Btw what about rogue/champ? The class can only wear 1 recon rune. That will not possible to play anymore ? XD
Posts by xLutinex
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Btw changing Scouts lvl 65 and 98 ISS to not increase aggro?

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Regarding upcoming K/Wl changes:
- Reduced Holy Power Explosion cooldown to 30 seconds from 40, increased duration to 30 seconds from 20, changed resource recovery to 2% HP + 20 Focus every 2 seconds, no longer recovers Focus on heal.
Thank you very much for this change, it will most definitely help a lot, both in terms of overall damage and focus sustain.
However, please consider changing the skill to a 900 seconds buff or at least removing the gcd. Sacrificing one gcd every 30 seconds has little impact on overall damage, but will feel very unpleasant to play.
Same goes for all knights:
Increased Holy Power Explosion duration to 30 seconds from 20 seconds, decreased cooldown to 25 seconds from 40 seconds, increased aggro gain to 90% from 62.5%, changed mana recovery to 5% per 5 seconds from 3% per 2 seconds.
30 sec duration with 25 sec cooldown. Maybe a 900 second buff or toggle skill?

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W/P buff and Threaten stack.
No. Read this:
These two buffs will be made exclusive to one another. We want to keep Warrior/Priest alive as a support but give it competition in the form of Knight-DPS.
It's good that the two buffs don't stack btw!
Sure, but the same can be said about both aggro and survivability. Why strive for more if it's already enough ?
It comes down to a personal preference I guess, but K/R aggro already is plenty and it largely doesn't matter wether you build up 20kk or 300kk aggro on a trashmob.
The problem here is, that I doubt that the average knight player can hold aggro against 1 weapon users with 26% aggro left. Or the group is forced to use warriors in group and the knight maybe needs to play knight/priest.
I just dont want the "oh shit. that's not working like we thought"-moment after the patch. My personal favorite tank class is anyway a totally other class, that I never saw on someone else and it will be viable again, I think.
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...results in a reduction of 53% on single targets, which also seems to be available for W/K and all the other /K classes, which is awesome!

I think it's calculated the other way. 100 patk * 0.68 (threaten) * 0.84 (Strik of Punishment). That will result in 43% reduction. I doubt the debuffs will be multiplied against each other. That would a unique mechanic that I've never saw in this game
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But really... tbh now. Someone read the changes?
- Changed Resilience of Life to increase your defense by 30% additionally.
- Changed Pulse Mastery to increase aggro and physical defense by 60% while Spirit of the Oak is summoned, and just reduces aggro by 10% when it is not summoned.
- Changed Coat of Arms: Can’t be used on yourself. Binds you with an ally. Increases Physical Defense by 30% and Parry Rate by 20% for both of you. Bond will be broken when you are too far away or either one of you is dead.
- Changed Spirit of the Oak to no longer reduce attack power, but reduced defense gain to 50% from 95%.
(+ Briar Shield def bonus)
in sum warden/warrior gets +394% def bonus permanent! while knights (the one with additional def skills) only have +107% maximum
I dont know, but I doubt it will be balanced. Maybe warden/warrior has permanent 15-20kk pdef o.o
Edit: and additionally the +pdef skill of the warrior 50% uptime xd
Edit 2: Ok I have as wrd/warrior only ~8,5 - 9kk deff permanent (I did my math with my values) while as knight I have max 5,5kk

- Changed Threaten: Your knightly charisma inflicts the eminent dread to your enemy. When activated, your spells will reduce targets attack power by 8% for 10 seconds. This can be stacked up to 4 times. Threaten lasts 900 seconds.
This change outweights any high defense value in my opinion. It is easily stacked by a K/R, even in aoe, due to Tsunami and the Blades hitting twice. Given the high attack values of the mobs in dc, it will provide a huge damage mitigation not only to the Knight but to the whole group.
And let's not even talk about Shield of Discipline, which is still the most potent defensive cd in the game.
I for one think the changes to Wd/W are reasonable, if the intention was to make it as viable for tanking as a Knight.
w/p buff is more effective than Threaten. And tbh why playing knight, if warden and champ doing way more aggro with less effort. We'll see how it is after patch, but I think warden or champ could be new tank meta. knight is the only class without any passive dmg increase for their weapon.
And btw skills like threaten and w/p buff are good, if you addicted to them for surviving. If you dont need them, everyone would play a class with more and easy aggro I guess (that's what I saw in rofl months/years ago. many played k/r only bcs of easy 1 hit aggro^^)
Brontes Why is Holy Seal changed, that it will not do damage over time anymore? In cases of aggro reset + immune/event phases, this was the only chance as a knight to get aggro of the boss. Such cases aren't sooo rare. Rofl endboss and b3 in DC for example
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Brontes is it intended that Warden/Warrior has 120%+ parry after patch? Now I have 86% parry in plate+ spirit of the oak =106% parry and after the patch + coat of the arms = 126% parry permanent. Intended?
Yes. Monsters in Dark Core are significantly higher level than you and even with 126% shown in the character frame you will still not have 100% parry against certain bosses.
But really... tbh now. Someone read the changes?
- Changed Resilience of Life to increase your defense by 30% additionally.
- Changed Pulse Mastery to increase aggro and physical defense by 60% while Spirit of the Oak is summoned, and just reduces aggro by 10% when it is not summoned.
- Changed Coat of Arms: Can’t be used on yourself. Binds you with an ally. Increases Physical Defense by 30% and Parry Rate by 20% for both of you. Bond will be broken when you are too far away or either one of you is dead.
- Changed Spirit of the Oak to no longer reduce attack power, but reduced defense gain to 50% from 95%.
(+ Briar Shield def bonus)
in sum warden/warrior gets +394% def bonus permanent! while knights (the one with additional def skills) only have +107% maximum
I dont know, but I doubt it will be balanced. Maybe warden/warrior has permanent 15-20kk pdef o.o
Edit: and additionally the +pdef skill of the warrior 50% uptime xd
Edit 2: Ok I have as wrd/warrior only ~8,5 - 9kk deff permanent (I did my math with my values) while as knight I have max 5,5kk

