Posts by Laisha

    • Changed Storm Assault to provide 15% physical attack power and 15% attack speed.

      Does it mean that mdd lost their own matt + spdcast siege skill buff?

    Storm assault right now provides cast speed+ magical attack while Regal cry provides attack speed + physical attack. After this change both (matck and patck) will be removed but one skill will give both buffs (attack and cast speed)


    My opinion: THANK YOU! This, hopefully, will make it a lot more pleasent to play mdps in a pdps supported group and vise virsa.


    Greetings.

    Regarding the upcomming Warmage changes:

    Quote
    • Reduced Electrical Rage magical damage and defense gain per stack to 14.4% from 20.6%, increased skill damage to 1830% from 651.6%.
    • Increased Berserk magical attack increment to 32.7% from 21.8%

    I, personally, think that the nerf of ther first skill and the buff off the second one will balance each other out. You loose some sustain damage but gain some burst damage which, overall, should balance each other. After testing this class today again all I can ask is that you please consider buffing the aoe skills of this class.

    While the single target/burst damage was quite good, good not op, the aoe damage was, excuse my language, complete garbage! Even with castspeed at its cap both skills did absolute no damage whatsoever.


    Greetings.

    Hey,


    since Balton puppets are great now to test combinations, rotations and skills in general and since a few patches ago not only is the cooldown of your skills strongly reduced but you also get Sublimation weave curse, amplified attack and concentration prayer I wondered if its possible to also have combat mode all the time near them.

    The reason behind this is that currently it's really troublesome to test Warlock combinations because either have to use an alt to be in combat or wait for "experimental dwaven ale" to enter blade/construct, which is really annoying.


    Greetings.

    Was that in Itnal Camp near Baltons? Because if it was then the following would explain it.


    Added aura for several class buff to Baltons in Atlantis, also some of your spell cooldowns will tick faster while around these Baltons.


    Greetings.

    Druid/Warlock

    So maybe you could change the cast time of Earch Arrow from 2 seconds to 1 second so that it can be casted with 0.5s on targets.

    It is already a perma 0.7s cast. Reduce its general cast to 1s mean dmg of the skill would be nerfed so this wouldn't work in endgame unless they double its current dmg.

    I agree. With 2 Curse runes and perma Warp Charge and Setboni this cast is almost all the time near 0.5. In addition you have 2 potions and 1 skill that increase your cast speed, not to mention siege war skills so I, personally see no need for that. And if 0.7sec isn't fast enought, 0.5 won't make any difference.


    Greetings.

    Warden / Druid

    The oak walker has a very large aggro, which interferes with everyone else in the dungeon. Give her a passive skill minus 100% aggro.Pleaseeeeeeeeeeeeeee.

    I also ran as Warden/druid these last few days and I never had that problem. Oak Walker already has a 75% aggro decrease and in my case he never had aggro, except face aggro, which the tank easily took/spotted.


    Greetings.

    I don't get the changes to mage/priest's Rising tide, why? Despite being able to be cast on the run and a slightly lower cast time than Tide burst i don't see why i would use Rising tide over that, Tide burst simply just hits harder.


    Where does it fit in my rotation now? Before it was a filler in the same vein as Fireball. On trash i mostly just use Aquatic storm anyway.


    Any tips from more clever ppl than me is most welcome.

    I agree with Madox that the change of Rising Tide is complete waste. There is absolutly no reason whatsoever to use this skill now. Before you could use it inbetween casts, because it was an instant without a gcd so I'd be happy if it could be changed again.


    Greetings.

    Mage/Priest

    Quote

    Changed Tide Mastery to modify Rising Tide even more, removes its cooldown time, adds 2 seconds of cast time and increases its increased damage by 36%.

    Although I personally don't like this change since you a) loose a spammable skill to use inbetween your casts and b) you only use this skill , from what I can see while briefly looking at it, if your cast speed is not yet high enough to cast "Tide Burst" which is, at least for me, a rare case because I either have enough cast speed to cast Tide Burst or have so little that neither skill makes sense. Otherwise I see no reason to use this skill because it's quite a bit weaker than Tide Burst. If you want to keep this skill that way I suggest that you let Wave Essence also increase the Eruption chance of "Rising Tide" which would make at least a bit more appealing to use.


