Posts by Serenadae

    I simply dislike the fact that you don't have a clear goal that you are working towards, after which you are done. I'm not a fan of Black Desert-esque soft caps.

    Noted. Thank you for voicing this feedback as clearly. Should we some day plan to have another, similar grind (which we are not, as runes are a long, long term project), we will look into releasing the steps not all at once, but rather when the time for yet another update comes.

    Thank you!

    Appreciate your willingness to engage with feedback and the explanation of your thought process.


    I really like the rest of the Awakened+ system and don't want my criticism to overshadow that.

    Yet they eventually were made accessible via the Item Shop or Tempest Height, respectively.


    Look, I get that you are Team Asian-Grinder, and that's perfectly fine in my book. But let's have a Gentleman's Disagreement here instead of trying to devalue each other's position.

    I respect your opinion, but fomo is basically the fear of missing out (time-gated) content or just while you are working / afk and can't access content for progress. But artefact rune tiers seems (at the moment) to be a veeery long lasting process that you have to spend a lot of time in (if you wanna reach higher tiers), so it doesn't matter if you invest the time now or later, at some point you reach a soft cap (probably t5-6) and won't get higher for a loooong time. How is this fomo? Zodiacs are more fomo than this, but even those are returning every few months..

    Sure, but I never wrote anything about FOMO.
    I simply dislike the fact that you don't have a clear goal that you are working towards, after which you are done. I'm not a fan of Black Desert-esque soft caps.

    Don't you think there's a difference between base game items that were there from the very beginning and the introduction of new, "endless" game mechanics into an already long established game?

    Tyrant runes were introduced much later and higher tiers were still out of reach for years... it's basically the same

    Yet they eventually were made accessible via the Item Shop or Tempest Height, respectively.


    Look, I get that you are Team Asian-Grinder, and that's perfectly fine in my book. But let's have a Gentleman's Disagreement here instead of trying to devalue each other's position.

    When I was playing the vanilla game around Level 60, it was so demotivating to see those Raid X runes in IP and CP that you could never reach as a mortal, while running around with like t5 runes or so, so please delete all runes above tier 5, so it doesn't demotivate us again... /s

    Don't you think there's a difference between base game items that were there from the very beginning and the introduction of new, "endless" game mechanics into an already long established game?


    Most players these days want to be finished with their gear and the content at some point. Not everyone is fond of Asian-MMO-Style grinding.

    My two cents concerning the new Awakened+.


    First of all, I really like the idea of additional difficulty levels with meaningful rewards. Moreover making all the awakened materials more desirable (and sellable) is a much-needed boost to the dwindling economy we have in this game right now because of Grove – where loot is basically worthless and even gold pull prices are plummeting constantly. Even if that means running old content we've done countless times before over and over again.


    That being said, I dislike endless grind systems greatly. They always remind me of those Asian grinding games.

    Most players I spoke to prefer to finish their gear at some point in time, and I am no exception to that. As Lutine said, the new rune system in its current form requires a ridiculous amount of materials to reach a level 10 Rune. Upgrading a rune – as with every other rune in the game – requires five runes of the previous tier. That means a level 10 rune requires 5x5x5x5x5x5x5x5x5 = 1.953.125 splinters. Which is absolutely insane, no matter how much loot is buffed in the future. Keep in mind, that's for one rune. You need two of them at least, and I suspect even more, since Kawak seems to introduce combination runes that have both a defensive and offensive attribute. My guess is you need to combine two of the base runes to get them, which would mean even more grinding.

    This is a prospect that's quite demotivating for me. Generally speaking, I don't understand why you persist in introducing endless grinds, after the initial Tithing system wasn't exactly well received to begin with. I just don't think this type of system belongs in CoA. I would much prefer if you toned it down to the same level Tithing is at after the patch – which is still grindy but perfectly reasonable.


    Regarding Awakened+ itself, I think the scaling itself should be adjusted. Right now, lower instances get boosted quite a bit, whereas in higher-level instances like Grafu you don't even notice whether it's base Awakened mode or Awakened+ max difficulty. This also pertains to the amount of Tithing exp you get. It's rather strange that Abbey gives more than Grafu.

