Posts by Laisha

    I have been having the same map problem. Sometimes map works sometimes I get the map error. I do see that it shows wow map and the different continents that the regular map never showed. Thing is I never installed any wow map stuff onto my computer. I only have dungeonloots and lootomatic 1.4 so not sure why wow map is coming up when I try to look at the map.

    Thats because WoW Map was implemented as a built-in addon. (As you can read here).

    I had the same issue in Rofl today.

    I also use no WoWMaps or WoWMapsInstances or some similar addon. Normally the minimap is fine. As Cruvor said its just sometimes.


    Greetings.

    I think "Spring Carol" has the wrong description. The cd was 30sec before the skill was changed to

    Quote
    Increased Warm Spring percentual MP regen to 12.4% from 2%, increased cooldown time to 120 seconds from 30 seconds.

    in Patch 10.4.0.5002 so I think they just changed Warm Spring and forgot to change the description of Spring Carol.Greetings.

    Druid/Scout "Camellia Flower" (499954)


    From what I observe there are only a few players that actually play this class. While I like this class very much I think overall it just is bad compared to e.g. Druid/Priest. While both classes have some type of "Healing Arrow", Druid/Priest can instantly cast Regernate + Blossoming Life, so 2 hots, no gcd, with a range of 180 that heal the whole raid for 20sec, while Camellia Flower needs to be stacked to 3, every cast triggers a gcd, Range of 75 AND the hot lastst only 6sec.

    So my proposition is that you change the duration of Camellia Flower to 15sec. While its true that this hot is higher, compared to Regenerate + Blossoming Life, the later mentioned is more than enough for every dps which makes this class combination just better overall cause it's just a pain to uphold Camellia Flower if there's a better comb that can do the same without having to try.


    With the change mentioned above, maybe this class would be a little more atractive.


    Greetings.

    You have a 50% chance that the cooldown is resetted.


    Greetings.

    Another suggestion I'd like you to consider. Could you change it so that you can unequip your amulets without destroying them, so that e.g. I can unequip an amulet with a dura of 4/20 and if I equip it it'll start with 4/20. The reason behind my suggestion is simple. Many players play many different classes. And while a mdps prefers the matack, if this player also plays tank the matack is useless and they might prefer pdef instead. If you just reeuipped an amulet you have to destroy it and loose possibly 19 out of 20 dura points or play without the prefered amulet.


    Greetings.

    The effect of this skill is for disabling target entirely for 3 seconds, and almost every custom content creature is resistant to such effect.


    Greetings

    Alright.. then... maybe make it useful? :D Not like disabling the mobs but stunning on a normal way?

    Its the same with skills that fear (also don't work). But "Schock Frost Arrow" works on bosses in rofl (which is better than nothing I guess)

    I wanted to report a bug regarding reequipping dreamworld amulets like "Hlethfir's Spike" or "Thought Squeezing Seal". If your current amulet has 0 durability and you equip a new one (if you cklick the grey slot in your action bar or if you click it in your bag or character interface), although its useable in your action bar if you wanna activate it you get the message "Item does not exist", even though it looks like THIS. You have to drag it again from to your action bar from your character interface for it to work again.

    If this is not a bug, please change it so that it'll be usable upon reequipping.


    Greetings

    I never said that D/R is "just a supp". What I said is, that this class has support skills in addition(!) to dealing damage. I only disagreed with you on the "worst dps"-part because that is, for me, not true! Sure a wl/ch or wl/r deals more damage, but in my opinon that is not because the d/r is bad, but because wl are too strong (Edit: I take the "too strong" part back. They aren't too strong compared to most pdps.)

    From my experience I could, overall, easily compare to most rogues (maybe except r/m and r/wd) and scouts and I did more damage than any mage (same damage as m/r).

    ps classes are terrible. Only one worth was s/m and we see how is that going with a nerf everyday. They did the same to s/wl, it was good until it died. Look what happened to d/r, they turned it into nothing, from one of the best to the worst.

