Posts by Serenadae

    Mage/Scout was good, but they should let it stay like this for a while. It is one of a few classes that can compete champions in overall damage.

    M/S was dealing 50-100% more damage of champions in burst, only Champ/Rogue could come kinda "close" to it in single target, but m/s still dealt like 25% more and our Champ isn't a bad player at all...

    Damn, buff Champ.

    You should only use stats that have both strength and physical attack on them. For the pet it doesn't matter much, but earth element provides the most strength.

    The two Cenedrils physical dps use are Belorg (crit rate) and Tarabeth (strength/physical attack).

    Since I've recently complained about the lack of changes to chain classes, I decided to give feedback (and my recommendations) on Knight/Warden and Knight/Warlock.


    Both of these classes are currently not able to keep up with other dps. Here are my ideas to change that.


    Knight general changes:

    • Change Charge (ID: 490150) to deal 550% mainhand weapon physical light damage. Currently, this skill doesn't deal any damage due to not being percentage based.
    • Change Shock (ID: 490154) to deal 575% + 115% to 460% mainhand physical light damage based on the amount of Holy Sigils on the target. Currently the second part of the skill is not percentage based either. This way the skill would be more useful.

    Knight/Warden:

    This combination used to have good AoE burst in orkham. However, nowadays it is not able to compete with other AoE classes, especially when it comes to Grafu and future content - because of low patk. Its single target damage was always underperforming. I suggest the following changes:

    • Reduce Oak Walker's Blessing (ID: 1490498) cd from 90 seconds to 60 seconds. Currently the class struggles a lot with sustaining damage, this change would help with that, while also maintaining the importance of using your burst windows.
    • Increase Holy Strength (ID: 1490828) physical, light and earth damage increment from 21.9 to 25%.
    • Increase Devotion (ID: 1490822) earth and light damage increment 44.8% to 55%.
    • Reduce Frantic Smash (ID: 1490494) cd from 8 to 6 seconds. This would help a bit with single target damage.
    • Change Critical Matters (ID: 1490496) to additionally increase physical attack by 15%. This change helps with the extremly low patk of the class.

    Knight/Warlock:

    Although not as bad as K/Wd, this class also underperforms, especially compared to other classes. I suggest the following.

    • Increase Master of Darkness and Light (ID: 1490508) dark, light and physical damage from 24% to 30%.
    • Increase Holy Strength (ID: 1490836) physical, light and dark damage increment from 21.9 to 25%.
    • Add Truth Shield Bash to Psychic Sweep (ID: 1490505): deals 880% main hand dps physical light damage and 880% main hand dps physical dark damage, reduced cd from 60 seconds to 20 seconds. This would improve the atrocious single target damage of K/Wl a bit.

    Since I've recently complained about the lack of changes to chain classes, I decided to give extensive feedback (and my recommendations) on all (physical) Warden classes.


    First off, on the general issues.


    Pet scaling:

    Currently you need multiple weapons in order to be a viable dps. This is absolutely mandatory, if not this class that's already on the weaker side is not viable. Let me elaborate. Pets, which are the major part of Wardens single target dmg, scale with the players physical attack like crazy - not only do they gain more patk themselves, they also gain some physical damage out of it. This forces you to use patk rolls on your weapons and switch to patk food for single target, even on a class like Warden/Warlock, where the patk scaling of the pet was already reduced in favor of more pdmg scaling. The difference is astronomical, its absolutely mandatory.

    That being said, in most instances AoE damage takes up a large portion of your overall damage. For those situations you need a weapon with attack speed roll. Since the speedcap of 0.5 can't be reached otherwise, the difference is enormous as well. In conclusion, if you just have a single weapon, you can choose between bad single target or bad AoE damage - especially devastating for new players and the main reason imho why few people are playing Warden.


    There is one Warden class combination that's the exception from this. Warden/Scout. This class performs very well with just 2x % pdmg roll weapons, because Chiron almost exclusively scales with pdmg. Of course other Wardens would still benefit from an attack speed weapon, because you will be still unable to reach the speed cap (and they don't use ranged skills). But the difference would be much smaller, due to the interaction of % pdmg increments when used together.

    So please, give all Warden pets the Chiron treatment - reduce their patk and increase their pdmg scaling drastically. In turn, perhaps Explosion of Power (ID: 493403) has to be changed to increase pdmg instead of patk - depends on the patk value pets end up with.


    Charged Chop vs. Power of the Wood Spirit:

    Another issue most Wardens face, is the question wether to use Power of the Wood Spirit in smaller pulls, or keep spamming Charged Chop - because the latter causes your Oak Walker to use Sepal Stab. Since the pets do so much of your overall dps, it's best to keep spamming Charged Chop in many situations. This shouldn't be the case, as it boring and counterintuitive.

    I suggest to change Power of the Wood Spirit to trigger a Sepal Stab on the first target hit as well.


    Warden/Scout:

    The uncontested number one among Wardens (which is not hard to achieve though). It has strong buffs with short cooldowns and doesn't rely on it's pet as much in terms of raw damage. In the current meta it doesn't need any changes pertaining to its damage output. On thing comes to mind though.