    The loot system is something we need to talk about.. it's extremely demotivating not to have something to sell as a guild bcz everyone gets personalized loot. You can't even sell stats from Grove bcz if you want to use the group drops, you need to enhance those crappy items with your personal loot/upgrade stones and get the minus stamina stats that nobody rlly needs. Who should do this? You have to set up a rlly complex loot system to make it work, like everyone donates the stuff and gets something back depending on their activity / their AC costs / their effort... 🤯 What is the use of guilds once random runs happen constantly, if only personal loot matters? In ROFL back then, we at least had group drops to sell items, fragments and stats even tho ppl could progress with personalized loot additionally. But in Grove you don't need a guild at all, just a pack of strong dps that burst down the bosses fast enough so you don't have to play the color spamming events... I mean, I like colors, but rlly don't get it.

    Fully agree. The loot system feels like it was entirely designed for random runs, which is very detrimental for guilds.

    Thanks for the planned change to Dim Fragments, appreciate it.
    When can we expect it to go live approximately? Don't want to be impatient, but I'm currently stuck with a negative roll that borders on unplayable and a guildmate of mine has one that's not much better.

    Please consider introducing stones for PNC that only reroll the negative mod of your weapon.
    Currently it is very frustrating to finally roll your desired combination (using Corruption Shard - Inclusion for PNC) only to be confronted with a terrible negative stat. Especially since they get boosted by corruption efficency. Makes the whole process even more rng heavy than it already is.

    Thanks for the clarification, much appreciated!

    Hi, maybe it's only my feeling but with latest patch/class balance, it look like scout/druid got a little bit to much nerfed. It was strong indeed but not necessarly huge overperforming.


    Also I've the feeling that scouts in general got a bit impacted (negativly) , idk if it's with new crit rework or the general scouts change on Eagle Eyes.


    I don't know what other scouts players feels about last patch, i'm glad to hear your toughts.

    Not a scout, but I definitely agree. Scout seems to be heavily impacted by the last (major) patch.

    Regarding Millim, the new zone.
    Quite the step up from Talaghan in any regard. The visuals are some of the best I've seen in this game so far, the music and the voicelines are nice and the quests are for the most part well designed. Definitely not the usual kill x mobs and gather y plants stuff. Some of my favorites were the reflectors you had to adjust and the bird that had to be poisoned first, before it could be caught. That being said, I don't like goats, never have and never will. In general, the escort quests - like the other with the old man - took a tad to long for my taste.
    Furthermore, the jumping puzzles are a nice addition to the game. I can't yet decide wether I love or hate them, which is a good sign that they are aptly difficult.
    Lastly, some critique. First off, I was stuck under trees and various other texture items constantly. I'd wager we used the unstuck button yesterday more times than in our previous CoA career combined. Moreover, locking major parts of questlines behind a boss, that has a respawn between 2-5 hours with only one channel wasn't a good idea. Some of us had to wait for a long time before we could further progress.

    Overall I had an enjoyable experience in Millim though and I too look forward to the additions/expansions you already mentioned.

    Regarding the bridge.
    In theory, I like the idea of having some kind of community event where the whole server has to work together. However, as others have already mentioned, the bridge was almost exclusively built by a few people, whereas the majority of the server did absolutely nothing - except for rushing into the zone, as soon as the bridge was ready. Very disappointing, although due to no fault of the devs.

    Rake

    Hello.


    I'd like to bringt it to your attention once more, that the card system in its current form locks players out from changing their class. Cards have become an integral part of the game and their importance will only grow over time.


    For reference, I would need to pay ~2,8k new system cards x 300d = 740k diamonds for a second deck AFTER maximzing ALL cards in my first deck (which would amount to about 1,5kk diamonds total) - just to change one stat. That is beyond unreasonable. Basically, if you make the choice once, you can't change it ever again.
    Moreover, we have two people in our guild, that changed their classes in the past and are now stuck with their old deck. They can't even put stats on their new cards, because they can't afford maximizing them in deck one first. Pretty sure we're not the only ones.
    Please give us some option to change one stats for all cards, without loosing the maximized value. I'd suggest 50k per stat. This way it's still expensive, but still affordable.

