Hmm quests? All elemental titles come in "challenge" from instances part, not questing tho Am I wrong?
Nope you're right. But atm there are no titles achievable in Pantheon, so maybe that could work. Or at least in future instances
Greetings.
Hmm quests? All elemental titles come in "challenge" from instances part, not questing tho Am I wrong?
Nope you're right. But atm there are no titles achievable in Pantheon, so maybe that could work. Or at least in future instances
Greetings.
Regarding latest changes on Scout/warlock:
Halved damage of skills modified by Deadly Intent and Magical Interference.
After this patch the bonus damage from Elemental Discipline is also halfed. This skill is neither affected by Deadly Intent nor by Magical Interference. So is this a bug/ a loca mistake/ or a change that wasn't mentioned in recent patch notes?
Edit: Reduced Venomous Snipe next Snipe damage increment to 8%.
The skill description still says 18%.
Greetings.
Regarding the focus management of Scout/warlock.
After playing this class for a few days, I get better with the focus mangement of this combination. But that is with the title "Familiar to Chests" that you get in rofl. Since not everybody has this title and because even with it you still have some focus problems, at least in trash, I suggest one/or both of the following:
1) Increase the focus regeneration while moving also to 5 (currently you gain 3 focus while moving and 5 focus while standing)
2) Let Phirius-Elxexir not only regenerate Mana but also other recourses (focus,rage,energy,etc...)
Greetings.
Fixed Realm of Forgotten Legends magical weapons were gaining physical attributes upon upgrade.
Just a quick question/bug report. Is it intended that, e.g. the xbow, gains more physical damage than magical damage while tiering. The t12 xbow has 25202.6 pdmdg and 6165.4 mdmg. At t15 the xbow has 28393.0 pdmg and 6945.8 mdmg.
So while the pdmdg is increased by 3190.4, the mdmg is only increased by 780.4.
Is this intended or is this the same as the previous upgrading system?
Greetings.
Display MoreThank you for implementing the magical crossbow, dagger and 2-handed sword. I just have a question regarding the nonstats that improve while increasing the power level.
Each of those weapons is, at least in my opinion, designed for a magical class (Mage/Scout, Druid/Scout, Knight/Mage, Mage/Rogue etc...) but all these weapons increase the physical attack nonstat which is quite useless for every mdps/heal.
So maybe switch physical and magical attack points, so that physical points are static and magical attack dynamicly increases with power level of the weapon.
Greetings.
Fixed Realm of Forgotten Legends magical weapons were gaining physical attributes upon upgrade.
Thank you so much for this!
Damage of s/wl seems good but not all elite skills of scout working as magical like shatterstar storm please fixed it asap
Pls don't. If you give this class a massive aoe it will get too strong again, imo. You have, right now, 4 skills that do aoe dmg, which is fine.
And btw, this skill deals magical damage
So regarding Scout/Warlock changes.
First of all, a big thank you for reacting that fast. After testing it again today and comparing my damage to the damage I did yesterday and I compared with the rest of my group and I did, overall, maybe one third of my prior damage and did less damage than our Scout/Warrior and Scout/Warden.
I think that 50% less damage was a bit too much. I think 40% would've been a better start so maybe increase the damage again by 10% and we can test from there.
Greetings.
I found a bug on Mage/Scout.
Windfirecultivation was a dynamic buff before. So if it was active and I switched ranged weapons the increment on magical damage was adjusted. This is not the case atm. Right now this skill works like "Wisdom & Bravery" (mage/warrior) so you the damage only adjusts itself on recasting the skill.
Hi,
Spell Description: The skill is capped at level 55, but the descriptions doesnt indicate that at all (unlike other skill descriptions that contain that info at the bottom of the tooltip) (link).
That seems to be a loca mistake.
Rising Tide already has a base Range of 217 (who came up with this odd number?) (link), making this a total increase of 8 range units..
since Rising Tide is supposed to be used as a Flame-Alternative (at least it seems to be), giving it the same range as Flame seems like a logical and good improvement.
