Sathkur reset tickets pls in happy hour
Posts by xLutinex
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How do you calculate the 300d ?
When i check for second deck, the individual attribute change varies, some cost 25d, others may cost 125d.
There will be a new card attribute system, someone posted a few weeks (or months maybe) ago, which will make things easier.
However, there was no info about cost for these kind of changes.
For DECK 1, a green card costs 120d to maximize stats.
maybe he has a deck 1 with attributes with attributes for chain classes, that doesn't match a low cost (25d per attribute) in deck 2 for a desired magical deck. So could it be 300d per card.
this is in general a problem if you are chain and don't use dex for your 4th attribute (which most ppl won't do as chain player). Even switching to a desired magical deck with perfect deck 1 attributes cost you 200d. I guess that's why he has 300d per card (assuming that magical deck attributes are int/wis/matk/stamina. because priest and druid dps classes profits from wisdom)
For DECK 1, a green card costs 120d to maximize stats.
if you have the card on 5 stars. I doubt there are people which have the majority of all cards on 5 stars
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the problem is the movement behavior. they just pull by standing around because they go very far in front of you
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Hi,
since a recent patch I can no longer use several Druid healing/buff skills without a target. Previously, if I had no target during combat, pressing the skill would either apply it to myself or still fire; now nothing happens. This makes Druid gameplay much harder (e.g., on bosses I have to press F1 to select myself, cast, then re-select the boss).
Affected skills (examples):
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493558 Mother Earth’s Protection
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493526 Restore Life +105
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493527 Blossoming Life +105
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493529 Mother Earth’s Fountain +105
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493532 Vitalization +105
Steps to reproduce:
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With no target selected, press any of the skills above.
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The skill does not trigger; there is no error message.
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If I select myself (F1), it works; then I must re-target the enemy.
Expected behavior:
When there is no target, the skills should auto-cast on self (the former behavior), or there should be a setting like “cast on self if no valid target.”
Question:
Was this change intentional or is it a bug? If intentional, could you consider one of these QoL improvements for Druids?
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Option to “self-cast when no target,”
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Smart-cast behavior that doesn’t require retargeting,
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Restoring the previous target flexibility for these skills.
Thanks in advance for any clarification.
it's a setting "automatic self cast" (since ever)
Interface -> Control -> right top corner "automatic self cast".
Healing works with no target and with enemy as target.
Greetings
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First of all, the list is from a year ago.
If you place K/W in aggro s tier, K/M should be god tier. The combination of ISS and holy field creates insanely more aggro then K/W skills.
K/W single target aggro and AOE aggro with Whirlwind shield is higher than from K/M. ISS procs + holy field domain procs are literally generating only a low amount of aggro compared to a whirlwind shield. Nonetheless it's more than enough against heal aggro.
For survivability I'd rank K/W in s tier since the cooldowns and runtime of shield of discipline and defensive stand allow for a permanent defensive boost which makes you way more consistently tanky compared to other combinations.
Defensive Stand doesn't reduce damage, if you are over the cap. It does not even reduce the damage of for example %-based skills. That's why K/D is better in survivability. Survivability also means, that you can survive long enough without a healer need to pay attention on you. K/D and K/R are extremely good in surviving without needing a heal permanently keep an eye on you.
I'd also decrease K/M to C tier since he doesn't really get anything extra apart from the better holy shield and mana shield and definetly is more vulnerable then K/C who atleast gains some more endurance, defense and a cooldown.
totally disaggree. The mana shield is a flat damage mitigation, which is better than getting more physical defense. Don't underestimate the small selfheal of mana shield.
In terms of group protection, I'd lift K/D up to A tier if not S tier because of his additional shields. Didn't play K/B yet though, so I can't say how he compares to him. Dunno why you rank K/C in E tier while K/M is B tier. Neither of those really have anything, while the consistent interrupts and pulls of K/C atleast prevent most casts from mobs.