    Regarding Point 3.

    Knight/Warden is a much better choice for goldfarming (or farming in general), especially if you use Ostrich.
    Just use Cross Swords iss and spam Power of the Wood Spirit. This way you can easily kill all mobs without standing still, even at high speed.

    Doesn't require any additional gear.

    Hello,


    Our guild spend the last days gathering information about the new Tithing system. We’re quite concerned when it comes to the monetization aspect. Let me elaborate.


    We pushed one artifact to lvl 50 and to the highest unlock (attunement) already and gathered the information for the following table:



    As you can see, you need 7kk exp from level 1 to 75, which translates to 70x Greater Tithing Amulet à 800d (promo), which equals 56k per artifact or 112k for both. Which is already a lot, given what little bang you get for your buck, so to speak. That being said, we don’t know yet what other stats get added beyond lvl 50, so I'm not entirely certain whether this statement is accurate or not.


    We have no confirmed information on level 76+ experience scaling. That being said, we have reason to make the educated guess, that the multipliers for the last two stages are x8 and x10 respectively.


    This leaves us with an astounding 69kk exp from lvl 75 -> 105, which equals 690x 100k Amulets à 800d = 552k dias. Which means 56k + 552k = 608k dias for lvl 1 -> 105 for one artifact, or an insane 1,216kk for both.


    Of course, this is only an approximation, but even if the real values diverge, this is beyond overpriced. And even if Lesser Tithing Amulets get introduced for 500 Phirius Coins each, that would mean you’d need 3.45kk coins for lvl 75 -> 105 alone. That’s not a viable option at all.

    In conclusion, please reconsider the experience needed for the Tithing system. In its current form it is unacceptably expensive.

    Moreover, what happens when the next core instance releases around September? The Tithing system is exclusively for Nostalgia content. We would be forced to decide between running the new instance and gathering exp for our artifacts.


    Tldr: New Tithing sytem is unreasonably expensive and needs to to be revised. For reference, we assume you'd need more than 1kk diamonds to max out both your artifacts, since experience needed explodes after lvl 75.

    I agree with most you said, however, Rogue/Druid seemed to perform very well for me (at least in Grafu). It has a 2nd dot that deals around 14% of overall damage, a still decent Slice bleed and very strong single target burst (with daggers). I would rank it more or less the same as Rogue/Warden.

    Currently it is way too expensive to change your cards from strength only to leather (str-dex-stam-patk) via a second cardset - without losing the maxed out stats. Same thing if you want to switch from defense to hp. I'm talking about 400k diamonds for 2k cards.
    Are there any plans to implement an item that replaces one stat on all your cards with another? Or something similar? I don't mind if it is expensive, but the price should reflect the fact that you are only changing a single stat and don't get access to a second set.

    Are there any news on this topic Rake? Especially since you are planning a major update to the card system in general.
    I don't mean to bother you, but being stuck with a stat that is no longer useful, discourages me from upgrading my cards any further.
    I would highly appreciate any solution to this issue.

    Mage/Scout was good, but they should let it stay like this for a while. It is one of a few classes that can compete champions in overall damage.

    M/S was dealing 50-100% more damage of champions in burst, only Champ/Rogue could come kinda "close" to it in single target, but m/s still dealt like 25% more and our Champ isn't a bad player at all...

    Damn, buff Champ.

    You should only use stats that have both strength and physical attack on them. For the pet it doesn't matter much, but earth element provides the most strength.

    The two Cenedrils physical dps use are Belorg (crit rate) and Tarabeth (strength/physical attack).

    Since I've recently complained about the lack of changes to chain classes, I decided to give feedback (and my recommendations) on Knight/Warden and Knight/Warlock.


    Both of these classes are currently not able to keep up with other dps. Here are my ideas to change that.