Rising Tide is not a flame alternative but an additional fireball, since rising tide also becomes an instant spell. Fireball has a range of 225 and so does rising tide, which is fine.
Another suggestion I have for Scout/Warlock.
Since the latest patch the ranged damage from passive and active skills also increases the magical damage. The only problem, imo, is that there is currently only 1 ranged weapon ( and I do not count a lvl 55 xbow with 270 mdmg) that even HAS magical damage and that is the new magical golden xbow.
While I like that there are ranged weapons that have magical damage I don't like the fact that you are forced to build the core weapon or in case of newer palyers/ players that can't run rofl you are forced to buy it.
So please also implement other good weapons that have magical damage.
Greetings.
So I tested the Scout/Warlock today and I have to say that this class is way to overpowered.
I killed 1 organ in Jerath event in under 5sec and deleted Nayat even faster.
Without any additional buffs I constantly had a 6-7kk dps in the trash and 3 shoted Balton. (from 60% Hp tp 0 with one Snipe)
The main reason, in my opinion, is that the cast speed isn't capped at .5. So even though you can't cast faster than .5 every exceeding point in cast speed still increases the damage of your skills. This was changed in the physical damage formula a few weeks ago and needs to be changed here as well asap.
Another skill that is too strong is Poisonous Will. The 72% increasment was a bit too much in my opinion.
Edit: Also maybe reduce the passive magical damage of ranged weapons that you get with Shooting Mastery and Ranged weapon mastery.
Anyway these are just my impressions after testing this class a little bit
Greetings.
Also regarding
The cooldown is now at 18 seconds, as it should be, but you forgot to add the 10% decrement
Speaking of decrement, I think the decrement on Aquatic Storm (Mage/Priest) is too low atm. This combination is one of the strongest Mage Combinations, if not the strongest. The fact that you can buff your water damage a lot makes Aquatic Storm even stronger,so maybe increase the decrement to 12% or 15%.
Greetings.
Hi,
regarding the following fix from latest patch:
Quote
Fixed Nature’s Balance effect was disappearing after some time unintentionally.
The poison damage of Nature's Balance still doesn't work. It doesn't matter wether I have 20 or 0 points of Nature's Power, each skill does the same damage.
Also Summon Sandstorm still consumes 5 points of Nature's Power (still don't know if this is intended) and does no damage, so you loose 5% magical damage and poison damage (if it works) for a skill that does no damage whatsoever. Please consider buffings sandstorm and to let it consume only 1 point of Nature's Power (as it says in the skill describton).
Greetings.
As Cruvor mentioned, the Spear and Gun drop at Sydaphex. There is also a new bullet type, so you do not have to use the golden ones for arcadia coins. These drop at every boss in HoS (normal).
Greetings.
Mage/Warrior:
I think I asked this once before but is it intended that Thunderstorm still has the 30sec CD?
Greetings.
QuoteImplemented new weapons to sealed weapon fragments.
Thank you for implementing the magical crossbow, dagger and 2-handed sword. I just have a question regarding the nonstats that improve while increasing the power level.
Each of those weapons is, at least in my opinion, designed for a magical class (Mage/Scout, Druid/Scout, Knight/Mage, Mage/Rogue etc...) but all these weapons increase the physical attack nonstat which is quite useless for every mdps/heal.
So maybe switch physical and magical attack points, so that physical points are static and magical attack dynamicly increases with power level of the weapon.
Greetings.
Display MoreScout/Warlock
The Elemental Discipline is not procced on every single target hit. Seems this has an internal 1.2s cooldown with crossbow or something.
See my screenshot, 18 hits and only 12 triggers.
Another test with more skills resulted in 32 hits and only 27 triggers. The higher procc rate might be related to the increased attackspeed/castspeed within my selfbuffs (no idea why).
So finally I tested this with all of my attackspeed cooldowns, which resulted in 20 hits and 14 proccs.