The shields of K/D are not always up on every person in the raid. What often (for example grafu and orkham) matters is how fast you can get your threaten stack to max on the mobs. K/M can do that in 1 hit, which is why I put him high to B tier. K/M hasn't anything else yes, but instantly threaten on 4 stacks is very nice. While K/C can't do that so fast and you need 3-4 seconds. the interrupts of K/C also doesn't often work in endgame instances and the elite skill to pull all mobs does not even stun (description says 2 second stun, but it doesn't).
K/B for example has a "Solo" elite skill, which will put not only threaten on the mobs but also Oppression (bard skill) on the mobs permanently. with threaten x4 + Oppression literally no mob can kill/oneshot anyone. On bosses it's not always up, but has a high uptime.
For the overall ranking I'd also set K/M in A tier, since the insane and most of all passive aggro generation gives alot of QOL and allows you to keep aggro even if you're stunned before even hitting a new pull even once. Makes it in my opinion the easiest knight combo to play.
As I said the list is outdated quite a bit. K/M would go a bit higher bcs of knight changes that happened this year, but I wouldn't put it on top anyway.
K/P for example has also way higher aggro now than expected if you look in the list. It's B or even A tier and the group protection ability of this class depends on your group setup, but without blood arrow classes in the group the protection is kinda extremely strong for protecting against oneshots of mobs.
Greetings
I updated the list in the first post according to the changes happened this year.
there isn't a category for "how easy to play" atm, maybe it's worth to do, but I'll add the top 3 in my opinion in the end at the first post
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Same issue here.
Using UltimateMailMod.
After fresh login, the addon is not loaded and the ingame "mail" is used. If you do "/run ReloadUI()", then the own addon is loaded and used. Same behavior when you go back to character selection screen
Greetings
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Sathkur reset tickets please in happy hour
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Kinda feels sad that currently it most of the time only spawns after waiting 5-10minutes after the endboss is dead.
Most of the time not even after 5-10 minutes.... Rushing through the instance feels like you punish yourself
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In the "interaction" category, the benefit "pet summoning", if you buy "pet summoning V", then when you summon the pet, it does not feed automatically. This is very annoying, is there any way to remove the purchased enhancement?
It works for me with this addon:
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What makes you think this is related to Prestige? What led you to that conclusion?
Because it's a prestige related action in the client? O.o
Prestige achievement are updated on every mob kill and if you are solo, there are no lags. if you have many people, there are heavy lags... so why shouldn't it be related to prestige?
It's not related to prestige achievements itself or so, but the lags are related to prestige I assume, because of the multiple updates triggered for prestige counters...
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if you run with multiple people and kill many mobs at the same time, like for example in the screen (groto)
this will cause lags for all players in the group. the more players are in the group (it triggers for everyone I assume), the more lags it produces.
I think the internal script will update the number for each killed mob (not only 1 time in a second or so) and this I assume cause heavy lags
Greetings
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You mean similar to how all elites are unlocked automatically and skills set to max level? It may be considered until PvP skills from notes is implemented.
yes exactly. I guess that would be nice if adjusted ISS are also unlocked. But I think it depends on the pvp skills in general after a full pvp redesign. maybe it isn't worth then because the class pvp skills are enough. I just thought about the ISS, because some classes uses only 2-3 skills in pvp atm. but we'll see and some are excited to see the redesign in the future
PvP skills on planned notes is not about reworking existing skills to suit PvP, but ensuring a full new skillset is available per class. Technical work is done since a while already, but time constraints to design it has delayed this significantly.
yes, this is what I understood from planned notes. my words were a bit misleading
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Hi Ikaria ,
what about enabling all Item Setskills to all players inside battleground, that you can also use all ISS for it?
I guess would be nice to have some ISS to use. In that case at least warlock shield (dmg mitigation) and priest shield (dmg mitigation) need to be adjusted for pvp (adjustment to skills are already in planning I guess, assuming planned patch notes?).
Would be more work, but I think some ISS (even in weakened form) would make fights more dynamic (even though pvp is still not sooo attractive to most players :D)
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Hello,
did you increase the mana drain again? it was 5k before, now it is back to 25k for each debuff.