    I completly disagree on the Druid/Rogue part. Sure its not broken af (lika a D/W e.g.) but its nowhere near terrible, it is in my opinion just fine(Yes, unbelievable but such a class exists!!!). In addition to a great support (less crit. ress. / battle rezz / less def/ Sinister Request/ Nature's Cleanse (if you have invested in it)) you deal good damage as well. Especially after the introduction of "Mind Vitalisation" and the last 2 (I think) changes, this class deals quite a lot of damage over a longer period of time because its really easy to be at .5 Cast speed, which makes it quite good in longer boss fights (e.g. rofl b2, b3 and b5). While it wasn't



    Also I don't think that a class which has great raid support should deal the same amount of damage that a selfish, I-only-buff-my-own-damage, class deals.


    ~Just my personal thought after playing this class for the last couple of days.


    Greetings.

    2. Some class combo needs to use DOT skills (like soul pain of M/Wl, fire rose of M/S) and these "necessary but not primary burst skill" will consume the 5 times effect of The Sage really fast.

    DoTs don't consume stacks of "The Sage" (at least the ones I tried). Soul Pain isn't a DoT but its casting a skill every second (you can see a projectile traveling to the target) which is why this skill consumes stacks.

    But I agree that these sort of skills (Soul Pain, Cursed Fangs etc..) should not consume stacks of "The Sage"

    Scout/Mage.


    Thank you for only changing one parameter! After running today I think the aoe dmaage is fine with the 25% nerf. I still think the class overall is still a bit too strong because of its sustain damage, in name "Joint Blow". If you consider that you can spam this skill quite a while with attack speed and it deals without much support 30-40kk hits maybe you should reduce its damage. WIth that maybe this class would be fine (all mdps ofc, I cant speek for pdps).


    Greetings.

    After the aoe adjustments of Scout/mage (mdps).


    I haven't tested it yet but I think that the nerf of Incineration in both frequency AND damage is a bit much. This skill was too strong, yes, but now not only does this skill deal 25% less damage, but it also hits 56% less often. This in combination with the 25% damage nerf of "The Inferno" could be enough that you changed the aoe damage from "too strong" to "non existent". I honestly don't understand why you can't just adjust frequency OR damage, and if thats not enough then you can adjust the other. This way you could adjust a skill controlled and not "harakiri- let's use a sledgehammer method and see if its useless or not afterwards".

    Anyway as I said these are just my initial thoughts. I'll test it later today.


    Greetings.

    Scout/Mage (mdps):


    I tested this class once today, meaning I made a ton of mistakes, and still none of the other dps (wl/ch and wd/s) stood a chance. This class has everything a Scout has (strong single target burst) but in addition has also a strong aoe and sustain damage which results in this class overperforming quite a bit (in my opinion).


    Greetings.

    Scout/Mage "Incineration"


    Is it intended that you need combat for bosses and worldbosses in order for this skill to work, like on Knight/Mage? Because this skill is working like that so maybe its a bug or just a missing information in the patch notes.

    I completly disagree (but that is just my opinion).


    First, Autoattacks are the least part of a Warmages damage after the changes and while its true that you won't use a AA during the cast, the fact that a) Electrical Rage does indeed deal damage and b)before you had a gcd which resulted in also not dealing any damage. So in conclusion the way its now this class deals more damage than before (in theory AND in praxis because yes, I've played this class numerous times in rofl after the changes.)


    Regarding the %-mana skills. As I said in a different post, "Magic Fruit Pie" and a decent heal and you have no mana problems whatsoever. I never run out of Mana and I only need 1 heal that can restore Mana (often times both heals can do this). And this is fine imo because this game is designed for teamplay so I think its ok to rely on other ppl in order to bring your maximum damage.


    Anyway, I like the way the Warmage is currently because if you play well togerther with your party this combination is still a pretty decent dps (not op, but certainly not "trash").


    Greetings.

    I also agree on removing the travel distance delay for Soul Fang.


    From my understanding, the reason for the change of this skill was that it felt really akward to use before (because of the gcd). Now that you can cast it with 0.5 and no gcd this makes the flow of skills this class uses really nice (similiar to the Warmage Skill-change "Electrical Rage"(thanks for that btw, feals really good :D)). But having to cast the skill twice (which everybody will because,lets be honest, no one plays dps without any form of addon/macro/whatever(at least in endcontent)) feals worse than the previous version.


    Greetings.

    Regarding Scout/mage.


    While I think it should be seen if both versions are similar strong but in "fairness" regards maybe let one elite skill change "Intesification" to also increase p-dmg (or something like that) because right now it'll only benefit the magical version.


    Greetings.