    Knight general changes:

    • Change Charge (ID: 490150) to deal 550% mainhand weapon physical light damage. Currently, this skill doesn't deal any damage due to not being percentage based.
    • Change Shock (ID: 490154) to deal 575% + 115% to 460% mainhand physical light damage based on the amount of Holy Sigils on the target. Currently the second part of the skill is not percentage based either. This way the skill would be more useful.

    Knight/Warden:

    This combination used to have good AoE burst in orkham. However, nowadays it is not able to compete with other AoE classes, especially when it comes to Grafu and future content - because of low patk. Its single target damage was always underperforming. I suggest the following changes:

    • Reduce Oak Walker's Blessing (ID: 1490498) cd from 90 seconds to 60 seconds. Currently the class struggles a lot with sustaining damage, this change would help with that, while also maintaining the importance of using your burst windows.
    • Increase Holy Strength (ID: 1490828) physical, light and earth damage increment from 21.9 to 25%.
    • Increase Devotion (ID: 1490822) earth and light damage increment 44.8% to 55%.
    • Reduce Frantic Smash (ID: 1490494) cd from 8 to 6 seconds. This would help a bit with single target damage.
    • Change Critical Matters (ID: 1490496) to additionally increase physical attack by 15%. This change helps with the extremly low patk of the class.

    Knight/Warlock:

    Although not as bad as K/Wd, this class also underperforms, especially compared to other classes. I suggest the following.

    • Increase Master of Darkness and Light (ID: 1490508) dark, light and physical damage from 24% to 30%.
    • Increase Holy Strength (ID: 1490836) physical, light and dark damage increment from 21.9 to 25%.
    • Add Truth Shield Bash to Psychic Sweep (ID: 1490505): deals 880% main hand dps physical light damage and 880% main hand dps physical dark damage, reduced cd from 60 seconds to 20 seconds. This would improve the atrocious single target damage of K/Wl a bit.

    Since I've recently complained about the lack of changes to chain classes, I decided to give extensive feedback (and my recommendations) on all (physical) Warden classes.


    First off, on the general issues.


    Pet scaling:

    Currently you need multiple weapons in order to be a viable dps. This is absolutely mandatory, if not this class that's already on the weaker side is not viable. Let me elaborate. Pets, which are the major part of Wardens single target dmg, scale with the players physical attack like crazy - not only do they gain more patk themselves, they also gain some physical damage out of it. This forces you to use patk rolls on your weapons and switch to patk food for single target, even on a class like Warden/Warlock, where the patk scaling of the pet was already reduced in favor of more pdmg scaling. The difference is astronomical, its absolutely mandatory.

    That being said, in most instances AoE damage takes up a large portion of your overall damage. For those situations you need a weapon with attack speed roll. Since the speedcap of 0.5 can't be reached otherwise, the difference is enormous as well. In conclusion, if you just have a single weapon, you can choose between bad single target or bad AoE damage - especially devastating for new players and the main reason imho why few people are playing Warden.


    There is one Warden class combination that's the exception from this. Warden/Scout. This class performs very well with just 2x % pdmg roll weapons, because Chiron almost exclusively scales with pdmg. Of course other Wardens would still benefit from an attack speed weapon, because you will be still unable to reach the speed cap (and they don't use ranged skills). But the difference would be much smaller, due to the interaction of % pdmg increments when used together.

    So please, give all Warden pets the Chiron treatment - reduce their patk and increase their pdmg scaling drastically. In turn, perhaps Explosion of Power (ID: 493403) has to be changed to increase pdmg instead of patk - depends on the patk value pets end up with.


    Charged Chop vs. Power of the Wood Spirit:

    Another issue most Wardens face, is the question wether to use Power of the Wood Spirit in smaller pulls, or keep spamming Charged Chop - because the latter causes your Oak Walker to use Sepal Stab. Since the pets do so much of your overall dps, it's best to keep spamming Charged Chop in many situations. This shouldn't be the case, as it boring and counterintuitive.

    I suggest to change Power of the Wood Spirit to trigger a Sepal Stab on the first target hit as well.


    Warden/Scout:

    The uncontested number one among Wardens (which is not hard to achieve though). It has strong buffs with short cooldowns and doesn't rely on it's pet as much in terms of raw damage. In the current meta it doesn't need any changes pertaining to its damage output. On thing comes to mind though.

