Further updates to the dok/wp theorycrafting session…


After even more discussion on the subject, and collective feedback. it seems the problem with the original proposal is that people don’t like that melee heals can be mitigated down to such low numbers (including zero), that any form of multiplier just wouldn’t be enough. so here’s the third revision of the brief!

Disciple of Khaine/Warrior Priest design document.

Note – All changes here are first and foremost community and core tester suggestions, they are not endorsed or suggested by mythic unless stated so by an official mythic employee. As such, they are open to discussion and conjecture, but are in no way to be thought of as even in the developers minds until they say otherwise.

Furthermore, these changes are purely based on casted and lifetap healing, and are not related to, or in any way about any disparity between the two classes outside of the proposals set here.

Issues with current career performances:

  • Too potent casted heals.
  • Not potent enough lifetap heals (note, damage is fine, healing portion is not).
  • Too little risk while playing backline, not enough reward as frontline.
  • Promotes “one button” playstyle.


Section 1 – Causes of core issues.

  1. Passive resource regeneration allows for “easy” use of casted heals. Abusing the original design intent, making them too effective in the backline.
  2. Due to lifetaps healing on a 1:1 damage/heal ratio, high mitigation of damage yields too low heals.
  3. High armour value and fast cast times, aoe detaunt, and passive regen make for little risk compared to reward as a pure healer.


Section 2 – Perceptions, and misconceptions.

Quoting the original career descriptions:

“As a Warrior Priest, your place is in battle. Your Righteous Fury grows as you strike down the enemy in Sigmar’s name, and your divine powers grow with Righteous Fury. Thus, to reach the peak of your power you must join in the fight. Your prayers bear the power of your god to take life, or give it back, but they are designed to compliment your melee capabilities. Your blessings bring powerful boons to those around you, but you must be close to the fight for your words to reach them. To do your job you must place yourself at risk, but it is in this risky position which you are most powerful.”

“The Disciple of Khaine must be in close range of his opponent as he requires the blood of the enemy to enact his dark rites. As such, a Disciple is trained both with the blade and the dark arts, capable of weaving the two into a staggering blend of offensive and defensive power. In small fights, the Disciple is a master of shifting the balance of a fight; what they reap from their enemies they give to their allies. What was once an opponent’s strength will soon become their own.”

It’s clear from these descriptions that both careers were intended to be played in close quarters, however the reality is far from the intent.  The current perception is that both careers can heal better than the other healing careers in almost all situations, and that not only do they do it better, but they have greater survivability, and ease of use by comparison.

In order to change this perception, only a few changes need to be made. However, these few changes are drastic. And with that in mind would require a lot of testing and feedback. It should be noted that the mechanic itself of expending resources by casting heals, and gaining resources by using melee attacks would not be changed, only the rate of resource generation itself.

Further to this, changes to the mastery trees themselves would need to be made in order to compliment the changes, as well as changes to the way the abilities themselves work.


Section 3 – Resolving issues.

3.1 – Casted heals

Casted heals are an important part of the game, and this should not change. However, the method of delivery for casted heals as a disciple/warrior priest does need to change. So with that in mind here are the changes proposed for casted heals.

  1. All casted heals will have their base values reduced by 25% OR
  2. their cast times increased by 1 second across all heals.

In order for casted heals to remain viable, their delivery method is changed to accompany their downscale in potency.

  • Add a tactic at the 11 point mastery in Dark Rites and Salvation trees, which gives the following:

“On being hit, casted heals gain a 25% critical heal bonus (crit amount, not rate).”

Add a tactic at the 11 point mastery in Dark Rites and Salvation trees, which gives the following:

“On being hit, cast times are reduced by 1 second”


3.2   – Lifetap heals

Currently, both careers deal proportionate damage to other classes, our damage is sustained over time rather than burst, which fits well with our role. However the healing portion of our lifetaps is just not good enough. An effective change to accompany the new casted heals would be:

  • The healing portion of all lifetaps will have an internal “casted” heal value.
  • The value is additive to the percentage of healing that any lifetap gives.
  • The value is exempt from critical hit rates.
  • The value is exempt from mitigation via block/parry/absorb, but can be affected by incoming/outgoing heal debuffs.

