Posts by Laisha


    Warden/Druid

    • Increased Beast Awakening wand attack speed scaling by 10%

      Disagree with this improvement. he is already very strong. with proper acceleration, he will deal more damage than all the others

    While I agree that this class is good dps, it is nowhere near the top dps (both physical and magical) which is why I highly appreciate this improvement.


    Greetings.

    Warlock/Warrior:


    Psychic Warrior (499868) shares a cooldown with the skill of your wings.

    Edit: This seems only to be the case with the "normal wings" (not the golden ones) optical effect, so it's not that urgent/big of a bug.


    Greetings.

    Too many changes without notice... warlock aoe, druid focus of mother nature it has 90s cd (you added that couple of hours ago without any discusion), also never tell you can move now. Mage/scout distance of pet cast is partially fixed but never said in notes either. I really expect more profesionalism from now on because we have this new system where we tell our opinions and you actually listen and is dissapointing we have to discover things while we play instead of getting detailed notes of ALL changes ignoring things we agreed not to do or do.

    While I agree that notes of all changes would be nice please remeber that "we" and the devs don't agree on anything. We just provide ideas and even if they appear in the planned change log..


    Quote

    Please consider that this list doesn’t represent the actual patch content and might be different when patch is released.

    Greetings.

    First of all, these changes were postet before the patch. Secondly this class was/is still very strong and therefore a little (and that is wat this is, little) nerf is totally understandable and acceptable. And this class is very far away from beeing "unplayable".


    Greetings.

    Mage/Warlock

    • Increased Soul Pain damage over time by 400%.

    This change tells me you think of this class more as an dd than a supporter, which I really like. This increment is a nice adjustment to the already good damage Soul Pain deals with it's initial damage. The main problem I see is that, as already mentioned in some earlier posts, currently the trash dies so fast, it's impossoble to apply Elemental Extraction which is why you mostly use/have to use Soul Pain (1-2sec cast won't even finish casting, depending on the group). That leaves you pretty fast with no focus (and the fact that you are almost always moving doesn't help).

    So I suggest you let a skill,e.g. "Energy Influx", recover focus, which would help this classes damage, especially in the trash, and it's sustain damage.


    Greetings.

    Changed Industry Fire to recover 25 focus everytime Soul Pain inflicts a damage over time damage.



    Thank you! Although I don't know what exactly you mean by "changed" but if you remove anything from Industrial Fire, please only remove/change the lesser focus cost of Soul Pain because otherwise this whole change would be pointless.


    Also I think the Scou/Warlock changes are quite good ;)


    Greetings.

    Mage/Warlock

    • Increased Soul Pain damage over time by 400%.

    This change tells me you think of this class more as an dd than a supporter, which I really like. This increment is a nice adjustment to the already good damage Soul Pain deals with it's initial damage. The main problem I see is that, as already mentioned in some earlier posts, currently the trash dies so fast, it's impossoble to apply Elemental Extraction which is why you mostly use/have to use Soul Pain (1-2sec cast won't even finish casting, depending on the group). That leaves you pretty fast with no focus (and the fact that you are almost always moving doesn't help).

    So I suggest you let a skill,e.g. "Energy Influx", recover focus, which would help this classes damage, especially in the trash, and it's sustain damage.


    Greetings.

    I disagree. Right now, you can just perma use target area without having to look once on your focus bar. No other physical Scout (except /warrior) is able to perma use target area. At the beginning most complains about this class were about focus management. Now you have no management at all because you generate so much focus, it's ridiculous.

    Personally, I like having a class that has somewhat resource management so you have to time certain skills/Potions in order to deal the maximum amount of damage, which is why I think this change is good.


    Greetings.

    Quote

    Removed Vampire Arrows cooldown time.

    On Scout/Warlock, this skill still has a 10sec cooldown. On any other Scout combination the cooldown time of Vampire Arrow is scaling with attack speed. Is this intended or is it a bug?



    Greetings.

    Another thing I wanted to sugest, again, is that music instruments won't share a cooldown and that Storm Assault (495132) and Regal Cry (495130) don't overwrite each other. As often mentioned from different people before most raids are either magical or physical orrientated.

    In my case, e.g., our raid support is mostly pdps orientated, which frustrates me as mdps quite a lot, because in order to deal the most damage I could, I would need gitarre and storm assault but since we have only pdps we use lute and regal cry (which is better for the overall raid damage!).

    There are only a few classes that benefit from both physical and magical support so there won't be a new "OP" combo if this would be changed.

