly.
1 GENERAL, BASICS [#0001]
Priest of Mitra is not a powerful class, and playing one does not make you uber. You will not be able to reign supreme in 1v1. Your damage will be the lowest ingame. PoM is a group char that changes the flow of a fight with his many Crowd Control spells while keeping his group alive. If you want to deal damage, you are wrong here. But if you want to play the best support class in AoC, welcome.
1.1 Character Creation [#0011]
PoMs may only be Aquilonian. When creating your char, go to advanced settings and reduce the height, so you don't stick out too much and you can hide behind objects. The smaller the better.
If you want to go to the extreme, roll a female and pick a cute name. You won't get attacked that much. (Most likely. Bewbs. Life-like textures ;_; )
1.2 The Healing System [#0012]
There are three Healing Spells. A group-wide HoT, a cone-HoT and a PBAE instant heal. Every priest class has those (under different names), but the general rules apply to everyone and they are handled as if they were the same spell for the different priests.
Emantion of Life is the group HoT, and the first healing spell you'll get. Just cast it and every member in your group that is in range, including you, will get the effect. Everybody affected will have a green circle under their feet. There can be two group heals of different healers active at the same time.
Wave of Life is the cone-HoT. You cast it, and group members in a small cone before you will get the effect. You will also always hit yourself with it, but it heals for only about half of what it heals others. On the first tick of the Wave, there will be an increased effect, and you actually heal for 2 ticks at once. I.E.: Cast +150 +75 +75 +75 ~. Only one cone heal may be active on a target at the same time. However, you will not get the increased effect if there already is a cone heal running. Spamming Wave to get lotsa healing is not possible. Only when you recast Wave at the last few seconds of the old Wave, the double heal is applied.
Radiance is the PBAE instant. You will heal everyone around you instantly for a large amount (burst). At the same time, a 1m duration debuff is applied to everyone hit, including you. While under the effect of the debuff, the target cannot be effected by Radiance of you or a different PoM again. Cooldown on Radiance is shorter than the debuff, so watch out for that. Burst heals from ToS/BS are not effected!
What you obviously want to do is always keep the two HoTs running. Recast Emantion as soon as the cooldown finishes and reapply Wave when the blue ring is about to disapper. Save Radiance for emergencies and use Crowd Control to prevent damage if your target slowly gets low on health, so the HoTs can tick.
In Tortage, healing will suck big time. The values improve as you level up.
1.3 Doing Damage [#0013]
You don't. What you can do in groups is help doing damage with Lance of Mitra to get extra heals in, and assist the true DDs with Smite when you have time to spare. You won't be as effective in dealing damage as a non-healer class, and even the two other healers are better at DPSing than PoMs. Of course you have enough damage to kill some mobs, and with healing and AE spells you can kill many mobs at once, but Demos for example can do that better if they get healed. So it is often wiser to concentrate on doing what others can't do as well, and that is keeping your team alive and doing Crowd Control.
1.4 Crowd Control [#0014]
Here we go, what PoM is all about:
Single Target Stun
Condemn, 1.5s cast, 5s duration, 2m CD. Yeah, it's a stun. Stuns stuff.
Single Target Fear
Eye of Judgement, 2s cast, 6s duration, 30s CD. One of our better spells due to low cooldown. Makes the target run in circles unable to do anything. May sometimes break on damage. Use it to keep the evil guys from killing when your group is busy.
Repulse, 2.5s cast, 15s CD. Your bread-and-butter CC. Cast it when you have the chance. It deals moderate damage and sends the enemy flying. People will often run out of it, so be careful to abort the spell if nothing is in range any more.
Avatar of Mitra (feat), instant, 5s duration, 2m CD. Probably our best spell. Instantly stuns everyone around you. Followed up by a Repulse, you can disable a whole group for 10 seconds.
Repudiate, 3s cast, 15s duration, 1m CD. Snares a huge area for 50%, for an even bigger amount of mana. Use it to destealth people and to help your team kite.
When you afflict a PvP target with some kind of CC, they will gain an Immunity Timer, which prevents them from being hit by the same type of CC again. You can't PBAE Stun someone and instantly use Single Target Stun. Those timers last from 30s to 1m and will show up above the enemy HP bar. Learn what symbols they use.