    Greetings.

    Druid/Warlock.


    Focused in Nature (1490626) doesn't give you Nature's Power while you're magical immune. It will consume the 50 focus but won't give you the 10 points of Nature's Power.


    Edit: The skill of Aoth's Nature Cape doesn't work either.


    Greetings.

    Druid/Warlock


    Quote

    Changed Toxic Possession to additionally transform Wisdom into Intelligence

    I hope you considered the fact that you loose almost all of your magical accurency with this. Because without accurency I'm afraid almost every cast will be resited.


    Greetings.

    I checked it again, with certain attributes, Priest fairy has even lower physical attack / physical damage than any damage dealer cenedril. Could you provide more information? Can you confirm other players in your raid witnessing high amount of damage either? Can you check race of fire fairy by hovering mouse on it? Asking these questions to know if you are missing a patch that was including race change of fairies.

    When I hover over the fairy it says that the race is "Humanoid".


    https://gyazo.com/c20ee32829ffd8dda364e3e32923eb61


    Greetings.

    Priest/Warrior.


    Is it possible that the changes for the Firefary got reversed somehow? Because the Firefairy deals (again) much more than she should, unless she is supposed to hit with 50-70kk hits, then nothing is wrong.


    Greetings.

    I was always asking myself, why is there even received magical damage existing on other item set skills? Afaik there are no magical skills where I could use them, except in pvp

    You know that ~50% (just a guess) of the skills mobs and bosses use in instances are magical right?


    Greetings.

    It is a fix for an issue that was reducing your damage when your cast speed hits to 0.5 cap. When this happens you were experiencing 2x damage multiplier instead of 6x.


    Greetings

    What % cast speed do we need to reach that "0.5s cap"?

    So I calculated (and tested it afterwards just to make sure :D) and if you have the golden set and one Curse XIII as well as your pet summoned and Clear Thought Poition active you'll need Guitar, Warp Charge, Ancient Spirit Water, Elven Mind Flask and Storm Assault to be just above 0.5 and if you add Fire Training your just below that.


    If you have 2 Curse XIII (on the Warmage e.g.) you can just leave out/use later the Elven Mind Flask or anything that gives you ~20% cast speed.


    Greetings.

    Hello. Isn't the druid/warlock made so that healers without making a second set of clothes can walk around in mirrors and hit tir?

    What stats do you put on it to gain enough magic attack to catch up with the rest of the dps?

    But because of redesigning this class, other druids are being spoiled.

    Skills needed for healing are being changed.

    Druid/Warlock is not supposed (at least from what I understand) to be a Healer at all but a magical dps. Therefore you need to stat him like any other magical dps.


    Greetings.

    Warlock/Rogue


    Is it intended that the extra damage from "Crime and Punishment" (498700) is cappes at 3 stacks? Because for 3 "extra states", no matter which or who they applied, the damage is increased by 25% but beyond that nothing happens and the damage stays the same. If this is intended maybe clarify that in the skill description because at the moment it sounds like there is no maximum amount of additional states.


    Also what I wanted to adress for Warlocks in general is the non-existend aoe damage. Although the aoe damage got a bit buffed with Soul Crusher changes, it'S still really low. Soul Crusher deals half the damage of "Beat's Roar" and Beast's Roar itself doesn't deal much damage. So maybe consider buffing those skills (or the aoe damage in any other way).

    Greetings.

    Do you have/use the "Soul Raider" ISS. With that you almost never have any focus problems (unless you use Detection AND target area at the same time). I think this class is still really strong. The only thing I suggest is that you increase Elemental discipline to 100% or something like that agaian because this skill is really bad atm.


    Greetings.

    Agree. Aoe and burst dmg are a nightmare, even compared to classes that don't have that much of a burst.

