Priest Archetype

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Priest Archetype

Postby Guardrail » Wed Aug 04, 2004 12:45 pm

Clerics, Druids, and Shaman are all powerful healers and buffers. None is inherently better, purer, or more effective. They are different in many cases, but still all equally effective.


Something to keep in mind: While this balance between the priest classes is the goal of the devs, it is not necessarily something they will perfect from the start. There will be imbalances, and things will fluctuate, it is the way of these games. But the intent, at all times, will be to keep this balance.


For those who want to know more about this, here are some links and quotes:


From The Moorgard Index:


"The priest sub-classes will specialize in different types of heals, but over the course of the encounter no method of healing will be "better" than any other. In a multi-group situation, I would venture to guess that having all three classes of priests will be highly desirable, because each has certain advantages. I can't wait to see what new healing strategies are invented by players, since the old CH rotation will be no more."
and on the subject of healing power between two subclasses of the same class:

"Sub-classes are, ultimately, about flavor and style--not power. Both the mystic and the defiler will have the same level of healing potency so neither will be preferred in a group over the other. Their spells may have different names and visual effects, but will provide comparable results."
From the Official FAQ:

"Class balance is always a complicated issue, but the archetype system allows us to manage it much more effectively. Each class and subclass is balanced at the archetype level. Every archetype has a main role in a group situation, and each member of a given archetype will be able to fill that role equally well. If you're a fighter, you can tank for a group; if you're a priest, you can heal for a group; and so on. This is the beauty of an archetype system."
More details as to the different healing tendencies of the classes from the Everquest II Magic System Overview, Part Two:

"At the archetype level, spell lists focus on fulfilling the primary roles of the archetype. These core functions will continue to be useful as the caster progresses to class and subclass. For example, basic healing spells of all types will be granted to priests, and all priests continue to receive improvements to those spell lines all the way to level 50. At the class level, spell lists are tailored to each class' unique method of filling their role in the party. For example, clerics receive powerful instant healing (not instant cast time, instant resolution), druids receive powerful over-time healing (or "regens", if you prefer the term), and shamans receive powerful wards (protective spells that prevent an amount of damage; any protection remaining when the spell expires is applied as an instant heal)."
Last edited by Guardrail on Fri Aug 06, 2004 8:28 am, edited 1 time in total.
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Postby deladriendil » Thu Aug 05, 2004 2:04 am

Group: Priest
Primary Attribute: Wisdom
Key Knowledges: Inspirations, Judgements
Weapons: Flail, Hammer, Staff, Sling, Thrown Weapons
Armor: Light
Sub Class of: N/A

Sub Class: Cleric
Primary Attribute: Wisdom
Key Knowledges: Theury, Umbrage
Weapons: Flail, Hammer, Staff, Sling, Thrown Weapons
Armor: Medium
Sub Class of : Priest

Final Class: Templar
Primary Attribute: Wisdom
Key Knowledges: Regimens, Sphere of Power
Weapons: Flail, Hammer, Staff, Sling, Thrown Weapons
Armor: Heavy, Plate
Sub Class of: Cleric

Final Class: Inquisitor
Primary Attribute: Wisdom
Key Knowledges: Interrogations, Sphere of Power
Weapons: Flail, Hammer, Staff, Sling, Thrown Weapons
Armor: Heavy, Plate
Sub Class of : Cleric

Sub Class: Druid
Primary Attribute :Wisdom
Key Knowledges: Archegenesis, Nature's Fury
Weapons: Sword (Scimitar), Flair, Hammer, Mace, Staff, Sling, Thrown Weapons
Armor: Light
Sub Class of: Priest

Final Class: Warden
Primary Attribute: Wisdom
Key Knowledges: Nature's Refuge, Sphere of Power
Weapons: Sword (Scimitar), Flair, Hammer, Mace, Staff, Sling, Thrown Weapons
Armor: Light
Sub Class of: Druid

Final Class: Fury
Primary Attribute: Wisdom
Key Knowledges: Nature's Reckoning, Sphere of Power
Weapons: Sword (Scimitar), Flair, Hammer, Mace, Staff, Sling, Thrown Weapons
Armor: Light
Sub Class of: Druid

Sub Class: Shaman
Primary Attribute: Wisdom
Key Knowledges: Talismans, Malisons
Weapons: Spear, Flair, Hammer, Mace, Staff, Sling, Thrown Weapons
Armor: Medium (Brigandine)
Sub Class of: Priest

Final Class: Defiler
Primary Attribute: Wisdom
Key Knowledges: Vehemence, Sphere of Power
Weapons: Spear, Flair, Hammer, Mace, Staff, Sling, Thrown Weapons
Armor: Medium (Brigandine)
Sub Class of: Shaman

Final Class: Mystic
Primary Attribute: Wisdom
Key Knowledges: Fetishisms, Sphere of Power
Weapons: Spear, Flair, Hammer, Mace, Staff, Sling, Thrown Weapons
Armor: Medium (Brigandine)
Sub Class of: Shaman

Advancement
Level 0-2: No Class
Level 3: Pick Group (Priest)
Level 10: Pick Sub-Class (Druid)
Level 20: Pick Final Class (Fury)
Level 50: Level Cap at Launch
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Postby Serano » Thu Aug 05, 2004 3:07 pm

Level 0-2: No Class


I might just stay level 2 and have no class. That would fit pretty well.
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