Just adding suggestions I think will be greatly help Priests in SoD for group or solo play and some odd bug with A.I? that I definitely think need to be addressed especially when it comes down to the Homunculi Rune.
I’ll address instantly the Homunculi Skill issue I’m having get that out of the way,
Homunculi,
Currently I love it, but the most frustrating thing is it seems completely bugged? The AI involving the 3 clones we spawn is beyond useless and completely unreliable to the point of wasting about 80% of its uptime being idle.
Explaining the issue,
Currently the 3 clones after being spawned on a Target, will help, now I’m playing with a friend but for every other mob after unless I’m getting attacked directly or oddly occasionally standing on top of mob then finally they’ll come to help. Other then that they’ll stand next to me all ontop of eacother stacked completely doing nothing.
Solution,
Simply just make the Homuncli attack whoever I’m attack, like regular pet, for a more controlled and consistent way I’ll give a great example and explanation.
Who ever I auto attack/wand they’ll instantly attack the Target, that way I can control who my Homuncli attack. Their may be a priority target ill keep them on while I DoT others that are less priority.
Seriously 80% of the time they literally stand and do nothing.
Void Plague,
Honestly it needs more, it has a 6 second CD, barely keeps up with SW:Pain, just another DoT to press for the sake of it.
Solution,
Considering it’s not spamable with a 6 sec cd, let Void Plague do damage instantly then go into its DoT damage, this change will be huge as we literally have zero ways to tagging a mob instantly, ever been in a area with a Druid Moonfire/Sunfire everything? Mage Fire Blasting to sneak the Tag under you? It’s not fun.
Now the biggest flaw for Priests,
Priests are literally the only “Mana Using” class that has received zero ways on helping with mana management or anyway to help offset it through a Rune.
Druids,
- Free Wrath, Lifebloom refunds half the cost in activation.
Mages,
- Enlightenment.
Paladins,
- Crusader Strike, Seal of Martyrdom.
Shamans,
- Water Shield, Shamanistic Rage.
Hunters,
- Master Marksman. (Won’t mention Chimera Shot with Viper Sting that’s Phase 2).
Warlocks,
- Works opposite, Haunt, Master Channeler, Soul Siphon all give HP to fuel Life Tap.
I’m just saying every class that uses Mana has something, some better then others, some more minor, but it’s something.
Priests should at minimum have something to help, Shadow Word: Death, on kill refunds the Mana used or gives us 5% base mana back?. Homunculi hits restore 1% Mana to the Caster?.
I’m not asking for something to make us unstoppable but just something even if minor to keep fuel on the fire going.
Edit: For Shadow Priests if you want to make going down the Shadow Tree more rewarding and have some worth Twisted Faith needs to be adjusted especially in Phase 1 just by comparing how other classes runes are huge and insane dps boosts, which I think is fun, why can’t Shadow be just as “Fun”?
Twisted Faith (changed to benefit Mind Flay more)
- Mind Flay deals 40% and Mind Blast deals 20% increased damage to targets afflicted with your Shadow Word: Pain.
Seriously even that might not be enough for Mind Flay when Wands from the new raid are 39 - 75 Arcane Damage, Speed 1.90 and 25 - 47 Fire Damage Speed 1.20 both doing 30.0 dps.
Mind Flay Rank 1 - 75 Shadow damage over 3 sec, 45 mana throw in the 20% it becomes 90 damage…channeled. The icing on the cake can be interrupted/less tics, cost mana and has less range then a wand. At least with it being 40% the dps be 105 slightly over the Wands making it worth its mana cost and shorter range baseline. Also not to forget to mention Mind Flay cannot Crit at all… Wands can.