1.5 Good to know [#0015]
Magic, Attack, Defense, and Resist ratings do not apply in PvP at all. In PvE, they determine how much damage you deal/receive.
Invulnerability Ratings work in PvP. They are a flat % dmg reduce. 100% is completely immune, -100% is double damage.
Sprint is % based. The less max stamina you have, the better pots and reg-buffs work.
2 BASE SPELLS [#0002]
Your basic nuke. Deals low damage at 80 when compared to other classes, but still better than nothing. Has a very small splash effect.
A 0.5s cast nuke with some cooldown and low mana cost. Use it when it's up, deals more damage than Smite-spam.
See 1.4. Does about the same damage as a Smite.
2s cast, debuffs the target so you will deal 5% more damage. Raid-Spell, useless when there is only you that does holy damage.
Eye of Judgement
Avert thine Eyes
Makes the target miss sometimes, ~12% chance at lvl 80. Raid spell mainly, as the duration is way shorter than the recast, but might find it's uses during group PvE.
Emantion of Life
Wave of Life
Resurrects group members in a small GTAE. You need to be out of combat to cast this spell.
Hand of Mitra
Makes you completely invulnerable for a short time. However, if someone has already started a swing or combo before you activated the spell, it will deal full damage through the shield. Use with caution.
With a whopping 30m cooldown, this spell completely refills your mana. Nothing that pots couldn't handle, but it might be nice to remember if a Necromancer drains you empty.
Soul of Mitra
4s casttime, this spell will stun you, give you LOTS of damage reduction and deal lots of PBAE damage in a small radius. Not so useful for PvP as you will get ignored, but might save your butt in PvE against melee mobs. Remember to use a pot before activating this.
Long duration buff that gives you extra hp. Keep it running, always.
Long duration buff that gives you defense rating. Supposed to not have any effect in PvP, but still keep it up, always.
Long duration buff. Attacks of your team deal more damage. Not really much, and you most likely won't notice any change, but it's better than nothing.
Armor of Faith
Short duration buff (Fix pls, Funcom!) that gives you 20% melee invuls, but costs mana over time. You also take increased unholy damage and do a bit less damage yourself. If you improve it in the Divinity tree, always keep it up. Watch out for Necromancers and Assassins else, you might not want to use the Spell that often if not specced for it.
Long time buff. If another priest uses a cone heal on you, targets near you will gain a small additional HoT.
Last edited by Elaeli; 8th September 2008 at 09:32..
Spell - Lance of Mitra
Deals a bit less damage than Smite, but has a column effect, this means it will hit every enemy between you and your target, plus those to the close left and right of that imaginary line. If there are two mobs close together, about the range Smite will splash, Lance will splash, too.
3.1.1 T1 [#0311]
Lance of Mitra gains a small heal-effect. Heals for about 300 at 80. It's your only way to gain more heal over time.
While your Wave of Life is on you, you have a chance of gaining a buff every tick that makes your next nuke cost no mana. It procs fairly often, about 1/3 of your nukes will be free, especially when you CC or kite.
3.1.2 T2 [#0312]
The heal-effect of Lance has a larger Radius. Useful feat for PvP, as the heal is "intelligent" and heals the lowest target first. With higher range, you have a greater chance of healing a critical target.
Spell - Clarity of Mind
2m cooldown, this spell makes your next nuke cost no mana. Pretty useless by itself when you have Holy Accession.
For every target hit by a Wave, you gain a stack that improves your damage by a certain percentage. 5 stacks max for 10% increase.
3.1.3 T3 [#0313]
Improves the Purification proc by increasing the damage against Undead/Demon. Well, yeah.
Gives a chance that your nukes deals a tiny bit more damage. We are talking about numbers <50 in PvP here, 75-100 in PvE, but still only a proc with a chance.
Wrath of Mitra
Gives a bit of spelldamage. Considering the overall low damage of PoMs, it's highly doubtful if improving that over support feats is really worthwhile for anything other than leveling.
