3.3.3 T3 [#0333]
Exemplar
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.
Focus
Makes cone and burst heal uninterruptable. Burst is already instant. Cone is 0,5s cast. You already have 800 casting concentation. Yeah.
Healing Spirit
-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.
Example Builds:
Divinity
Vengeance
Raiding (Build by Aeva)
4 SKILLS [#0004]
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.