It seems the original post was written before the revamp was it ?
A few things that have changed :
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Originally Posted by
Mustaine
Improved Rebuke:
Reduces the CD on Rebuke by 0.5 seconds per rank. Use with the Improved Rebuke feat from vengeance to reduce it's cooldown to 3 seconds. Could be good if rebuke was actually useful.
There is no Rebuke cd reduction in vengeance anymore :p
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Shield of Brilliance:
Gives your group 20% damage deflection. The duration increases by one second per rank starting from 6 seconds to 10 seconds fully feated. This spell shares a cooldown with Hand of Mitra, and feating it in vengeance will reduce the cooldown and casting time, and increase its duration. With 5 points and vengeance feats it will last 12.5 seconds. It can also be combined with Blessing of Mitra to give one group member 40% damage deflection. Very nice feat if you're vengeance specced, and still useful for a divinity PoM if you are willing to sacrifice your bubble for the team.
Shares cooldown with litany of protection, not hand of mitra. Also, feating it passively reduces the cooldown of Litany of Protection and Shield of Brilliance, significantly (something like 10s per point), even if you do not have the perk in your bar (which is kinda imba).
Initial duration is 7 seconds, and there is no vengeance feat that increase it anymore.
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Blessed Soul:
This feat removes the stun effect from Soul of Mitra and replaces it with a 95% snare, and makes your damage spells deal no damage while it's up. Very useful in a lot of situations. You can cast heals, repulse, and CC people while being invulnerable and dealing AoE damage. Investing feat points decreases the snare effect by 10% per rank, but it works fine with one point invested since you can doubletap in any direction for decent movement speed. Great to have for when you are alone with the flag, or on the middle shrine at CoJS.
Actually the damage reduction to your main nukes is in the form of -200% base spell damage. I might be wrong but I think it is possible to compensate for it (so that your spells do some little damage after all) with high enough magic damage and other damage buffs.
The snare part has been nerfed and it now snares for 25% fully feated (was 50% I think ?).
Another great thing about Soul of Mitra is the 100% stun and fear resistance :p
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Wandering Disciple:
This summons a disciple under the priest's control which increases all group members' spell and weapon damage. Enemies killed in the Area where it's summoned increase this damage bonus. The spell has a huge AoE and lasts for 30 seconds, after 6 foes are killed it gives a 24% spell damage and 40% ranged and melee weapon damage buff. The extra damage is a group buff so you don't have to actually be in the area where the foes are killed. It also spawns a cool looking pet that melees for 50dmg per hit. This is completely useless except for fights like seruha and general cheng where you kill a lot of mobs. Much too static for PvP, even in sieges the damage buff isn't worth it.
It now also grants something like 500 heal rating to the priests in you group, that decreases when you kill stuff.
More importantly, applies the Spiritual Torment every 5s or so in the AoE.
Still meh.
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Inclusion:
Grants the Inclusion spell, this is a stun that shares CD with condemn and stuns the target for 6 seconds. It breaks on damage faster than condemn, investing feat points increases the amount of damage from which it breaks.
I don't think there is such a break threshold mumbojumbo anymore.
Feat points increase the range of the stun by 1m per rank (up to 20m).
At first I thought it was crap but actually the extra range is kinda nice to catch a runner or get to some ranger/demo/necro who thinks he outranged you.
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Divinity PvP:
General perk: Decisive strikes (only with light the path at first few ranks), Fortified empowerment or Chromic warding or field of war
Arch-type perk: Deliverance, Devine Luster or maybe empowered mending
Class: Light the path with blessed soul. Or Emissary of Elysium
If you take light the path it benefits you to do a lot of crits. Being divinity helps you with this because any crit counts for this. Light of mitra from the divinity tree gives stamina and mana back to the members in the group and those amounts crit ofthen making light the path trigger and giving you an instant repulse. When you have a higher rank in light the path it will trigger more often but until then it benefits you to use decisive strikes so that you get more crits. At rank 2 or 3 in light the path you should be able to do about every repulse in 0.2 seconds.
A nice perk to go with light the path would be blessed soul, those are the only minor perks worth using in pvp. Sacrificing your hand of mitra to aid the group is a deadly thing since it has a 5 minute cooldown and you lose a lot of survivability. Blessed soul is nice because you can still heal move and do some stuff, just no damaging attacks. Inclusion is very usefull to have an opponent out of play for 12 seconds, be sure to not attack the targeted person because inclusion breaks quickly at first few ranks.
Another way to go for divinity would be emissary of Elysium it’s a nice absorption shield which is always useful to have and can add some nice survivability to your group.
With the aforementionned changes I actually think that LtP + any of the other silvers are worth it.
LtP remains a must for divinity because it is just too easy to proc it with Light of Mitra.
Shield of Brilliance is not on Hand of Mitra cooldown anymore, therefore great group buff without drawback.
The extra range in Inclusion is actually useful especially in Jebbal or Blood Ravine or outdoors.
Emissary is great in theory but you should use it only if there are no rogue in the opposing team, or the opposing rogues don't know they just have to use Finely Honed to remove it (20s cd bronze perk is it ?).
As a mainly divinity POM that feats exorcism and the 30%fear/silence resist I am not using divine luster and stick with mending + deliverance :p