Even if it's not intended to proc on autoshot or spells, the amount of proccs is still strange.
I also tested that after you mentioned it and it seems that Elemental Discipline only proccs if the skill is critical.
https://gyazo.com/348f8cd99607feec364ed8687b822e16
That is one of my tests.
Greetings.
Display MoreHmm I think something is wrong with druid/warlock.
Nature points increase our mdmg and our poison, I can see those changes when I win or when I lose points but, toxic arrow and earth arrow are hitting exactly the same doesn't matter how many points I have (with 0 points earth arrow is true that hits less). Target was Balton in training zone.
Toxic arrow from 20 points to 0 points:
https://gyazo.com/03f6c2bf6127d7a9625419dc75ae007d
Earth arrow from 0 (you see first hit is a bit lower) to 20 points:
It's not only those skills but every skill that does poison damage.
Edit: I also think, I'M not sure though, that the skills which didn't get buffed with last patch, e.g Psychic Arrows, are doing the exact damage as before so maybe poison damage isn't increased at all with the increasment of Poison Damage from Nature's Power.
Greetings.
QuoteReduced Summon Sandstorm cooldown to 2 seconds, changed it to be channel skill that channels for 5 hits
First of all, thank you for buffing/changing that skill.
I have just one question. Is it intended that each prog consumes 1 point of Nature's power? Because if it is this will decrease the aoe damage of this combination a lot since you're at 0 Nature's power after casting "Summon Sandstorm" 4 times which will not only decrease the magical damage but also the poison damage of this class, which you increased with the latest patch.
About getting skills with cast but instant like wd/d will help but imho class would still be lacking some buffs if you wanna burst, 15+18% poison isn't nearly enough to call it a burst.
I agree. I also think that this is not enough but I wanted to improve this class in small steps so that it won't get buffed like hell and is op.
Greetings.
Regarding Scout/Warlock:
What this combo lacks, imo, are cast multis. Every other magical combination benefits greatly from these multis. Almost every skill of the Scout/Warlock is an instant so this class misses these multis. Maybe you could change the skills as you did with Warden/Druid. Make it's skills a cast and affterwards an instant. Because atm, this class does almost no damage.
The double focus cost is not that bad, in my opinon. You have enough focus reduce skills/titles etc. and with latest changes (with the last patch) this class uses less skills that cost focus anyway.
Greetings.
QuoteDisabled intelligence based damage over time effects during effect time of Divine Escape to prevent it from interrupting hiding.
This skill still doesn't reset you're aggro.
Greettings.
Druid/Warlock:
First of all, I personally really like the design of this combination.
I don't really mind the low HP since you don't need them in the current instances. And although it's true that there are some parts where you get damage there are currently so many classes that reduce damage and you have skills that reduce incoming damage like "Mother Earth's Protection" or "Rock Protection". So in my opinion this is just a timing aspect/ coordination with your party members.
My main concern on this class is that the damage output is really low.
As mentioned above already "Sandstorm" is a joke. The damage is non-existent AND you can't even spam it because of its cooldown. So you have no aoe damage whatsoever. This would be fine if the class would do an huge amount of single target dps, which it doesn't. Even with 20 points of Nature's Power and 3 stacks of Toxic Poison the damage output is really low.
So, in comparison with other magical damage classes there is no reason to play this class because not only is the single target and aoe dps much lower than it is on other mdps combos but this combination does not even have any real support for the rest of the raid, which most other magical classes have.
Greetings.
Scout/Warlock:
Regarding the focus problems, I disagree. You have the level 100 ISS and the title from Rofl that both reduce the focus cost of skills. Together with dwarven ale you can easily burst over 1min.
But I tested this class in rofl today and me and my guild members think that the skills still scale with physical attack. If not then there is something else wrong with the damage calculation because if I use fullbuffed Snipe (with over 2kk Matk) and it does a criticl 3,8kk hit, there is something wrong or this combination is useless atm.
Edit: It does scale with magical attack and damage but there is still something wrong.