Post by Variaz on Oct 8, 2011 14:40:34 GMT -5
The Priest returns in the next release of 0.5! As with other classes, it has been completely revamped, with an entirely new set of abilities.
The Priest's main stat is Wisdom, and most of the Priest's abilities uses it in some way. I wanted the class to have most features that traditional priest classes offers: healing, buffs/supports spells, abilities specialized in fighting undeads and demons, removing curses, etc... And I believe I've created a class that does all that. The class is also good at using wisdom-based spell casting, and with the proper blessing, the Priest can also do melee or ranged combat, making the class very versatile.
So let's take a look at the abilities!
This ability makes Wisdom-based spellcasting easier by increasing the success rate of spells that do not have 100% success rate. It's also a standard passive damage buff, like most other basic classes have, but this one also increases the power of healing spells, something most other passive buffs do not.
This is an ability for those who wants to specialize in the Mysticism school of magic, which includes the spells Heal, Harm and Drain Life, amongst others(the "smite" spells, stats/status recovery, etc...). In other words, a great school of magic for a priest class. While this ability is less versatile than Wisdom Casting Mastery in that it only applies to one school, it provides twice the bonus, and makes Harm and Drain Life easier to use, while also directly lowering the creation cost of all Mysticism spells for more 100% cast spells.
The first blessing ability. Blessings provides passive bonus that scales with your Wisdom, and you can have one blessing active at a time. This one serves defensive purposes, and gives a bonus to all three main defensive skills. If your wisdom is high enough, you could rely on this ability instead of placing points in the three skills, allowing you to focus entirely on Wisdom and other skills instead. Or, you could still raise the three skills, and add this ability on top of them for even more protection.
This is one of those "one-point-wonder" abilities. Even with just one point, this ability is good at stopping the enemies that it affects. While it doesn't work on all enemies, undeads, demons and elementals are common enough to make this ability useful. This will also work on all enemies: Elites, Bosses, CR2+, Uniques and even Nightmares. Of course, you may need more than 1 point to reliably stun Nightmares and other powerful enemies...
Makes all your attacks much more reliable while this blessing is active. For a pure offense caster priest, this is probably the best blessing, as it will make your attacks a lot more reliable by avoiding the normal magic defense rolls and counters.
Divine Blood 2.0! This provides passive healing every turns, while also giving a passive buff to all healing effects on you. The base power is low, but keep in mind that this is a free cast on you every turns that has no cost whatsoever. The passive buff applies to the ability's own effect as well.
While this blessing is active, you gain strength and melee damage bonus. This means that the Priest is capable of becoming a hybrid melee/magic class through this blessing, while focusing on only one stat. If you like hybrid builds, consider building your Priest toward this ability. You can then change class to Warrior or Fighter to add more melee abilities to your arsenal.
And yes, this is cumulative with the Monk's "Power through Spirit" ability. You can gain a lot of power with both abilities, though this is only true if you fight unarmed. I think it's fair, since you do lose two items slots by fighting unarmed, so this makes up for it.
Same thing as Blessing of Might, but for ranged combat. Consider changing class to Marksman to gain some shooting skills and become a great ranged/magic hybrid.
This is an ability for use in emergency situations. It will instantly cast a very powerful healing spell on you, and for 3 turns, you will have greatly increased Defense and Magic Defense in order to reduce damage taken. Recommended for use against powerful enemies if you are about to lose the battle.
If you have high wisdom and many points in this ability, you should be able to keep a good amount of bonus on many cursed items that you find. Even if you end up with only 50%, their bonus are high, so it will still look like a normal magic item. This is especially useful on cursed weapons, since they get a elemental type change activation, and this ability will never remove it. This allows you to keep the activation without having to deal with Misfortune.
Just be aware of the possibility of failure. And that "something bad may happen" if you do fail. You probably have a good idea what this means...
Overall, I'd say the Priest is the ideal starter class. Magic is easier to start with than melee, it provides several tools to heal and protect yourself, and once you reach class level 6, you can take the blessing of Might or Dexterity, and then change class to a melee or ranged class and become a nice hybrid to deal with every situation the game has to offer. Or keep focusing on casting, and get some Mage abilities to add even more bang to your spells! We'll have to play it to see how it turns out, but I think it will be a very interesting class to play.
Have faith in the gods, and they will guide you to victory!