    • Change Heart of the Oak (ID: 491668) to not be consumed by Blood Arrow damage - currently this skill is pretty much useless on this class.


    Warden/Rogue:

    One of the stronger Wardens, although far away from Warden/Scout. It is quite slow in AoE situations, since you first have to use a gcd on Animal Spirit's Eclipse for the attack speed buff, then Achilles' Heel Strike for the pdmg buff. I suggest the following.

    • Remove the % pdmg buff from Achilles' Heel Strike (ID: 494007) and increase Power Sigil (ID: 499894) pdmg increment from 20% to 30%. This way the class would save a gcd, which makes a big difference, especially in fast groups. The buff from Achilles' Heel Strike can currently be maintained permanently anyway.
    • Increase Together (ID: 494615) pdmg increment from 10% to 20% for a general damage buff.
    • Change Force Fountain (ID: 499896) to increase Strength by 30% additionally and remove the strength increment from Heart of the Oak (ID: 499897). This serves a twofold purpose. First off, having to use your Heart of the Oak on cooldown prevents it from being used situationally. In addition, increasing the strength increment from 21.9% to 30% is a small but necessary damage boost.


    Warden/Warlock:

    Even after the recent changes, this class still underperforms greatly. Mainly because it is so slow. Which is a shame, since the class design is really cool, my personal favorite among Wardens. You first have to use a gcd on Animal Spirit's Eclipse for the attack speed buff, then use Noxious Slash and finally Phantom Cleave, which has become the main source of AoE damage. I suggest the following changes.

    • Remove Noxious Slash (ID: 1490533) gcd. This way the class wouldn't be as slow anymore.
    • Increase Phantom Contract (ID: 1490536) pdmg increment from 25% to 30% for a general damage boost.

    Warden/Warrior:

    This class is both a dps and a tank, which has to be kept in mind when approaching changes. This class underperforms as most warden do, but especially suffered under the cooldwon system changes, since you have to use and manage a lot of cooldowns. I suggest the following changes.

    • Change Will Attack (ID: 494610) to make Berserk (ID: 490095) toggleable and remove the Rage cost, so tanks can comfortably adjust to the situation. This would be a much needed general buff to the class, while also reducing the amount of cooldowns.
    • Add 10% increased physical damage to Coat of Arms (ID: 494611) for another buff.
    • Add 40% increased Rage buildup to Resilience of Life (ID: 494354) to ease the struggle for Rage the class currently experiences.

    Warden/Bard:

    This class suffered greatly from the cd increase on Sonic Chop and is underperforming currently. Definetly among the weaker Wardens. I suggest the following.

    • Change Chants of the Forest (ID: 1491270) to increase physical attack and physical damage by 6% each, instead of physical defense (which is next to useless for a dps).
    • Change Elemental Aquisition (ID: 1491272) to modify Charged Chop (ID: 493395) damage type to physical wind damage additionally, for a little single target damage boost.
    • Change Singer of the Forest (ID: 1491273) to always trigger the buff, if not on cooldown. You already got rid of other random triggers in the game and that's a good thing for consistency.
    • Change Resonance (ID: 1491275) to instead modify Sonic Chop (ID: 1491274) cd to dynamically change with your attackspeed. Currently the classes' AoE suffers from the 3 seconds cd. This way AoE burst gets a substantial buff, whereas sustain remains unaffected. And again, another randomized proc is removed through the change of the original passive.

    Warden/Mage:

    Wd/M suffers from several issues. First off, cohesion. The class is all over the place - it uses both Nature Crystal and Oak Walker, which forces you to switch between those two pets for single target and AoE. Thus you need to buff patk food for your Oakwalker after every summon, switch back to pdmg food and vice versa. I recommend changing the class to fully lean into not being reliant on a pet. There are enough Wardens that already do that.

    Moreover, this class combination is incredibly boring, since it only spams Charged Chop and Wind Chop for the majority of time. I suggest the following rework to make the class feel unique and interesting:

    • Rename Nature's Link (ID: 498205) to Crystalline Sacrifice: "Sacrifice your Nature Crystal to transform into a Crystalline Knight. Increases Attack Speed and Physical Damage by 35%, but prevents you from summoning a pet." Toggleable, no duration and requires Nature Crystal summoned to be used (which is then removed). Why this change? Currently the aura provided by Nature Crystal falls off from time to time or doesn't refresh, which is devastating for dps output. Use the following model for the transformation effect: Water Spirit Guardian (ID: 163030). The size needs to be reduced of course.