3.1.4 T4 [#0314]
Spell - Condemnation
3m cd, channels for 6 seconds on your target, dealing less damage than a Smite would. Against Undead/Demons, the last tick does more damage than a Smite. Instantly kills minions on the last tick (even elites).
Spell - Light of Mitra
This is a long duration buff that makes every Wave and Emantion cast restore 4*17 Mana+Stamina for your whole group over 4 seconds.
Force of Will
Makes your next nuke do more damage when you activate Clarity of Mind. 150% on Smite/Rebuke; 90% on Repulse, Lance, Cleansing Fire.
Spell - Blessing of Mitra
2m CD, channels for 8s on a group member other than you. Damage taken by the target is reduced by 20%. After a successful channel, you both gain a 20% dmg add for ~30 seconds.
When channelling Blessing of Mitra, the 20% damage add is also active during the channel.
3.1.5 T5 [#0315]
You can potentially knockback heavier targets (Soldiers!) with Repulse, and people fly back further.
Makes the damage of Repulse equal to that of a Smite.
After Blessing of Mitra finishes channeling, there will be a big BOOM (without graphics) around your target that does about 1500 PBAE dmg at 80.
3.1.6 T6 [#0316]
Blessed Armor of Faith
Reduces the mali on the Armor. Manacost goes down to 10/tick, dmg to -20.
Further reduction on the mali on Armor of Faith. Unholy invul is now only -20%.
Gives 10% crit on all spells. Considering you basically NEVER crit without this feat, it's quite a boost.
Spell - Exorcism
2m CD, 2s casttime, removes Fear/Charm from your group and gives 5s of immunity. Well, yeah. Not exactly useful due to casttime and CD.
3.1.7 T7 [#0317]
Gives a chance on nuke to debuff the holy invul of the target. Stacks up to 15%. Raid-feat.
Makes your crits deal 100% increased damage instead of 50%.
30% base resist to Fear/Charm for yourself.
3.1.8 T8 [#0318]
Spell - Holy Cleansing
Another Raid-spell, this one deals about 230 damage per tick for every group member afflicted to nearby targets, while making them get healing instead of damage from Unholy and Poison damage. Have group stand near mobs, activate, see lots of numbers and whineposts about priests out-dpsing people.
Spell - Avatar of Mitra
Now we're talking. 2m CD INSTANT 5s PBAE Stun. Lovely.
3.2 Vengeance [#0032]
3.2.0 T0 [#0320]
5% more damage. Umm yeah.
3.2.1 T1 [#0321]
Gives 5 stacks on casting Wave of Life, stacks automatically decrease every 3 secs. Every stack gives flat +holy damage. ~80 @ 5 stacks @ lvl 80.
Spell - Cleansing Fire
Deals cone damage comparable to a rebuke. Short range, short cast time. Your typical grind-spell.
3.2.2 T2 [#0322]
4% more crit for Rebuke.
Sets cooldown of Rebuke to 5.5s for 5 points. There are better feats, even if it sounds good on paper ..
Cleansing Fire gains a tiny DoT that doesn't scale with level.
3.2.3 T3 [#0323]
5% more damage after you get hit by Radiance, attached to the debuff. (Thanks Tapsi)
Every 30s you need to waste mana to make a different spell cost less mana. Uh yeah.
Improves the weak Devotional Prayer by giving it a bit more damage that you still won't notice. If you want to min/max your raid, it might still be worth looking at, though. (Thanks Aijko)
When you get melee'd and no Emantion is running, you instantly gain Emantion. Probably the most useful feat in Vengeance ..
3.2.4 T4 [#0324]
You deal about half as much holy damage as you healed with Radiance. Pretty neat when leveling.
Spell - Purification of Mitra
Makes your heals additionally inflict a short time PBAE dot, that doesn't scale well. But for grinding, you probably still want to have this spell.
Spell - Mitras Searing Eye
Has a long casttime and is basically a Lance of Mitra, only less useful. The damage against UD/Demons is actually quite high, but there aren't that many ingame. Damage against normal enemies is very low when compared to Lance.
3.2.5 T5 [#0325]
Empowered Hand of Mitra
Makes HoM instant.