    • Change Heart of the Oak (ID: 491668) to not be consumed by Blood Arrow damage - currently this skill is pretty much useless on this class.


    Warden/Rogue:

    One of the stronger Wardens, although far away from Warden/Scout. It is quite slow in AoE situations, since you first have to use a gcd on Animal Spirit's Eclipse for the attack speed buff, then Achilles' Heel Strike for the pdmg buff. I suggest the following.

    • Remove the % pdmg buff from Achilles' Heel Strike (ID: 494007) and increase Power Sigil (ID: 499894) pdmg increment from 20% to 30%. This way the class would save a gcd, which makes a big difference, especially in fast groups. The buff from Achilles' Heel Strike can currently be maintained permanently anyway.
    • Increase Together (ID: 494615) pdmg increment from 10% to 20% for a general damage buff.
    • Change Force Fountain (ID: 499896) to increase Strength by 30% additionally and remove the strength increment from Heart of the Oak (ID: 499897). This serves a twofold purpose. First off, having to use your Heart of the Oak on cooldown prevents it from being used situationally. In addition, increasing the strength increment from 21.9% to 30% is a small but necessary damage boost.


    Warden/Warlock:

    Even after the recent changes, this class still underperforms greatly. Mainly because it is so slow. Which is a shame, since the class design is really cool, my personal favorite among Wardens. You first have to use a gcd on Animal Spirit's Eclipse for the attack speed buff, then use Noxious Slash and finally Phantom Cleave, which has become the main source of AoE damage. I suggest the following changes.

    • Remove Noxious Slash (ID: 1490533) gcd. This way the class wouldn't be as slow anymore.
    • Increase Phantom Contract (ID: 1490536) pdmg increment from 25% to 30% for a general damage boost.

    Warden/Warrior:

    This class is both a dps and a tank, which has to be kept in mind when approaching changes. This class underperforms as most warden do, but especially suffered under the cooldwon system changes, since you have to use and manage a lot of cooldowns. I suggest the following changes.

    • Change Will Attack (ID: 494610) to make Berserk (ID: 490095) toggleable and remove the Rage cost, so tanks can comfortably adjust to the situation. This would be a much needed general buff to the class, while also reducing the amount of cooldowns.
    • Add 10% increased physical damage to Coat of Arms (ID: 494611) for another buff.
    • Add 40% increased Rage buildup to Resilience of Life (ID: 494354) to ease the struggle for Rage the class currently experiences.

    Warden/Bard:

    This class suffered greatly from the cd increase on Sonic Chop and is underperforming currently. Definetly among the weaker Wardens. I suggest the following.

    • Change Chants of the Forest (ID: 1491270) to increase physical attack and physical damage by 6% each, instead of physical defense (which is next to useless for a dps).
    • Change Elemental Aquisition (ID: 1491272) to modify Charged Chop (ID: 493395) damage type to physical wind damage additionally, for a little single target damage boost.
    • Change Singer of the Forest (ID: 1491273) to always trigger the buff, if not on cooldown. You already got rid of other random triggers in the game and that's a good thing for consistency.
    • Change Resonance (ID: 1491275) to instead modify Sonic Chop (ID: 1491274) cd to dynamically change with your attackspeed. Currently the classes' AoE suffers from the 3 seconds cd. This way AoE burst gets a substantial buff, whereas sustain remains unaffected. And again, another randomized proc is removed through the change of the original passive.

    Warden/Mage:

    Wd/M suffers from several issues. First off, cohesion. The class is all over the place - it uses both Nature Crystal and Oak Walker, which forces you to switch between those two pets for single target and AoE. Thus you need to buff patk food for your Oakwalker after every summon, switch back to pdmg food and vice versa. I recommend changing the class to fully lean into not being reliant on a pet. There are enough Wardens that already do that.