The Priest's main stat is Wisdom, and most of the Priest's abilities uses it in some way. I wanted the class to have most features that traditional priest classes offers: healing, buffs/supports spells, abilities specialized in fighting undeads and demons, removing curses, etc... And I believe I've created a class that does all that. The class is also good at using wisdom-based spell casting, and with the proper blessing, the Priest can also do melee or ranged combat, making the class very versatile.
So let's take a look at the abilities!
1. Wisdom Casting Mastery(Passive, level 1)
Effect: Improves the power of all offensive and healing spells that are casted
using wisdom, and also increases the casting success rate by increasing
your wisdom casting rolls.
Bonus to offensive/healing spells power: +10%
Bonus to wisdom-casting success rolls: +10%
Extra points: +10% to offensive/healing spells power.
+10% to wisdom-casting success rolls.
This passive ability will improve the power of all offensive spells that you
cast using Wisdom, and also healing spells, making this ability good for both
offense and hp restoration.
The ability will also increase the success rate of all wisdom-based spells,
making them more reliable and less likely to fail in times of need. So if you
want powerful and reliable wisdom-based spells, you should definitely consider
placing some points in this ability.
Effect: Improves the power of all offensive and healing spells that are casted
using wisdom, and also increases the casting success rate by increasing
your wisdom casting rolls.
Bonus to offensive/healing spells power: +10%
Bonus to wisdom-casting success rolls: +10%
Extra points: +10% to offensive/healing spells power.
+10% to wisdom-casting success rolls.
This passive ability will improve the power of all offensive spells that you
cast using Wisdom, and also healing spells, making this ability good for both
offense and hp restoration.
The ability will also increase the success rate of all wisdom-based spells,
making them more reliable and less likely to fail in times of need. So if you
want powerful and reliable wisdom-based spells, you should definitely consider
placing some points in this ability.
This ability makes Wisdom-based spellcasting easier by increasing the success rate of spells that do not have 100% success rate. It's also a standard passive damage buff, like most other basic classes have, but this one also increases the power of healing spells, something most other passive buffs do not.
2. Mystical Power(Passive, level 1)
Effect: Improves the power of offensive and healing Mysticism spells.
Also improves their success rate(if applicable), and lowers the
creation cost of all Mysticism spells, based on your Wisdom.
Bonus to Mysticism spells power: +20%
Bonus to Harm/Drain Life rolls: +(10% of Wisdom)%.
Mysticism creation cost reduction: 10% of Wisdom.
Extra points: +20% to Mysticism spells power.
+(10% of Wisdom)% to Harm/Drain Life rolls.
+10% of Wisdom to Mysticism creation cost reduction.
This passive ability lets you specialize in the Mysticism school of magic,
giving you bonus damage with Mysticism spells, and making your healing spells
much more effective. The bonus to the power of those spells isn't tied to
wisdom-based casting, and will apply to any spells or attacks that uses an
attribute that is part of the Mysticism school, be they melee, ranged or magic,
wisdom or mana based. (will also work with potions, songs, etc...)
Normally, Harm and Drain Life requires a successful roll to take effect. This
ability will make these rolls more successful, and if you have a very high
wisdom and many points in this ability, it may even trivialise them.
The creation cost reduction applies to all Mysticism spells. It provides a flat
cost reduction, based on your wisdom. It is applied after the reduction from
a high Mysticism skill.
Effect: Improves the power of offensive and healing Mysticism spells.
Also improves their success rate(if applicable), and lowers the
creation cost of all Mysticism spells, based on your Wisdom.
Bonus to Mysticism spells power: +20%
Bonus to Harm/Drain Life rolls: +(10% of Wisdom)%.
Mysticism creation cost reduction: 10% of Wisdom.
Extra points: +20% to Mysticism spells power.
+(10% of Wisdom)% to Harm/Drain Life rolls.
+10% of Wisdom to Mysticism creation cost reduction.
This passive ability lets you specialize in the Mysticism school of magic,
giving you bonus damage with Mysticism spells, and making your healing spells
much more effective. The bonus to the power of those spells isn't tied to
wisdom-based casting, and will apply to any spells or attacks that uses an
attribute that is part of the Mysticism school, be they melee, ranged or magic,
wisdom or mana based. (will also work with potions, songs, etc...)