Guiding Hand of Mitra
Reduces CD of HoM to 2.5m
400% more boom for Mitras Searing Eye explosion.
Improved Mitras Searing Eye
Makes the spell go boom when you kill something, inflicting PBAE damage on the victim. Has it's uses when you pull multiple mobs and you kill the first with MSE.
The Light Within
Revivication, only groupwide. If you're that deep in Vengeance, this is a must-have.
3.2.6 T6 [#0326]
Spell - Guardian Spirit
2m cd, 10s duration, if someone hits you or your group in melee, they recieve lots of damage once and the buff vanishes. At 80, it's about 1,3k. The damage is not reduced due to levels, so you can kill red-cons with this spell alone where Smite would do 4 dmg. If you're that patient to wait for the CD of course. Heals for 460 at lvl 80 if the buff runs out without activating.
Reduces the ~38 manacost on Purification of Mitra and the complete manabar-drain on Soul of Mitra to 10 and 874 mana at 80. If you use them both regularily, this feat might be for you.
25% casting time reduction on all CCs.
3.2.7 T7 [#0327]
Guardian Spirit now heals the whole group. The more spirits up, the better.
10% dmg add for the whole group while the spirit is active.
Makes you basically invulnerable while Sustaining Faith is up and reduces the cooldown to 15m. Pretty neat.
25% more duration on CCs. Probably the reason why you are even looking at the Vengeance tree.
3.2.8 T8 [#0328]
Spell - Manifestation of Mitra
Puts up a stationary field of reactive healing that lasts 10 seconds with a 2m CD and activates when you get hit in melee. Also gives 15% damage and increases the Soldiers counters. This spell screams PvE. (Thanks Aijko)
Makes your heals last longer, so you can concentrate on CCing/nukeing .. For just one point, it's very nice.
3.3 General [#0033]
3.3.0 T0 [#0330]
Lots of free mana. Get it or have enough money to stuff your inventory full with pots.
3.3.1 T1 [#0331]
3% Melee Resists for 5 points.
Gives back some mana for every cone heal that hits. Even though it isn't that much, it adds up.
Aggro reduce.. I never got aggro before, even nuking for full damage against any other class, and there are also gems for this..
More range on the burst heal, great.
More aggro management .. Well, if you think your tanks suck or you have to min/max your raid, feel free to take it.
3% Magic Resists for 5 points. Debatable if this or Spirit Armor or Ether Discharge is more useful, T1 is all about personal preference.
3.3.2 T2 [#0332]
Get mana/stamina back if something whacks you. Useful for PvE, but you should have enough mana anyway. You don't want to get whacked enough in PvP to make this worthwhile ..
Makes the cone heal instantly recastable. Makes your life in PvP easier and it doesn't matter anymore if you miss a cone.
Makes the cone of Wave 180° and the radius about 8m. Makes it easier to hit moving targets and large groups.
Presence of Mind
Makes the burst INSTANT cast. Get this. No but's.
Spell - Soothe the Soul
See Shroud of the Gods.
Same as Saintly Warrior, only for Magic and with less PvE usability.
Last edited by Elaeli; 8th September 2008 at 09:16..
Some +holy dmg, like Wrath of Mitra in Divinity. You probably don't want to waste your points here, though. There are better feats in the other trees.
Makes cone and burst heal uninterruptable. Burst is already instant. Cone is 0,5s cast. You already have 800 casting concentation. Yeah.
-2% manacost? Haha.
3.3.4 T4 [#0334]
Spell - Vengeance of the Gods
+20% dmg on a 3m timer. If you have 20 points in General, get it.
Spell - Shroud of the Gods
Can be used to dump your aggro when mobs reset their hate list and come for you due to heals ticking. (Thanks Aijko)
3.4 Feat Discussion [#0034]
So there are lots of talets, some are good, some are bad, and some are just ugly.
What to get?
First of all, Presence of Mind in General. You want it for both PvE and PvP. It's that good. Mobs hit faster than 1.5s. Players **** your complete hp bar in even less time.
Divinity is basically the group support tree, while Vengeance is more tailored to grind/PvE. You might want to level up using Vengeance, then respec at 80 to Divinity. Respec can be done at [Trainer]'s in the Capitals and costs only a little coin.