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Brontes is it intended that Warden/Warrior has 120%+ parry after patch? Now I have 86% parry in plate+ spirit of the oak =106% parry and after the patch + coat of the arms = 126% parry permanent. Intended?
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Knight tanks in general will generate about twice as much aggro than before. You can expect to land somewhere around 1.500% to 1.700% aggro, certain combinations will far exceed these values though.
please do the math for me

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With overdura and two reconciliation runes, a DPS should now have about ~15.7% aggro when wearing a dark core and RoFL set.
so dps will do approximately 57% more aggro than with 10% aggro.
I calculated my future aggro after the patch. I will have ~33% more aggro fullbuffed. this will result in a big problem for knight tanks. warden and champ tanks doing right now way more aggro than knights.
And there will be classes with only 1 recon rune possible
Greetings
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Also since you're increasing the aggro of dps: Could you change or reduce the the 75% aggro increase of 499604 (Shadow of the Baron) of the Mage/rogue? The whole increase of aggro is unnecessary imo anyway cause there are far better support skills on other classes without such an increment, but if you want to keep it I suggest to at least reduce it or this class will always tank (at least in certain parts of instances) where tanks won't be able to do any aggro (e.g. cause they have -1000% attack speed)
Greetings.
We're generally not done with the full aggro calculations for every class, but from the first tests with DPS that increase their aggro artificially with special skills, none have yet been able to steal aggro in proper raid setups. These tests take a significant amount of time.
We understand that with the current difficulty of instances, classes that instantly steal aggrol will be borderline useless.
From what we have seen, tanks will generate about twice as much aggro as before, certain combinations even more. We're especially looking into classes that cannot use a second reconciliation rune as they will have a significantly harder time to gain as little aggro as possible.With overdura and two reconciliation runes, a DPS should now have about ~15.7% aggro when wearing a dark core and RoFL set.
What about barbarian battlecry from Warrior/priest?
I think after the patch every dps can survive all hits even from bosses with w/p in Party and -32% Attack of mobs/bosses. Seems like all parties should have a w/p?
Furthermore I suggest to change Holy Protection of knight/priest to loose the buff, if the buffer is to far away. Like you did with priest/Warden
Greetings
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Imho tanking endcontent instance with cloth gear makes plate gear useless. Tanks should always use plate.
Not rly
Why lot of combinatios have "tank mode" then ?
champ who use tank transformation have chain eq with full str and this is intened to make possible tank with other EQ than plate but new ini is just stupid only plate nothing more ;x
Yes and if highest instance can be tanked in cloth, leather and chain (with full dps gear for Chain and leather btw) where is the point having plate gear in game, with which you can't play dps? Tell me
Maybe an official statement is needed here, what are the plans for plate
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I would like to use my warlock/knight to tank the ini but it is literally impossible. Would you reconsider changes to make this possible? Use knight plate or go home feels like a big step back to class balance.
Imho tanking endcontent instance with cloth gear makes plate gear useless. Tanks should always use plate.
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Hi,
a suggestion for a tank balancing.
Right now, the knight/mage holy light domain and Warrior/priest buffs are literally to strong, that tanks don't need any defense CDs in all situations.
I suggest, that you remove the damage reduction debuff on mobs for the holy light domain and make the rest of this skill passive.
Also remove the Warrior/priest damage debuff and make the Warrior/priest a more viable dps.
Why I think this way? Knight/mage is the meta tank atm. No tank is stronger. All other tanks need a warrior/priest to have the same tank ability, but some ppl maybe don't want to play w/p, bcs it is really weak and is in the party only for debuffing mobs and buffing the raid.
Removing dmg debuff from knight/mage and w/p would result in more different tank combinations I think.
Furthermore that tanks have enough aggro if they need to use defense CDs, you can add a little aggro push if needed.
Greetings
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Hi,
the buff with the ID 1502443 is still not applied at entering the instance. You need to speak to the fairy again every time.
Will it be fixed?
Greetings
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WD/S still performs better than every other class in dark core and that by atleast 20-30% vs the best other classes.
Chirons attacks can just 2 shot mobs if buffed which already shows how stupidly strong this pet is.
WD/D is a little bit less strong but still too strong.
Maybe adjust the values of the pets from these 2 classes.
Kind Regards
Jockelsand average attacks (white hits) from chiron with 6.8kk in whole instance
seems balanced -
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Hello,
can some1 explain the new core distribution excluding the obscure metal?
- Changed ‘Dark Core’ loot to be distributed randomly until certain amount of runs instead of being a pattern. With this system, running instance constantly will provide always 39 cores in 5 loot including Obscure Metal.
Including the obscure metal into calculation doesnt really make sense to me since u run this instance with more than 5 people.
Kind Regards
Jockels
Loot distribution is personal and not getting affected by raid. If you get 'Dark Core' from any source, your loot amount will look like the following;
Random 1 times
Random 2 times
Random 3 timesRandom 4 times
39 - (Random 1 + Random2 + Random3 + Random 4) timesWhich sums to 39 total in 5 runs.
Purpose is to increase value of bulk amount of runs instead.
Greetings
We got no 39 cores. 3 runs + 2 obscure metal and the sum was only 24!!! There is Something wrong or again a random mechanic!
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I still suggest, that the endboss should attack the tank. you can literally tank the boss now without a heal, if you dodge the laser/balls o.o
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But wouldn't it be better to change to physical light damage like Whirlwind Shield? Whirlwind Shield never resisting.
Resisting is as far as I observered always on magical skills depending on magical precision and a knight don't have many magical precision