Normally, Harm and Drain Life requires a successful roll to take effect. This
ability will make these rolls more successful, and if you have a very high
wisdom and many points in this ability, it may even trivialise them.
The creation cost reduction applies to all Mysticism spells. It provides a flat
cost reduction, based on your wisdom. It is applied after the reduction from
a high Mysticism skill.
This is an ability for those who wants to specialize in the Mysticism school of magic, which includes the spells Heal, Harm and Drain Life, amongst others(the "smite" spells, stats/status recovery, etc...). In other words, a great school of magic for a priest class. While this ability is less versatile than Wisdom Casting Mastery in that it only applies to one school, it provides twice the bonus, and makes Harm and Drain Life easier to use, while also directly lowering the creation cost of all Mysticism spells for more 100% cast spells.
3. Blessing of Protection(Active/Passive, level 1)
Effect: While active, this blessing will increase Defense, Agility and
Magic Defense.
Bonus to Defense, Agility and Magic Defense: 3% of Wisdom.
Extra points: +3% of Wisdom to Defense, Agility and Magic Defense.
This blessing will give you a buff to all three of the defensive skills,
based on your Wisdom. With sufficiently high wisdom and points in this
ability, you can gain a good bonus to all three skills while this blessing
is active.
Effect: While active, this blessing will increase Defense, Agility and
Magic Defense.
Bonus to Defense, Agility and Magic Defense: 3% of Wisdom.
Extra points: +3% of Wisdom to Defense, Agility and Magic Defense.
This blessing will give you a buff to all three of the defensive skills,
based on your Wisdom. With sufficiently high wisdom and points in this
ability, you can gain a good bonus to all three skills while this blessing
is active.
The first blessing ability. Blessings provides passive bonus that scales with your Wisdom, and you can have one blessing active at a time. This one serves defensive purposes, and gives a bonus to all three main defensive skills. If your wisdom is high enough, you could rely on this ability instead of placing points in the three skills, allowing you to focus entirely on Wisdom and other skills instead. Or, you could still raise the three skills, and add this ability on top of them for even more protection.
4. Sanctify Area(Active, level 1)
Effect: Ward an area with holy power. Mystical beings such as undeads,
demons, elementals and celestials won't be able to enter
it, or will have trouble performing any action if they do.
Radius: 1
Resist: Wisdom vs Mind
Extra points: +10% to resist roll.
+1 to radius every 5 points.
This ability wards an area with holy power, and will prevent certain
kind of enemies from walking in the warded area. This affects undeads,
demons, elementals/spirits(E), and hostile celestials(A). CR1 enemies
will not enter the area(but will attempt to get out if caught in it).
CR2 enemies and higher, however, might attempt it. If the affected kind
of enemies enter the warded area, they will have to win a resist roll,
or they will be unable to perform any action this turn. Note that friendly
monsters are unaffected. Sanctified areas may only be placed on grids
that you can actually see.
There are two ways of using this ability. You can place wards to block
corridors and prevent enemies from chasing you, or you can directly
place the ward on enemies, so that they will be caught in it and will
be affected by it's effect. Note that the wards are treated like floor
grids, not walls. Enemies can still shoot or cast at you from afar when
behind the ward.
Effect: Ward an area with holy power. Mystical beings such as undeads,
demons, elementals and celestials won't be able to enter
it, or will have trouble performing any action if they do.
Radius: 1
Resist: Wisdom vs Mind
Extra points: +10% to resist roll.
+1 to radius every 5 points.
This ability wards an area with holy power, and will prevent certain
kind of enemies from walking in the warded area. This affects undeads,
demons, elementals/spirits(E), and hostile celestials(A). CR1 enemies
will not enter the area(but will attempt to get out if caught in it).
CR2 enemies and higher, however, might attempt it. If the affected kind
of enemies enter the warded area, they will have to win a resist roll,
or they will be unable to perform any action this turn. Note that friendly
monsters are unaffected. Sanctified areas may only be placed on grids
that you can actually see.
There are two ways of using this ability. You can place wards to block
corridors and prevent enemies from chasing you, or you can directly
place the ward on enemies, so that they will be caught in it and will
be affected by it's effect. Note that the wards are treated like floor
grids, not walls. Enemies can still shoot or cast at you from afar when
behind the ward.