For a Divinity build, you want to have Avatar of Mitra, the full Lance of Mitra and Light of Mitra. When you're at it, get Force of Will to have at least ONE Smite that actually does damage during a fight. Blessing of Mitra is very situational, but can be worth it. Absolutely get the Armor of Faith improvements.
For a Vengeance build, get Cleansing Fire and Holy Vengeance. Searing Light and The Light Within are must-haves. Purification of Mitra is fine. After that it depends on what you want to do. Both Ultimate-Routes are somewhat okay, even taking both should be possible.
What to absolutely avoid?
Focus, Healing Spirit, Purification, Sacred Fire, Inspiring Light.
PoM get Bandaging, Recovery, Renew Mana, Mana Attractor, Casting Concentration, Run Speed, Climbing, Hiding, Perception.
You will have all skills available at 20.
Having 100 Hiding and Climbing is enough to get you through the game. You should get these while still in Tortage, especially Hiding. And remember to hide often if you sense danger. Better be safe than sorry.
If one day skills aren't bugged anymore, you will also want to have 800 Casting Concentration and 600+ Renew Mana. Bandaging can obviously be left out. Everything else is personal preference.
I have 700 Renew Mana, 400 Mana Attractor, 800 Casting Concentration, 800 Run Speed, 100 Climbing, 200 Hiding. Works perfectly fine.
5 PLAYING AS A POM [#0005]
As a PoM, you have stupidly high casttimes. You need to learn when to preemptively cast CC if you expect someones health to drop to critical percentages. If you start a Repulse when you are at 10% hp, you will die, simple as that. If you cast Stun when your tank is at 95% hp, you wasted your timer and might get into trouble a few seconds later.
5.1 Solo PvE [#0051]
You probably want to spec Vengeance for this. Pull some mobs, hit them with Cleansing Fire, cast a cone heal to apply the DoT from Purification of Mitra, Repulse, Lance, kite until timers are back/DoT is down, repeat. Remember that you can use doubletap backwards and Active Blocking to reduce damage taken.
When there are just two mobs, you probably want to pull them close together and use Lance of Mitra. It will hit both of them with the base damage and additionally splash both for 50%.
5.2 Group PvE [#0052]
Always keep both HoTs up. When someone drops to about half health, you most likely want to CC the mob, so the HoTs can tick. Your tanks won't be able to keep two elite mobs on them without dying. It's mainly your job to keep any adds CC'd. Being in a voice chat with your group and coordinating the CCs helps big time. Spam Lance on the DPS target when you are free to. Save burstheal for emergencies if possible! Don't use it for casual healing, only when you know that you can't keep up the heals otherwise.
On normal mobs, make sure to Repulse only when it's needed/useful, as the knockback is annoying for other DDs that do AE dmg.
5.3 Solo PvP [#0053]
You might want to take a look at this movie. As a general rule of thumb, always keep HoTs up. Use CC when your opponent is preparing a big combo (hitting air/buffing) or you get low on health. Don't be too proud to run away. You can let your HoTs heal you to full health and then come back. You most likely won't be able to kill other Priests and Guardians. High damage chars popping a pot are very difficult, too.
5.4 Group PvP [#0054]
Your job is to CC. Keep Barbarians from landing Cyclone of Steel, rescue group members that are CC'd and being focussed by counter-CCing. Use GTAE Snare when you get the chance to slow them all down. If possible, keep your HoTs up on ALL members of your group, so it doesn't hurt that much when your get CC'd and the enemies change targets. When you have room, nuke on the main target. You might want to use a CoM-Smite early in the game to help drop someone fast. But NEVER EVER think your group will do just fine. You have to support them, you cannot nuke to your hearts content. Nuking someone is a tertiary priority. You don't do enough damage to justify losing on CC or healing. Try not to get hit, run away even before they start swinging at you. Never run into the enemy group alone during fights, stay back and in range of your team so you can heal and be healed.
Shameless self-promotion: Movie here or mirrored here.
5.5 How to Kite [#0055]
So there's some evil melee char that wants to hurt you. What to do?