For the sake of argument and example, i’ll give all lifetaps an internal value of 350. What this means is that if consume essence or divine strike hit a target for 417 damage after mitigation, your defensive target and all within 10 feet are healed for a total of 767 (350 + 417).

Rend soul hits a target 3 times before being interrupted, the first hit critically hits for 879 after mitigation, with both second and third strikes non-critically hitting for 586 after mitigation. The first hit will heal the target for 3426.5 (350 + 879 x 3.5) with the second and third hits healing for 2401 (350 + 586 x 3.5).

Transfer Essence critically hits your target for 0 damage, with 912 damage being absorbed. It heals all group mates within 30 feet for 350 (350 + 0).


3.3   General changes

All chalices and books should be retooled from a passive regeneration rate, to a multiplier of resource regeneration ie; an uncommon book/chalice will regen 25% more resources from abilities, a rare book/chalice will regen 50% more resources from abilities, a very rare book/chalice will regen 75% more resources from abilities, and a mythic book/chalice will regen 100% more resources from abilities.

To accompany the changes to casted and lifetap healing, various changes should be made to both careers mastery trees.

Disciple of Khaine mastery changes:

  • Rend Soul and the Persistent Rending tactic should be moved to the sacrifice tree with Persistent Rending in the 11 point mastery slot. Persistent rending should be retooled to the following:

“Consume Essence, and Transfer Essence, and Rend Soul are 25% less likely to be blocked or parried”.

  • Gift of Khaine being moved from sacrifice to the 11 point mastery in dark rites. See section 2.1 for details.
  • Empowered Transfer will be moved to the 7 point mastery in the sacrifice tree.


Warrior Priest mastery changes:

  • Divine Assault, and the Divine Warding tactic should be moved to the Grace tree, with Divine Warding in the 11 point mastery slot. Divine Warding should be retooled to the following:

“Divine Strike and Sigmars Radiance, and Divine Assault are 25% less likely to be blocked or parried”.

  • Leading the Prayer should be moved to the 11 point mastery in the salvation tree, See section 2.1 for details.
  • Grace of Sigmar will be moved to the 7 point mastery in the grace tree.

4 Responses to “Further updates to the dok/wp theorycrafting session…”

  1. RookFrjosa Says:

    hey Brug! That’s an interesting change to the lifetap function, it’s a nice compromise! The expression you wrote for rend soul is confusing by how it’s written.

    It reads: (350 + 879 *3.5)
    It should be: 350 + (879 * 3.5)

    That’s it, really, I’d also suggest that the added portion be limited directly by the amount of SE/RF. So having 250 SE/RF means you’ll get + 250 heals on your lifetaps, and having 0 SE/RF will mean + 0 heals on lifetaps. But then I’d suggest that the resource built buy CE/TE and DS/SR be removed/diminished.

    ither way, I still like what you have here.

  2. i do not agree that the channeled hit/heal style of both classes should have an increase, they should stay as they are cause they are already extreme effective in any small scale constellation, ive seen a very good dok beat up 5 guys…, but the 2 other lifetap styles have the problem and to that its a very good solution i just would set casted value to 0 for the channels

  3. How far would changing the damage on divine strike (and the DoK equivalent) to spirit damage go to fixing the problem?

    Mythic could have avoided some of this unhappiness if casted healing was the strong single target healing style and lifetap the AOE route. At present, caster WPs are very weak at spot-healing (while mindlessly easy AOE healers) and melee WPs/DoKs have to multitask far more than probably any other class. What would happen if divine assault/rend soul healed all group members within 100ft and TotD/KE were made single target?

    Thinking of all the times I’ve been stuck on a keep wall, would books/chalices giving a resource discount rather than a resource gain multiplier synergise better with supplication while still avoiding the problems of passive regen?

    I am loving hearing your ideas.

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