This is one of those "one-point-wonder" abilities. Even with just one point, this ability is good at stopping the enemies that it affects. While it doesn't work on all enemies, undeads, demons and elementals are common enough to make this ability useful. This will also work on all enemies: Elites, Bosses, CR2+, Uniques and even Nightmares. Of course, you may need more than 1 point to reliably stun Nightmares and other powerful enemies...
5. Blessing of Faithful Strike(Active/Passive, level 1)
Effect: While active, all your attacks have a chance to become a guaranteed
hit, based on your Wisdom.
Resist: (10% of Wisdom) vs Mind
Extra points: +(10% of Wisdom) to resist roll, with a maximum of 100%
at 10 points.
+10% to resist roll.
This blessing will give you a chance for a guaranteed hit with all your
attacks, be they melee, ranged or magic. This makes the blessing very useful
for any types of characters, and will be helpful when facing powerful enemies
that tends to dodge attacks a lot. The actual success rate depends on this
ability's level, your wisdom, and then monster's mind stat.
Effect: While active, all your attacks have a chance to become a guaranteed
hit, based on your Wisdom.
Resist: (10% of Wisdom) vs Mind
Extra points: +(10% of Wisdom) to resist roll, with a maximum of 100%
at 10 points.
+10% to resist roll.
This blessing will give you a chance for a guaranteed hit with all your
attacks, be they melee, ranged or magic. This makes the blessing very useful
for any types of characters, and will be helpful when facing powerful enemies
that tends to dodge attacks a lot. The actual success rate depends on this
ability's level, your wisdom, and then monster's mind stat.
Makes all your attacks much more reliable while this blessing is active. For a pure offense caster priest, this is probably the best blessing, as it will make your attacks a lot more reliable by avoiding the normal magic defense rolls and counters.
6. Blessed Blood(Passive, level 1)
Effect: Gives you passive health regeneration, as if a healing spell was
cast on you every turns. Additionally, it improves all healing effects
used on you.
Healing power: 1
Bonus to healing effects: +20%
Extra points: +1 to power every 2 points.
+20% to healing effects power.
With this ability, an healing effect will be cast on you every turns,
effectively giving you passive health regeneration. The amount of healing you
get is dependant on your Wisdom, using the standard spells power formula,
and although the base power is low, remember that this is always active and
takes no turns. It is also improved by the ability's passive effect, which
applies to all healing effects(whether it be spells, songs, potions or any
other effects).
Effect: Gives you passive health regeneration, as if a healing spell was
cast on you every turns. Additionally, it improves all healing effects
used on you.
Healing power: 1
Bonus to healing effects: +20%
Extra points: +1 to power every 2 points.
+20% to healing effects power.
With this ability, an healing effect will be cast on you every turns,
effectively giving you passive health regeneration. The amount of healing you
get is dependant on your Wisdom, using the standard spells power formula,
and although the base power is low, remember that this is always active and
takes no turns. It is also improved by the ability's passive effect, which
applies to all healing effects(whether it be spells, songs, potions or any
other effects).
Divine Blood 2.0! This provides passive healing every turns, while also giving a passive buff to all healing effects on you. The base power is low, but keep in mind that this is a free cast on you every turns that has no cost whatsoever. The passive buff applies to the ability's own effect as well.
7. Blessing of Might(Active/Passive, level 6)
Effect: While active, your Strength is increased and you will deal more
melee damage.
Strength bonus: 10% of Wisdom.
Melee damage bonus: +5%
Extra points: +10% of Wisdom to Strength, up to a maximum of 100% at 10 points.
+5% to melee damage.
This blessing will increase your Strength by an amount equal to a percentage
of your Wisdom. It will also give you a small passive bonus to melee damage.
With 10 points in this ability, your Strength will be as high as your Wisdom,
allowing you to do melee combat in addition to casting spells.
Effect: While active, your Strength is increased and you will deal more
melee damage.
Strength bonus: 10% of Wisdom.
Melee damage bonus: +5%
Extra points: +10% of Wisdom to Strength, up to a maximum of 100% at 10 points.
+5% to melee damage.
This blessing will increase your Strength by an amount equal to a percentage
of your Wisdom. It will also give you a small passive bonus to melee damage.
With 10 points in this ability, your Strength will be as high as your Wisdom,
allowing you to do melee combat in addition to casting spells.