First - NEVER show him your back. You will get staggered (snared) by a hit to the back. Always strafe in a circle, keeping him in front of you. Should you get snared anyway, use doubletap backwards. You jump back at full speed and gain a defensive bonus. You can actually SPAM doubletap until the snare is removed and take next to no damage. If you know he wants to charge or unload something big that involes stun/knockback, either cast a fear as he is building up his combo, prepare to insta-stun him or just activate Hand of Mitra. Don't simply try to take it head on, you will die. If you get rooted, cast Repulse and prepare to cancel the cast with ESC if he runs away. You can't move-cancel spells while rooted. If you CC him, throw up both heals and then cast GTAE Snare. That gives you an additional 15+ seconds of room every minute.
6 GEAR [#0006]
While leveling, you might want to get some +holy dmg gear. If none is available, stack up on melee-invuls. Try to have your defense rating as high as possible, so you get hit for less damage. Other stats are close to worthless. You definitely want to equip a Shield.
For PvP, get a full set of crafted gear with immunity-gems. Melee gems are called "inviolate", magic "immutable". You don't need anything else. Getting evade instead of melee resists is a bad idea, one combo is bound to hit, and then you are toast. You don't do lots of damage, so don't even try to look for +dmg gems. Survivability is more important. Remember that you can equip Talismans in the mainhand for additional invuls.
6.1 Destiny Quest Rewards [#0061]
When you complete your Mainland-Destiny Quests, you can choose between +damage, +mana and +manareg. Do yourself a favor and pick + manareg. The bonus from +manapool is way too low to make any difference and when you decide to take a spec that doesn't involve doing damage, your +dmg reward will be wasted. Manareg is always useful.
7 SPELLWEAVING [#0007]
At 50, you gain the ability to Spellweave. Once activated, you will become immobile and your Stamina begins to drain. If your stamina runs out, you take damage. There are 6 Stages, each giving more powerful buffs to your spells. Mouseover on the Icon to see them. When you go up a stage or you have luck while casting, a menu will pop up. There you can select between 5 short-duration buffs:
Arcane Renewal - Restores 199 stamina every 3 sec.
Arcane Surge - You deal max dmg.
Mitras Grace - You gain 10% mana-tap.
Mitras Thunder - Smite and Rebuke have a knockback-effect.
Benevolence of Mitra - +15 dmg deflect
Those buffs can misfire, giving you the opposite effect. There are also other random minor debuffs afflicting you while Spellweaving.
What Spellweaving mainly does is boost your damage. At Stage 6, you deal double damage. Spellweaving is a Raid-tool. You won't find many uses for it elsewhere, especially not in PvP or solo PvE.
Last edited by Elaeli; 8th September 2008 at 09:29..
BS - Bear Shaman
burst - Radiance/Instant Heal
CC - Crowd Control
CD - cooldown
CT - casttime
CoM - Clarity of Mind
cone heal - Wave of Life
CoS - Cyclone of Steel
DoT - Damage over Time
group heal - Emantion of Life
GTAE - Ground Target Area of Effect
HoT - Healing over Time
invul - invulnerable, invulnerability rating
LoM - Lance of Mitra
PBAE - Point Blank Area of Effect
PoM - Priest of Mitra
pot - Potion
reg - regeneration
ToS - Tempest of Set
VotG - Vengeance of the Gods
Wave - Wave of Life
If the 2 pi thinks alike and dont want to do anything for our class I better quit right now.
you shouldn't have stoped reading there, because disagreeing with one point does NOT make all the others obsolete.
Besides, this is a users work, i just show appreciation as this is a very useful ressource and he put a lot of work into it.
A sticky pin is not equal to "we aprove everything and you have to obey him, as he is now offically your classes G O D !"
Though with said said, feel encouraged to discuss the guide althoug i'd like you value his effort when you post!
If the 2 pi thinks alike and dont want to do anything for our class I better quit right now.
Balo...what do you want really? You are a healer. You SHOULD NEVER DO any serious damage, EVER, else TOTALLY IMBALANCED class [healing + DPS = what is the point in other classes again?]. ToS should be next on the balance list followed by the 1 hit-kill Bear Shaman.