Posts by xLutinex

    • Changed following buffs to be aura effects, which will be removed if the source is 1.000 units away or dead.
      • Grace of Life – Priest
      • Amplified Attack – Priest
      • Blessed Spring Water – Priest
      • Magic Barrier – Priest
      • Angel’s Blessing – Priest/Mage
      • Shadow Fury – Priest/Rogue
      • Musical Joy – Priest/Bard
      • Defender’s Roar – Warrior/Priest
      • Concentration Prayer – Druid
      • Savage Blessing – Druid
      • Neotropical Warmth – Druid/Bard
      • Briar Shield – Druid/Warden
      • Sublimation Weave Curse – Warlock
      • Holy Protection – Knight/Priest
      • Potent Blessing – Knight/DDruid


    How does it work if for example 2 priests are in group?

    Katana is also designed for 2*1h weapon classes (rogues) and it's also usable in that way (replace 2*1h weapon) for warrior/rogue^^

    Another Suggestion for Knight/Rogue


    because some other classes can wear Katana and the Knight/Rogue has the ability to wear Katana, maybe change the level 15 elite and level 30 elite that it can be used with Katana? It would fit the playstyle of Knight/rogue I think and in any patch notes there was written, that offhand skills can be used with Katana


    Greetings

    Druid/Knight gets a Skill that inflicts self DoT of 10% / second. If your Hp is like 1.5mill, that is potentially 150k Heal you can generate aggro from.

    Adjust + % Aggro so that Druid/Knight can generate enough aggro only by healing himself.

    To have enough aggro in sustain and burst situation, make the +% Aggro dynamic and for example dependent on cast speed. Higher cast speed -> more + % Aggro.

    And if you have another heal in party, you are not 100% able to heal yourself for aggro xd

    Maybe byte can clarify but I doubt it's possible to do such a change

    I dont know if it possible, but i try.

    Druid/knight.

    Is it possible to make a new tank based on heal ? Healing create aggro too, this tank will use heal(not damage) for tanking. The more you create a heal, the more you create a aggro. I know this idea very hard for realisation, but if do it we make a new original tank with new mechanic.

    One big problem would be: how will you generate aggro if you don't heal? Atm healing is only generating aggro if you heal lost HP of friendly members. Overheal does not generate aggro. In that case, how would it be possible to get any initial aggro?

    The idea itself sounds nice at the first moment, but I doubt it is possible in the way, how the game handles aggro generation based from healing

    As far as I can see, there are players who claim to be good, but at the moment I haven't seen a player in this class and I haven't seen one before. Why ?

    I played K/S in DC. For me it's the knight with the easiest aggro and easiest range aggro (if someone accidentally pull or tank want to pull at range). But besides this, it has nothing special for me! As long as the aggro is not a problem, I prefer K/D for DC (but only for DC) bcs it has nice shield mechanics to make it easier for healers and buffing a little bit the raid.

    In all other instances I wouldn't play K/D, bcs the raidbuff would be kinda useless.

    I would also prefer K/R for DC, but only if the dodge buff wouldn't disappear instantly bcs you absorb the non dodgeable hits :D

    Increase the range of the warlock/rogue skills [Throw] #499867 and [Shadow Step] #499666 to 200 or 225 to be on par with the other skills.


    Has anyone checked if the [Throw] debuff really lowers all damage(s) (like %hp based AoEs, DoTs and other non-normal attacks)?

    %hp based damage can't be lowered by such debuffs

    I think that devs just dont like Leather users ... Or they just listen to Lutine who says that scouts are just fine ....

    Or you should run dc or idk with cruvor or me as scouts. Compare with cruvor if you want to compare with a scout with new weapons and DC gear, titan stats and more. Or compare with me with a 3 year old gear even without hoto Set


    Greetings

    Knight in general don't have %dmg for weapons. That's why knight/warrior have -> more aggro. It also have a better whirlwind shield and more defensive skills.

    Also a little support in single target for all incoming dmg on target and if I remember correctly boosting light dmg on single target.