Greetings
Hello
Due to method of implementation, visuals would always display wrong on tooltip and combat text. This has been moved to own ID now so visual will display correctly.
Greetings
It wasn't a visual bug. The mana of my character got drained by 25k per tick for each debuff. I lost 50k mana with 2 debuffs within 2 seconds
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Hello,
did you increase the mana drain again? it was 5k before, now it is back to 25k for each debuff.
Greetings
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Hi,
I used draco pets for siege war. the siege war zone has an other time zone than the rest of the world.
I used it right before siege war and after 45 min siege war (finished) I came back to atlas and saw, more than 90 minutes are gone from the pets o.o?!
furthermore, one of both pets, specifically the pvp one (reduce player damage), wasn't even active in siege war :O
Hello
Battlegrounds are running separately, however it's still intended to have timers in main game world lose buff duration whilst inside battlegrounds, however some are currently consuming buffs 2x fast, which will be fixed with tomorrows patch.
Could you clarify exactly how it wasn't active? Buffs are not wiped inside Siege War, as I see you used a legendary pet at :51, meaning it should still be active inside, unless manually removed prior or during.
Greetings
I used a legendary for minus player damage. Entered battle ground and my buff wasn't anymore in my bufflist until I left battlegrounds.
A guildmate kept his legendary buff though o.o
Mine came back after leaving battlegrounds
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Hi,
I used draco pets for siege war. the siege war zone has an other time zone than the rest of the world.
I used it right before siege war and after 45 min siege war (finished) I came back to atlas and saw, more than 90 minutes are gone from the pets o.o?!
furthermore, one of both pets, specifically the pvp one (reduce player damage), wasn't even active in siege war :O
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Hi,
while thinking about gold prestige, maybe it would be attractive to put some more benefits in it.
It is nice to have perma pet parfume with gold pass if you miss a weekend promo for the 30 days items.
What about adding other stuff in the gold pass? Like movespeed ostrich, Fancy Boots and melting stones (1250780) for gold farming?
I can only speak for myself, but not needing to check every time being there or having a person sending you the items is very worth for me and I would instantly buy a year subscription if possible
Maybe you can think about adding some of such stuff to gold.
Greetings
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little feedback for Wheel of Fortune.
If you have boosted prestige and unlocked all, you have 11 free spins a day. But it is a little bit annoying to wait all 11 spins
Can you change it, that all free available spins are getting "rolled" at once?
Greetings
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you can check our parties. chest of b2 has very often no card in it
And rolling in order would also mean that card #7 is very very rare one o.o
I hope you will change soon something for multiple cards in a single chest
Greetings
Hello
System was designed long before some Awakened instances started to have 4-5 cards+ in one single loot, and previous was making it even rarer as it would only roll one single card from list. However, as mentioned here, there will be further changes to how monster cards drop in the near(ish) future, including making it possible to obtain multiple cards from same loot when reaching droprate milestones.
Greetings
nice. the other statement was more cryptic instead of giving real information
but having the chance of multiple cards is nice. tyvm
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meaning that it if NPC has 7 cards, you're rolling for 7 card separately in order, so getting no card is quite unlucky. Also, player droprate is working correctly for chests just like NPCs, as the "player" is the one who kills the chest.
you can check our parties. chest of b2 has very often no card in it
And rolling in order would also mean that card #7 is very very rare one o.o
I hope you will change soon something for multiple cards in a single chest
Greetings
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Greetings,
Further improvements will be implemented in the next patch, thank you for your feedback.Hooroo,
Brontes
would be nice if also B2 card loot can a bit be adjusted. if I'm correct, in the chest can drop 7 different cards and you can get only 1 card in it at a time. And for chests drop rate seems not to work (or not work well if there are so many different cards).
maybe adjust that you can have up to X cards depending on drop rate?
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b2:
if you start boss, earth elemental has aggro. fix aggro. but this player always has fix aggro of boss, even after changing elements.
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next bug:
b2 we had earth, wind and healer element... but no water elemental for debuff for doing damage. nice