    Moreover, this class combination is incredibly boring, since it only spams Charged Chop and Wind Chop for the majority of time. I suggest the following rework to make the class feel unique and interesting:

    • Rename Nature's Link (ID: 498205) to Crystalline Sacrifice: "Sacrifice your Nature Crystal to transform into a Crystalline Knight. Increases Attack Speed and Physical Damage by 35%, but prevents you from summoning a pet." Toggleable, no duration and requires Nature Crystal summoned to be used (which is then removed). Why this change? Currently the aura provided by Nature Crystal falls off from time to time or doesn't refresh, which is devastating for dps output. Use the following model for the transformation effect: Water Spirit Guardian (ID: 163030). The size needs to be reduced of course.

    • Rename Resonation of Wind (ID: 499893) to Crystalline Resonation: "While affected by Crystalline Sacrifice, your attacks inflict an additional 150% mainhand weapon damage physical slash damage."
    • Rename Wind Chop (ID: 499895) to Crystalline Chop: "Slash at your enemy with a crystalline shard. Inflicts 650% mainhand weapon physical slash damage twice." Add 0.5 seconds channel time and 3 seconds cd.
    • Rename Crystal Protection (ID: 498219) to Crystal Burst: "Crystal shards burst forth from your weapon, dealing 500% mainhand weapon dps physical slash damage to targets in a fan-shaped area in front of you. Requires Crystalline Sacrifice to be active." 3 seconds cd.
    • Rename Oak Blessing (ID: 494011) to Crystalline Blessing: 15 minute buff that increases patk by 5% and heals you by 1% hp every 3 seconds. Same as with Wd/R, Heart of the Oak should remain a situational, defensive cooldown.
    • Change Explosion of Power (ID: 499892) to only increase your patk and attack speed by 12%, remove pet requirement.
    • Rename Tough Oak (ID: 494207) to Shimmering Skin: Reduces your AoE damage taken by 15%.
    • Rename Narrow Escape (ID: 494616) to Crystalline Thrust: "Jab at your opponent with a sharp piece of crystal, inflicting 650% mainhand weapon physical thrust damage." No cd -> serves as a spammable when all other skills are on cd.
    • Rename Spiritual Feedback (ID: 498227) to Refraction: "Increases your physical damage by 5% and increases your movement speed by 7%." This makes up for the loss of passive movement speed provided by Nature Crystal while also removing the pet buff part.

    Since I've recently complained about the lack of changes to chain classes, I decided to give extensive feedback (and my recommendations) on all (physical) Champion classes.


    First off, a general recommendation.

    Change Feedback Defense (ID: 498568) to be usable in Disassembly Mode as well, since Warden dps can support the group with Protection of Nature too. This would add a little bit of utility.


    Champion/Warden:

    This combination underperforms currently both compared to most Champions and other classes in general, especially when it comes to single target dps. Moreover, the class lacks cohesion, since some elite skills are tanking related - though Ch/Wd can't wear plate and takes 15% more damage.

    I suggest the following changes.

    • Add 2 seconds cast time to Thorny Strike (ID: 1490565). Currently this skill is seldomly used, although it is a payoff that requires a certain debuff. This change would help with single target dps.
    • Change Decapitation (ID: 1492486) to be a permanent buff. Since Shock Overload hits much harder Decapitation being a conventional, non-front-AoE is justified. The skill shouldn't have a cooldown. If it proves to be too powerful, a decrement can always be added.
    • Change Protection of the Oak (ID: 1490560) to increase the pdef increment of Runecraft - Fortify (ID: 498563) from 32% to 60%. This change would help to counteract the 15% increased damage taken from Warden's Weapon Guard that is quite dangerous in combination with the -25% hp from Organic Deconstruction.
    • Change Reinforced Amulet (ID: 1490564) to additionally modify Imprisonment Pulse to deal earth damage. This serves as a nice damage buff, via the Explosion Wave buff and capitalizes on Ch/Wd's AoE potential.
    • Reduce Explosion Wave (ID: 1490567) from 15 to 8 seconds. The buff provided by the skill is integral to the playstyle of the class. This change would make sure the buff can be more easy maintained while also contributing to AoE damage in a reasonable manner (keep in mind, the skill already got a considerable decrement).