    While I agree that 90% damage reduction was a bit to much, I also think you should increase the damage reduction to 85% because you really are paper otherwise.


    Warden/Druid.

    Well, I don't know what happened with the latest patch, but I deal the same, maybe even slightly less, damage than I did before the "buff". As mentioned in previous posts, it seems something is wrong with the attack speed to damage formula. At least thats the only explenation I have for why different attack speed values (25% and 20% e.g.) increase the damage of your skills differently (26,5% and 18%, e.g).

    That beiing said ,what other Wardens mentioned already, the change of Power of the Wood Spirits is really nice, as well as the gcd removal on the other skills so thanks a lot for that!


    Edit:


    Quote

    Changed Power of the Oak to additionally affect Oak Walker, when Power of the Oak is active, your Oak Walker will use Sepal Stab for every damage you inflict with an offensive skill.

    Although I really like this change, maybe do something about the Energy Cost of Sepal Stab (while Power of the Oak is active), because right now your Oak Walker already runs out of Energy pretty fast and if this is triggered every time, he will be out of energy before you even start to deal damage.


    Greetings.

    Quote

    Increased Beast Awakening wand attack speed scaling by 10%.

    So I did some tests and something seems really buggy.


    Raid XIII (20,4% attack speed): Increases damage ~7%

    Lute and Strong Stimulant (25% attack speed) : Increases damage ~ 26,5%

    Elven Agility Flask (20% attack speed): Increases damage ~18,3%


    I didn't stack them (e.g. lute and strong stimulant at the same time) but these damage increments seem rather random.


    Greetings.

    • Increased Beast Awakening wand attack speed scaling by 10%.

    Isn't affecting raid rune from weapon. Ub I do exactly same dmg as before patch, please fix. Summoning pet I start hitting a bit more. Still need like 20-25% extra speed attack (stimulant) for wand to make same dmg as staff.


    My suggestion is still up, change this class into cast speed and not speed attack. We are wasting a talisman (curse) and upper set bonus.

    I partly agree. Raid rune is effecting the damage in my case but not nearly as much as it should. As for the rest I completly agree, especially the cast per second improvement, since you made it very clear that is supposed to be a mdps and not some hybrid pdps/mdps combination.


    Edit: With a Raid XIII (20,4% attack speed) my damage is increasing by ~7%.


    Quote

    Fixed too high cast speed was causing issues with cast per second damage formula.

    Is that fix the fact that there is now a cap at 0.5?


    Greetings.

    First, since every gcd it 1sec (at least I think so) you need at least 3 sec with no laggs to stack this skill, so don't state false things.

    Second, Madoxx and I gave our opinion one something that disagreed with yours and know you get personal? This thread is for everybody, so everyone can give their opinion and if you can't do that without insulting others once they disagree with you, don't.


    I gave my reply and since this is beginning to get OT maybe someone could clean before it gets to out of hand? Thank you.


    Greetings.

    Have you played the Warrior/Mage after the latest changes? What he stated is correct that a) aoes (although slightly better than before) are still a joke (even with a ton of cast speed) and that b) the Warrior/Mage has to stack a buff 3 times BEFORE he can actually use his rota/skills. Because maybe you noticed that this class doesn't only use Whitehits anymore to deal damage.


    And I've played both Warrior/Mage and Warlock/Rogue, and it's way easier to stack the debuffs on Warlock/Rogue because, except for Soul Poisoned Fang, the skills don't trigger a gcd which is exactly what Madoxx asked.


    Also I dealt in rofl, overall, more damage with the Warlock/Rogue than I did with the Warmage.


    Greetings.

    Warrior / Rogue

    skill "Berserk" does not increase physical damage


    - "Fixed too high cast speed was causing issues with cast per second damage formula."
    Physical dps has the same problem with attack speed. If the attack speed is too high, DPS decreases

    I think what you mean is the fact that attack speed currently is capped at 0.5. Further increasing your attack speed isn't increasing your damage, thats true, but it doesn't decrease eitehr (at least after a few short tests and what my guild mates told me).


    Greetings.