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A +12 slaughter staff heals more than a +15 starfall staff
My starfall staff recovers 8,590 hp. My friend's slaughter staff recovers 10,054 hp. Even if I +15 my staff, it won't be better than some +12 thing this dude got on the first week of the new patch. Why is this? I mean, I'm still going to keep it for the extra rolls and because I sank a shitload of materials into it, but seriously? This is terrible. And then they go and boost the attack modifier on it with this patch, as if any priest is gonna get a starfall staff so they can use zenobia's vortex or something. Am I wrong to tell people not to bother with the starfall staff? Is there something I'm missing? imad
On another note, would you mind posting your staff rolls in here? I'm rerolling for cooldown reduction and it'd help a bit.
On another note, would you mind posting your staff rolls in here? I'm rerolling for cooldown reduction and it'd help a bit.
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So the upper +6% healing and the lower 4th and 8th rolls a +6% healing again.
And ofc the extra line and +13-+15 healing values.
But if you really want to try the difference out just remove all you equipment but the weapon and try to Focus Heal the same person
This could be true. Maybe I'm just being dumb or something. I've never awakened enchanted a staff before. Does +15ing it change the base heal stat as well?
However, you need to consider the overall efficiency with the total stats, other gearing pieces, 4th line etc.etc.
Ah, that's good to know. Kind of crazy that the new staff is already almost better than VM gear from the patch before, but I guess they felt it was necessary since this patch has jewelry and gloves without a heal stat. Thanks for the info.
AND Starfall Gloves, because the new gloves don't have healing bonus.
Also, you're assuming that the user doesn't have Starfall +15 and is only going against Slaughter. Against Imperator, then yes, get the new weapon.
agree. I don't feel like needing more healing power.
Tbh, I don't think the 4th line really makes much of a difference for healers, although I have to admit, with the combined buffs for priests this patch, I find myself going from full mana to 0 in under 20 seconds if people are dying and I have to both res and rebuff (the two buffs themselves take ~25-30% of your mana pool), so I guess the mana regen on skill use is more useful now than it was in the past for priests.
For set bonuses though, I could see that maybe if you're going for SF chest too, as the 4th line there really makes a difference compared to +12 Slaughter, but just weapon/gloves the set bonus isn't going to matter.
I still don't regret +15ing my Starfall staff last patch, but I do wish the new mid-tier staff wasn't so close to what we get with +15 Starfall (which is notably harder to obtain). It's a much bigger gap for DPS weapons.
The difference was negligible, but it's still [filtered].
It's already been established that slaughter heals slightly more than +14, but slightly less than +15.
DN/SF/Slaughter can get x3 CDR, it's that SF has a 4th roll you can put in anything, such as .X% MP return or whatever else you want to put (but your general roll for the first 3 should be: Atk Speed, Healing% and CDR).
Any weapons from Dreadnaught up can get 3x CDR. And that's not the end-all build for rolls, anyway, when it comes to priests.
Regardless, for someone that doesn't already have a +15 SF staff, Slaughter is pretty much the same thing. .x% MP or 14 crit don't make or break your build, unlike some rolls can for DPS or tanks.