    Champion/Scout:

    One of the strongest Champions. The class doesn't need any changes in terms of damage, however two things come to mind.

    • Remove Focused Conversion (ID: 1490542) gcd, since it feels quite clunky to use right now, especially since it is often combined with Runic Charge, adding another click.
    • Remove Wrist Attack (ID: 1490697) gcd. This is a nice support skill, however since you already have to use Vampire Shot to buff up, wasting another gcd is often not feasible - especially in fast groups.

    Champion/Mage:

    Another member of the triad of strongest Champions. Only a single little change comes to mind.

    • Change Rapid Spread (ID: 498690) spelltype from magical to physical.

    Champion/Rogue:

    The last S-tier Champion, so to speak. Although I personally dislike the class (and don't play it), since it is boring to me, I've seen it many times in action. It doesn't seem to need any changes either.


    Champion/Warlock:

    A mid-tier Champion, that still is quite good in slower groups. In faster groups however it falls off, since you get significantly less Forge stacks. This translate to less % pdmg and less Rune Siphons. Hence I suggest the following.

    • Modify Heart Collection Rune (ID: 498651) to additionally grant the maximum amount of Forge Stacks.

    Champion/Druid:

    A remnant of a time where leecher classes were a acceptable choice - at least for random groups. Currently this class is not viable for endcontent, since it doesn't deal meaningful damage and its support doesn't make up for it. It's quite saddening to see such cool class design wasted. Hence I suggest the following changes in order to make Ch/D a viable support dps.

    • Mother Nature's Defense (ID: 1490572): This skill is currently useless, since it requires Shield Form to work, but the class can't tank properly. Rename it to Mother Nature's Offense: Increases Disassembly Mode's stamina to strength conversion from 20% to 25%.
    • Elven Bash (ID: 1490576): Change Heavy Bash cost to mp, since since the class doesn't have another skill that doesn't require Rage or a proc. Let it deal damage in a fan shaped area in front of the player, so the class can at least perform in AoE situations.
    • Recovery Blast (ID: 1490577): Same problem here. Only usable in Shield Form and generally only useful for the 4 seconds immune. Rename it to Pulsing Path: Modifies Earth Pulse to deal 550% + 0.3 x strength mainhand weapon earth damage in a fan shaped area (radius 100) in front of you. Reduces cd to 6 seconds.
    • Mother's Blessing (ID: 1490578): Change it to increase pdmg instead of hp (same 10,4%).

    Champion/Priest:

    I get that the class is primarily meant to be a tank, but I don't see the harm in fully embracing the dual nature Champions and improve its support dps potential. Generally, the dps side of the class has been heavily hit by the 2 seconds cd on Light Pulse. I suggest the following to make it viable in that regard.

    • Runecraft - Devotion (ID: 498712): Add 20% increased light damage.
    • Way of Frenzy (ID: 498720): Add Divine Vengeance to be reset by Chain Drive (ID: 498535) proc. This would provide a significant increase for the terrible single target damage this class currently has.
    • Crusade (ID: 498722): Increase pdmg increment from 15% to 20%.
    • Holy Attack (ID: 498723): Remove gcd.
    • Righteous Explosion (ID: 499836): Reduce CD from 15 to 8 seconds.

    Champion/Warrior:

    This class already has some potential to be a dps and I think Blaxx already made good recommendations how to make it viable. For completions sake I'll list his changes here too, with some adjustments on my side.

    • Change Slash (ID: 498583) to 642.4% + 2 x STR main-hand weapon damage while in Disassembly Mode.
    • Add 30% increased attack speed to Rune Aggregation (ID: 498580).
    • Change Eye for an Eye (ID: 498585) to deal 300% mainhand weapon damage whenever a offensive skill is used and to restore 5 Rage. Since Slash together with Runecraft - Charge already deals a good amount of AoE damage, I think only the first target affected should be hit by Eye for an Eye. This way single target damage would be somewhat viable, wheras AoE isn't boosted to an unreasonable level (as was the case with pre nerf Ch/M).
    • Change Determination Rune (ID: 497723) to increase physical damage by 10%, if used while in Disassembly Mode.