Posts by Laisha

    Druid/Warden


    Except "Spirit of Life" (buggy) and "Gift Pulse" (499939) no skill uses Nature's Power. So if you e.g. use Mother Earth's Fountain, you use the stronger version (cause you have Nature's Power) but won't loose any points.


    Edit: You don't loose Nature's Power on any druid

    Greetings.

    P/wl



    Quote
    Changed Spirit Embodiment to consume 1% MP every second and disappear if there is not enough MP to consume, changed it to have 5 minutes of cooldown after Spirit Embodiment despawns, changed it to recover 10 Focus for every time it invokes heal.

    Is it intended that the embodiment still vanishes after 30sec?

    Druid/Scout

    • Changed Camellia Flower MP cost to 2% from 350.


    Why not remove the need of stacking 3 times or the only 6 seconds HOT? I already have to use mana potion every 30s in world boss (in between of the class mana skill).


    2% mana for a skill that we need to spam and that is there only for 6s HOT is crazy.

    You just need to adapt your group/buff food/playstyle if you need more mana.

    Currently, I never have to pot mana on worldboss (no matter if its a 15min or 40min fight) so I honestly think its fine if you need to do something as a heal :D

    Also, you don't need to "spam" this skill every second but once its on 3 only every 5sec or so. If you have other classes in the group that can restore mana it shouldn't be a problem.

    Also there are other heal cominations that'll get changen that can restore mana better after the change so... :D

    Imagine a druid/warlock with such support.. :pinch:

    This says more about the opness of the druid/warlock (which it is(!!!) and I don't think that the 10% nerf on all poison skills will help that much) and less about if the skill should increase poison damage. From the normal wwc benefit all classes that deal dark damage, so it would be the same for the few posion classes.

    However, if I remember correctly, such a change was already asked for (quite a while ago) and I think it was explicitly declined.

    Warmage:


    The latest patch didn't really do anything for this class. Sure you hit 20% more often with sword but whitehit damage is still so low compared to your main damage skills (only between 20% and 30% overall), so the 20% more attack speed really don't matter much. So I suggest the following:

    Give the weapon passive a 10% mdmg boost for 2h sword.


    This will increase the horrible burst damage and the ok-ish aoe dmg.


    Greetings.


    I completely agree. You not noly outdps almost every class in aoe dmg, but also in single target burst and even your sustain damage is insanely high. (with new talisman and wb title in ATS).

    The only thing I have to disagree with is what Zyrex said about the organs... You don't need a phoenix to kill 2 organs. *sarcasm off*

    Also I don't really know why there was an increment in base critical rate needed. I now have an overall crit rate between 85% and 95% on both skills. So I guess before the 10% it should've been 75% - 85% which is fine imho.


    I suggest nerfing "Toxicologist" (1490619). This would nerf the all aspects since its overperfoming everywhere imo.

    Regarding the following "planned change log":


    Reduced Messenger of Light intelligence and light damage gains to 15% from 16%.Just to make sure this class won't get a buff. Right now Messanger of Light increases light damage and magical dmage by 16%. So I hope you mean that the magical damage'll only be increased by 15% and not that, additionaly, int will get a 16% increase as well as magical damage'll get a 1% nerf.Greetings.

    (This will be my last statement to this since I made my opinion clear)


    *Irony on* I guess 7% less would be fine, since that would be 0 cause untiered the talisman has only 7%. *Irony off*


    Neither can I take yours. From what I read, you just want this change because the class you main (at least if it hasn't changed and is still d/wl) benefits greatly from the new talisman and you don't want to invest either the time to farm it or the money to buy it! Why not change the title as well cause it gives an equal damage boost to some classes (d/wl and s/wl) because it gives you 10% (if doubled) poison damage in the ATS.

    Anyway, every side made their point of view clear so, for me, this discussion is over.


    Greetings.

    I agree with Cosmo completly because of the same reasons. Also please keep in mind that "10% more damage" would be the new wb talisman at t11 :D

    No offense but this would just benefit the players that can't kill the new wb and frankly, you woudn't need to, because the aldo talisman would be more than enough. Also Aldo is free loot (cause of Celebria) so it would just be a gift and you wouldn't have to do anything to play a class to its maximum capability.

    In addition to that, if memory servers this was suggested many month ago (before we even knew how the new worldboss looks) and the dev's already declined this request.



    Greetings.

    Während "Engelsseufzer (7 oder 30 Tage) dich nur vor Erfahrungsschulden schützt, schützt "Mächtiger Engelsseufzer (1 Tag)" auch vor Verletzungsstatus im Belagerunskrieg. Deshalb kannst du beide werfen und sie werden auch beide angezeigt.


    English:

    While Angel's Sigh (7 or 30days) only protects you from experience point loss, Big Angel's Sigh (1 day) also protects you from siege war injuries.


    Greetings.

    I suggest you remove 1 item from the boss and add one stat.

    So what you you want to remove? The mdps talisman that some players already statted or maybe the healing talisman that players already statted? Or maybe one of the shields which were also pimped?*Ironie on* I don't like the golden equipment, please remove it again ty! *Ironie off* This makes no sense whatsoever! Also talisman and shield are pretty outdated (Aldo!) so I think its good that there are new versions.


    Greetings.

    The Quote above was from Byte in the class balance feedback thread^^ So unless they changed it it should be 30k wisdom.

    Int and matk do nothing to increase your heal.

    mdmg and wisdom do. The reason you don't see much effect is because your amount of wisdom is quite low.


    Quote

    Having beyond 30.000 Wisdom, each wisdom is providing 0.00116668416692917060422573005% heal increment.

    Other than that magical damge and bonus healing (on your gear e.g.) as well as cenedrils help you increase your healing output.


    Greetings.

    While I can guess why you did this, which is giving more guilds the oppurtunity to try the boss, I also think that punishing those who already invested a large amount of time,energy and bufffood to clear the boss is not the right way to do it. In fact this, to me, seems like a "we-don't-know-what-do-to-so-we-choose-the-easy-way"-method instead of thinking of a possibility that benefits everyone.


    Edit: To the second point: Why? If the "tactic teleport" you mean is the one I think it is this was, imho, unnessecary. Even if the portal spawned in the tank it's possible to continue to play the boss. In order to do so, players actually need to have some kind of movement, but I suppose you don't want that.


    To the third point: Thats great :) but I also hope you fixed that players in subareas die with the boss ;)


    Anyway, this is just my opinion.


    Greetings.