    I just wanted to ask if this would be possible/will be considered in the future, since we didn't get an answer the last time we asked.


    Greetings.

    -M/R, if we can't spam purge anymore what should we use? Rest of sustained dmg skill in this class aren't even enough. Give a non gcd spammable shadow stab.

    Totally agree. This class can atm, and I know this is an extreme example, go into an instance, activate "Gift of the Baron", press follow to any memeber and after some time loot bosses (or let your pet loot). The only thing this combo had was it's aoe damage and now it has nothing. We asked for better burst damage and you gave us less aoe damage, which, honestly, I can't understand why.



    -W/M, before testing its dmg which it can be improved or nerfed just changing the numbers if its necessary, for the class design, I think it is a good idea to have Electrical Rage without global cd so stack up x3 dmg isn't a tragedy specially on mobs.

    First and foremost. Thank you!! Thank you for making Warrior/mage viable again!

    I completly agree with the Electrical rage suggestion. Also while aoe damage got buffed, it is still pretty low in comparison to other classes (physical and magical). Single target/burst is quite good.


    Other mdps I couldn't test yet but will in the future but from previous times I played them I have to agree with Madoxx.


    Greetings.

    Corrected Strength of Ashes had no information about it’s modifying Elemental Catalysis, reduced Elemental Catalysis magical damage gain to 48%, reduced cooldown to 3 minutes.


    Since it's not mentioned in the patch notes: Please let it change the cooldown of Voice of the Sea also to 3min.


    Greetings.

    My previous proposition to reduce cd of skill which give 10 NP to 10s. I take it back ^^ . With 30s it allows you to do some burst aoes and that should be enough, they have good dmg.

    The only thing I would suggest is that you reduce the focus costs to 30 or something like that. Because you can run out of focus pretty fast atm if you don't have dwarven ale up.


    But overall I agree. Aoe damage is pretty good but "burst" (if thats what you wanna call it ;) ) is non-existend.


    Greetings.

    Mage

    • Reduced Voice of the Sea cooldown to 4 minutes.
    • Reduced Elemental Catalysis duration to 20 seconds, reduced cooldown to 4 minutes.

      As for me, an absolutely unnecessary fix, bosses do not live so long that the catalyst has time to roll back, more important was the fact that it weighs 30 seconds and then it resets and again 30 seconds.The mage already has a fairly long caste, and they also reduced the catalysis by 10 seconds...

    That wasn't a fix, it was a nerf. As Madoxx already mentioned there are bosses (Rofl, b3 e.g.) where you needed the 1min you could burst before this nerf. I also strongly opose to this change. There are bosses that life long enough, or have different phases that go longer than 20sec, where you now also deal less damage. The 4min cd is nice, but during a boss fight unneccesary, so this is only good for trash.


    Greetings.

    -Druid/warlock, I suggest to change cd of Focused in Nature from 30s to 10s. Atleast this could help us to manage nature points from aoes and spammable combo skills. Right now is insane and didn't do anything to fix it.

    Fully support this idea.


    Another idea I had is that you give "Weakening wave curse"(1490761) the chance to restore Points of Nature. That would at least somewhat counter the endless Points of Nature that Sandstorm consumes.


    Greetings.

    Also Champion/Warlock "Psychic Rampage"(499831).


    There is a word missing before 2500. It should be "..die kritische Trefferrate des Zaubernden um 2500", but the um is missing in the skill description.The buff description is correct though.


    Greetings

    Mage/Rogue skill "Gift of the Baron"(493264)


    There is a mistake in the german skill translation. It says that "Gruppenmitglieder" (party members) get affected but it should be raid member.


    Greetings.

    Druid/Warlock

    In advance I have to say that I didn't test this in rofl ,but I probably will tomorrow.


    First and foremost: Sandstorm (1490763): As mentioned many times before, this skill does absolutly no damage (even with 20 points of Nature) and consumes, contrary to it's description, 5 Points of Nature. On any other Druid, and at least in the german translation of this skill, Sandstorm should consume 1 Point of Nature to enhance Sandstorms damage, but it consumes 1 per tick ( So 5 in total). It makes no sense to use a skill that a) doesn't do any damage and b) costs you 5% Poison damage and 5% magical damage.


    To the damage of this class overall I have 2 ideas.


    1) Also mentioned from different people above the only "buff" you can activly use this class has is Body Vitalization. So I suggest that Unity with mother Earth, instead of 10% healing increase, instead increases the magical damage or poison damage of this class. Also I think that Savage Blessing should increase your magical damage (e.g. as it increases HP on Champ/Druid) because although you have much magical attack points your magical damage is rather low.