    Knight/Champ is nearly like /warrior but restricted to hammer. But it has an insane crowd control mechanics


    Knight/druid: yes ~17% stamina. Why not? :D I like. It has good shield mechanics depending on your maximum HP (so 17% stamina is good for it) and can buff all members close to the Tank with 5% patk/matk, which is good for higher instances, but kinda useless in lower ones

    Regarding Knight/Rogue:


    Byte can you clarify the aggro multiplier on the level 15 elite. Description says that the offhand hits will have high aggro generation, but my tests says an aggro multiplier between 1 - 1.2 ? :O


    Greetings

    Suggestion for Knight/Rogue:


    Change level 40 elite, that you will get 2 separate buffs. 1 for the dodge and 1 for the dmg absorb. right now if you use it in large groups, it happens that the buff will instant be removed, bcs 3 mobs hitted and dmg was absorbed :D

    Regarding ch/priest


    Divine Vengeance: Should be changed into selfbuff click and with uptime 20 seconds / cd 15 seconds. Right now it's very uncomfortable to click it every 5 seconds as a hit on mobs (and you need Chain Drive to be triggered before)

    knight/scout need rework to much useless.

    if you lookıng game no one can play thıs class

    please what? What you need to "play it"? :D

    It's the knight class with the most single aggro and even AOE aggro is very high because of second hatred rune.

    The class has nothing special for the group yes, but it's one of the stronger knight classes in general :D

    It seems if you ask Lutine , Scouts are just fine not need anything to change, only s/k to be tank ,all others is just great ....... maybe even nerf right Lutine ?

    I am not expressing my opinion on the S/R combination because I rarely play it, really rarely, but it's because I don't like its mechanics. I rely on the knowledge of other players who play this combination more often. I don't think that Lutin wants to nerf or forcibly weaken any combination.

    Right. I just said they are fine, except s/p which needs a litte buff and s/k which is unplayable now.


    I also only commented s/r more in detail, bcs I play it at most of all scouts. I'm also available for test runs as dps If needed (but get in mind I have old gear)

    S/R - I get annoyed with buffing using offensive skills, I definitely prefer passive skills with a specific cooldown so I can go into battle with full power from the first shot. But I would leave that to more advanced players on this combo :) C... :)"

    S/R is fine in my opinion. Yes it is my favorite scout class. But it needs a different playstyle and different awareness of own skills/CDs and instance mechanics than all other scouts where you always go in fullbuffed.

    S/R is not designed for 2second burst, but for overall good sustain dmg. The only "problem" for a scout/r player is poisonous bite, if you want other ppl vampire arrow debuff, which.... will never happen tbh XD

    I think if you will rework s/k dont make it to be tank, make him pure dps(bcs scouts alredy have less options on dps bcs s/wl is magical,s/p,s/b are support) or support , or if you make tank make it to use leather dps gear . Also you can try to make s/wl to be also phy dps . In my opinion all scouts need boost , some more some less but all need boost .

    Maybe I play a different game but I was always in a good pace when I did DC random as a scout. And s/p and s/b are not pure dps classes. Yes, they don't do dmg like s/d and yes s/p needs a litte bit love, but in general these two classes can also do dmg

    Rework the scout/knight. This combo is neither a tank nor a damage dealer. You cannot possibly make it any worse (but you can still try).

    Give him the ability to wear plate, let blood arrow don't reduce your HP and give the skills a litte aggro multiplier -> you have a tank.

    Right now even if you do leather gear with sta/sta stats, the class can't tank, bcs no aggro and literally to low def in leather and even no shield usable

    1) You're making changes to rogues, but no change to the apparently necessary dps increase for various rogue combos. Some combos are completely forgotten.

    I don't know what other leather players plays, but I tested for example r/wrd in idk a few days ago (idk bcs I only have old weapons and there you don't get an extra boost with dc weapons).

    I for myself saw, that based on my eq the class was good. Not to weak, not OP. The biggest problem I always saw was, that most rogue players are very squishy (maybe bcs of greedy dmg), but I rarely died in general in idk, bcs I play more defensive and maybe that's why my overall dmg was always good

    what you mean?

    The bug is existent and can be proven.


    Btw: S/D is not really a nerf just change dmg for attack speed and all scouts gets a push up to 15% -> what else you want? :O

    I didn't say that something is wrong, you just misunderstood my English. I meant that it makes the s/d hit harder and then get nerfed. As for the change from speed to dmg, in a normal flight the fact only loses the physical attack (you know how s / d works so I won't explain it) it does not lose, but it will be very noticeable on full fire.

    sure I know how it works. But I see all patch notes. and up to 15% is a lot in my opinion.

    I guess they want that the scouts be more in same dmg range and not one top scout. thats why a small s/d nerf and buff for scouts in general