While this blessing is active, you gain strength and melee damage bonus. This means that the Priest is capable of becoming a hybrid melee/magic class through this blessing, while focusing on only one stat. If you like hybrid builds, consider building your Priest toward this ability. You can then change class to Warrior or Fighter to add more melee abilities to your arsenal.
And yes, this is cumulative with the Monk's "Power through Spirit" ability. You can gain a lot of power with both abilities, though this is only true if you fight unarmed. I think it's fair, since you do lose two items slots by fighting unarmed, so this makes up for it.
8. Blessing of Dexterity(Active/Passive, level 6)
Effect: While active, your Dexterity is increased and you will deal more
ranged damage.
Dexterity bonus: 10% of Wisdom.
Ranged damage bonus: +5%
Extra points: +10% of Wisdom to Dexterity, up to a maximum of 100% at 10 points.
+5% to ranged damage.
This blessing will increase your Dexterity by an amount equal to a percentage
of your Wisdom. It will also give you a small passive bonus to ranged damage.
With 10 points in this ability, your Dexterity will be as high as your Wisdom,
allowing you to do ranged combat in addition to casting spells.
Effect: While active, your Dexterity is increased and you will deal more
ranged damage.
Dexterity bonus: 10% of Wisdom.
Ranged damage bonus: +5%
Extra points: +10% of Wisdom to Dexterity, up to a maximum of 100% at 10 points.
+5% to ranged damage.
This blessing will increase your Dexterity by an amount equal to a percentage
of your Wisdom. It will also give you a small passive bonus to ranged damage.
With 10 points in this ability, your Dexterity will be as high as your Wisdom,
allowing you to do ranged combat in addition to casting spells.
Same thing as Blessing of Might, but for ranged combat. Consider changing class to Marksman to gain some shooting skills and become a great ranged/magic hybrid.
9. Divine Intervention(Active, level 6)
Effect: Get a powerful Healing spell cast on you, and gain a temporary bonus to
Defense and Magic Defense, based on your Wisdom.
Healing power: 100
Defense/Magic Defense bonus: 100% of Wisdom.
Duration: 3 turns.
Cooldown: 100 turns.
Extra points: +100 to healing power.
+20% of Wisdom to Defense/Magic Defense.
This ability is meant to save your life. The dragon's breath really hurts?
Use this to not only get back on your feet, but be granted much improved
defensive capabilities to resist further attacks. If your wisdom is high,
the amount of skill points you may gain can be very high. Combine this
with either Mystical Power or Blessed Blood to greatly improve the healing
spell that is cast on you. The healing power uses the regular spells power
formula, so the higher your Wisdom, the more healing you get.
This ability is powerful, but do be aware of the long cooldown. Keep it for
when you really need it!
Effect: Get a powerful Healing spell cast on you, and gain a temporary bonus to
Defense and Magic Defense, based on your Wisdom.
Healing power: 100
Defense/Magic Defense bonus: 100% of Wisdom.
Duration: 3 turns.
Cooldown: 100 turns.
Extra points: +100 to healing power.
+20% of Wisdom to Defense/Magic Defense.
This ability is meant to save your life. The dragon's breath really hurts?
Use this to not only get back on your feet, but be granted much improved
defensive capabilities to resist further attacks. If your wisdom is high,
the amount of skill points you may gain can be very high. Combine this
with either Mystical Power or Blessed Blood to greatly improve the healing
spell that is cast on you. The healing power uses the regular spells power
formula, so the higher your Wisdom, the more healing you get.
This ability is powerful, but do be aware of the long cooldown. Keep it for
when you really need it!
This is an ability for use in emergency situations. It will instantly cast a very powerful healing spell on you, and for 3 turns, you will have greatly increased Defense and Magic Defense in order to reduce damage taken. Recommended for use against powerful enemies if you are about to lose the battle.
10. Remove Curse(Active, level 10)
Effect: Using holy power, you can remove the evil power from a cursed item.
This may weaken the item in the process, but it will become safe
to use it.
Maximum Misfortune for attempt: 1
Extra points: +20% to rolls.
+1 to maximum Misfortune for attempt for every 10 points.
Cursed items can be very powerful, but using them has consequences.
This ability allows you to remove the Misfortune from a cursed item, while
keeping it's other bonus. Note that to uncurse items with more than
1 point of Misfortune, you will need to place some points in this ability.