There is no damage type difference between Whirlwind Shield and Tsunami set skill.
Greetings
Maybe you can take a look into it? Because I noticed a big difference in DC in all runs. Description of whirlwind shield is physical light damage while Tsunami only says light damage. Hitting thousands of mobs also had a big difference of both skills (whirlwind shield never resisted)
If you have time, I would appreciate if you take a deeper look into it
Greetings
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Hi,
the level 85 Knight ISS (ID 490359) has very often RESIST in dark core.
It seems like it is magic calculated, but knight should be calculated depending on weapon level
Resist can occur with elemental damage rather than magical. Tsunami is inflicting light damage which could be resisted, is same as dodge of non-elemental physical spells.
Greetings
But wouldn't it be better to change to physical light damage like Whirlwind Shield? Whirlwind Shield never resisting.
Resisting is as far as I observered always on magical skills depending on magical precision and a knight don't have many magical precision

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Hi,
the level 85 Knight ISS (ID 490359) has very often RESIST in dark core.
It seems like it is magic calculated, but knight should be calculated depending on weapon level
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Regarding Patch notes:
Priest/Warden:
- Changed Barrier Resilience to reduce received area damage by 15% instead. Effect disappears from friends if you are too far or dead.
seems like the buff is cancelled if you are more than 150 range away. That is quite uncomfortable for a raid. The tank pulls mobs fast -> more than 150 range away -> buff gone
The Priest is healing at max range (250) -> buff gone
Priest is always near tank and range dps classes stay at max range -> buff gone

Maybe 150 is a bit to low. Looking at boss rooms in DC I would suggest 500 range
Greetings
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I also have a suggestion to change the possibility of getting the title ID 532097 for killing the 4th boss on DC. Currently, you can get it by killing the boss without knowing the tactics, which seems a bit illogical to me. The fact is more difficult, but before that you could get it when the boss had a 40% reduction and not the 90% like now. Additionally, for example, my guild couldn't even try to get it because we tried to kill it for 3 days, even though the second boss didn't work properly. I think increasing the reduction to 99% would also be a good idea for everyone to do the tactics. Greetings
What? Please no. Make DC not easier as it is now. We killed B4 with 9 ppl after the change and with old weapons. It is possible to kill it without tactic for every 12 ppl group...
And B2 is a joke for a tank tbh. Standing several minutes afk. You have 81% dmg reduction from boss and you can literally go afk and take a shower.... Not joking. And no, I have no OP tank gear. There are several gears better than mine on server
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D/R
hello,
I try to play a lot of class (magic) and i think D/R is good but need small buff % on his skill.
All new class with CPS get more % on skill and you dont change nothink at D/R so no one play this class anymore. P/s have 700 /1000%. D/R have 400. I hope you can change somethink with this class because its rly good fun too play with him but dmg is too low to rival with other CPS class

Geetings,
Stunter
That's not true. We have a D/R very often in raid. As far as I saw the class performs good in DC, but was clearly weaker than chiron like all classes (pre Patch)