    2) Give the skills of this class a cast speed scaling as you did with Scout/Warlock. This would increase the damage of almost every skill greatly.


    Another point is that "Earth Arrow"(1490762) as well as "Psychic Arrows"(1490760) have no use on this class at the moment because "Poison Arrow"(1490621) (not sure if this is the correct name :D, with 0 Points of Nature deals more damage than the other 2 with 20 points of Nature.


    Lastly, although I hope this will be solved with the new world boss, I hope in the future there will be a talisman with elemental damage, but even without the elemental damage any talisman would benefit my second suggestion since you can use an additional "curse"-rune.


    Anyway, these are just my opinions on this class.


    Greetings.

    Did some rofl tests with mage/rogue (didn't try in a long time). Aoe dmg was ok, sustained and burst. When there are more than 6 mobs it starts to do decent. Single dmg? damn, that was a disaster. Both sustained and burst was trully terrible. My suggestions, stop treating this class like a support.

    - Giving this more dark dmg or mdmg would make the aoes too strong so, do magical shadow stab without global cd with good dmg (similar to m/s shot or wl/r shadow stab) so our single dmg isn't that depressing.

    - Remove 5% dmg buff for party.


    Right now is a mix between bad dps and not so important support.

    Another idea I suggested quite a while ago is to make "trow" magical and remove the gcd. Because quite frankly its sad that a combination has absoulty no use of its secondary classes skills (except the 2 passives but I don't count them).


    Greetings.

    Great ideas. In regards to the guild titles. If the ideas above, although I really like them, aren't that easy to implement maybe just make them not overwrite each other (as you did with lute and guitar) so they can be used at the same time.


    Greetings.

    I sugeest Charplan ;) There you can see all skills from all class combinations (that are currently available). This is much easier than listing everything here, because after the next patch some skills may have changed again. With Charplan you have the current version of all skills all the time.


    Greetings.

    So I tested Knight/Mage again today and before I start giving my feedback on this class I wanted to report a translation mistake. In „Hall of Order“ (490035) the magical attack increment is missing in the german translation.


    Just for information, all numbers used below are just examples so I don’t have to write „xyz“ evrytime :D


    Regarding the gameplay with this class I think this class has 2 main problems.


    First, it has 0 area damage and second, the skills this class uses all scale with Stamina. Which is why I propose the following changes.



    War Prayer(490078) and Holy Light Domain (491628): Let the skills scale with INT instead of stamina, e.g. War Prayer: Deals 1775 + 0.2x INT light damage. That increases the damage of these skills and, regarding the area damage, lets Holy Light Domain inflict area damage that is worth mentioning (unlike now)



    Holy Strike(490148): Like on Knight/Warlock, let this skill inflict xzy% + 0.2xINT light damage and give it a 2 sec cooldown.



    Whirlwind Shield(490178): As you did with the Shield of Discipline from Mage/Knight, remove the shield requirement and instead let it inflict 331% + 0.2x INT light damage. That way you have, in my opinion, decent area damage. This change could be made by changing Lightning Shield (491630) because although the movement speed reduction is quite nice so maybe keep that :D, the wind damage is useless. This class only deals light damage and has so many increments for light damage so I really don’t get why that skill deals wind damage.


    Anyway, these are just my thoughts/impressions of this class.


    Greetings.

    So I tested Warlock/warrior today a few times and first of I really like this class. I have a few suggestions though for this class as dps.


    Slash : Remove gcd from slash but increase it's cooldown and push it's damage slightly. Right now, you only use this skill because of the Hearts Death debuff. This would give the class a useable spammable.


    Psychic Warrior (499868): Reduce the cooldown to 2min, remove aggro increase and damage taken decrease and let the skill increase your magical damage and dark damage by 40%. Reason behind that is, that skill as a skill with 5min cd is useless. Knight/Warlock e.g. has a skill with 1,5min cd that increases dark,light and pdmg by 40%. Even the elemental catalysis of the Mage increases mdmg and area damage and you can use that skill 2 times (with ISS).


    Death Heart: Although this is a great support skill, in my opinion, this should be changed to a self-buff (like you did with Earth Pulse od Mage/druid) and (maybe) increase the damage by 10% or so. This skill supports not only other Warlocks atm but a lot of other pdps. Since the physical damage formula works differently than the magical damage formula the 30% dark damage increase at least doubles the physical damage hits. (from what our pdps told me).


    Anyway, these are just my opinions on this class combination ;)


    Greetings.