How successful you are at removing the curse depends on your Wisdom and
this ability's level, versus the item's depth level and total bonus points
on the item. High Misfortune will also make it much harder to uncurse
the item properly. The curse will be removed in most cases, but the bonus on the
item will be reduced by a certain percentage, depending on your roll versus
the item's roll.
For example, let's say you have 100 Wisdom and 1 point in this ability. That
gives you a "power" of 120. The item you're trying to uncurse it a depth 20
Steel Long Sword, with a total of 40 points worth of bonus points. That gives
it 60 power. So then it's a roll of 120 vs 60. If you roll 100, and the item
rolls 30, the two rolls will be compared. Out of a total of 130, your roll is
100, and the item has 30. You have 76% of 130, and therefore, the item will
keep 76% of it's bonus. On the other hand, if you were to roll 20, and the
item rolls 50, then out of 70, you have 28%, and the item would lose a lot
of it's power. Note that your game will automatically be saved after uncursing
an item, so you cannot attempt this over and over. It's recommended that you
have a high wisdom and place points in this ability if you plan to use it a
lot. You should also save using this only on new cursed items that you find.
If you've been leveling a cursed item, then use this on it and get a bad roll,
you might lose more bonus than you have invested in the item.
Finally, if you roll below 10% of the total roll, you will fail to uncurse the
item. Furthermore, something bad may happen. So if you find a very powerful
cursed item, but think your Wisdom or your ability's level is too low, think
twice about using trying to uncurse it!
Effect: Using holy power, you can remove the evil power from a cursed item.
This may weaken the item in the process, but it will become safe
to use it.
Maximum Misfortune for attempt: 1
Extra points: +20% to rolls.
+1 to maximum Misfortune for attempt for every 10 points.
Cursed items can be very powerful, but using them has consequences.
This ability allows you to remove the Misfortune from a cursed item, while
keeping it's other bonus. Note that to uncurse items with more than
1 point of Misfortune, you will need to place some points in this ability.
How successful you are at removing the curse depends on your Wisdom and
this ability's level, versus the item's depth level and total bonus points
on the item. High Misfortune will also make it much harder to uncurse
the item properly. The curse will be removed in most cases, but the bonus on the
item will be reduced by a certain percentage, depending on your roll versus
the item's roll.
For example, let's say you have 100 Wisdom and 1 point in this ability. That
gives you a "power" of 120. The item you're trying to uncurse it a depth 20
Steel Long Sword, with a total of 40 points worth of bonus points. That gives
it 60 power. So then it's a roll of 120 vs 60. If you roll 100, and the item
rolls 30, the two rolls will be compared. Out of a total of 130, your roll is
100, and the item has 30. You have 76% of 130, and therefore, the item will
keep 76% of it's bonus. On the other hand, if you were to roll 20, and the
item rolls 50, then out of 70, you have 28%, and the item would lose a lot
of it's power. Note that your game will automatically be saved after uncursing
an item, so you cannot attempt this over and over. It's recommended that you
have a high wisdom and place points in this ability if you plan to use it a
lot. You should also save using this only on new cursed items that you find.
If you've been leveling a cursed item, then use this on it and get a bad roll,
you might lose more bonus than you have invested in the item.
Finally, if you roll below 10% of the total roll, you will fail to uncurse the
item. Furthermore, something bad may happen. So if you find a very powerful
cursed item, but think your Wisdom or your ability's level is too low, think
twice about using trying to uncurse it!
If you have high wisdom and many points in this ability, you should be able to keep a good amount of bonus on many cursed items that you find. Even if you end up with only 50%, their bonus are high, so it will still look like a normal magic item. This is especially useful on cursed weapons, since they get a elemental type change activation, and this ability will never remove it. This allows you to keep the activation without having to deal with Misfortune.
Just be aware of the possibility of failure. And that "something bad may happen" if you do fail. You probably have a good idea what this means...
Overall, I'd say the Priest is the ideal starter class. Magic is easier to start with than melee, it provides several tools to heal and protect yourself, and once you reach class level 6, you can take the blessing of Might or Dexterity, and then change class to a melee or ranged class and become a nice hybrid to deal with every situation the game has to offer. Or keep focusing on casting, and get some Mage abilities to add even more bang to your spells! We'll have to play it to see how it turns out, but I think it will be a very interesting class to play.
Have faith in the gods, and they will guide you to victory!