    • Rename Resonation of Wind (ID: 499893) to Crystalline Resonation: "While affected by Crystalline Sacrifice, your attacks inflict an additional 150% mainhand weapon damage physical slash damage."
    • Rename Wind Chop (ID: 499895) to Crystalline Chop: "Slash at your enemy with a crystalline shard. Inflicts 650% mainhand weapon physical slash damage twice." Add 0.5 seconds channel time and 3 seconds cd.
    • Rename Crystal Protection (ID: 498219) to Crystal Burst: "Crystal shards burst forth from your weapon, dealing 500% mainhand weapon dps physical slash damage to targets in a fan-shaped area in front of you. Requires Crystalline Sacrifice to be active." 3 seconds cd.
    • Rename Oak Blessing (ID: 494011) to Crystalline Blessing: 15 minute buff that increases patk by 5% and heals you by 1% hp every 3 seconds. Same as with Wd/R, Heart of the Oak should remain a situational, defensive cooldown.
    • Change Explosion of Power (ID: 499892) to only increase your patk and attack speed by 12%, remove pet requirement.
    • Rename Tough Oak (ID: 494207) to Shimmering Skin: Reduces your AoE damage taken by 15%.
    • Rename Narrow Escape (ID: 494616) to Crystalline Thrust: "Jab at your opponent with a sharp piece of crystal, inflicting 650% mainhand weapon physical thrust damage." No cd -> serves as a spammable when all other skills are on cd.
    • Rename Spiritual Feedback (ID: 498227) to Refraction: "Increases your physical damage by 5% and increases your movement speed by 7%." This makes up for the loss of passive movement speed provided by Nature Crystal while also removing the pet buff part.

    Since I've recently complained about the lack of changes to chain classes, I decided to give extensive feedback (and my recommendations) on all (physical) Champion classes.


    First off, a general recommendation.

    Change Feedback Defense (ID: 498568) to be usable in Disassembly Mode as well, since Warden dps can support the group with Protection of Nature too. This would add a little bit of utility.


    Champion/Warden:

    This combination underperforms currently both compared to most Champions and other classes in general, especially when it comes to single target dps. Moreover, the class lacks cohesion, since some elite skills are tanking related - though Ch/Wd can't wear plate and takes 15% more damage.

    I suggest the following changes.

    • Add 2 seconds cast time to Thorny Strike (ID: 1490565). Currently this skill is seldomly used, although it is a payoff that requires a certain debuff. This change would help with single target dps.
    • Change Decapitation (ID: 1492486) to be a permanent buff. Since Shock Overload hits much harder Decapitation being a conventional, non-front-AoE is justified. The skill shouldn't have a cooldown. If it proves to be too powerful, a decrement can always be added.
    • Change Protection of the Oak (ID: 1490560) to increase the pdef increment of Runecraft - Fortify (ID: 498563) from 32% to 60%. This change would help to counteract the 15% increased damage taken from Warden's Weapon Guard that is quite dangerous in combination with the -25% hp from Organic Deconstruction.
    • Change Reinforced Amulet (ID: 1490564) to additionally modify Imprisonment Pulse to deal earth damage. This serves as a nice damage buff, via the Explosion Wave buff and capitalizes on Ch/Wd's AoE potential.
    • Reduce Explosion Wave (ID: 1490567) from 15 to 8 seconds. The buff provided by the skill is integral to the playstyle of the class. This change would make sure the buff can be more easy maintained while also contributing to AoE damage in a reasonable manner (keep in mind, the skill already got a considerable decrement).

    Champion/Scout:

    One of the strongest Champions. The class doesn't need any changes in terms of damage, however two things come to mind.

    • Remove Focused Conversion (ID: 1490542) gcd, since it feels quite clunky to use right now, especially since it is often combined with Runic Charge, adding another click.
    • Remove Wrist Attack (ID: 1490697) gcd. This is a nice support skill, however since you already have to use Vampire Shot to buff up, wasting another gcd is often not feasible - especially in fast groups.

    Champion/Mage:

    Another member of the triad of strongest Champions. Only a single little change comes to mind.

    • Change Rapid Spread (ID: 498690) spelltype from magical to physical.

    Champion/Rogue:

    The last S-tier Champion, so to speak. Although I personally dislike the class (and don't play it), since it is boring to me, I've seen it many times in action. It doesn't seem to need any changes either.


    Champion/Warlock:

    A mid-tier Champion, that still is quite good in slower groups. In faster groups however it falls off, since you get significantly less Forge stacks. This translate to less % pdmg and less Rune Siphons. Hence I suggest the following.

    • Modify Heart Collection Rune (ID: 498651) to additionally grant the maximum amount of Forge Stacks.

    Champion/Druid:

    A remnant of a time where leecher classes were a acceptable choice - at least for random groups. Currently this class is not viable for endcontent, since it doesn't deal meaningful damage and its support doesn't make up for it. It's quite saddening to see such cool class design wasted. Hence I suggest the following changes in order to make Ch/D a viable support dps.

    • Mother Nature's Defense (ID: 1490572): This skill is currently useless, since it requires Shield Form to work, but the class can't tank properly. Rename it to Mother Nature's Offense: Increases Disassembly Mode's stamina to strength conversion from 20% to 25%.
    • Elven Bash (ID: 1490576): Change Heavy Bash cost to mp, since since the class doesn't have another skill that doesn't require Rage or a proc. Let it deal damage in a fan shaped area in front of the player, so the class can at least perform in AoE situations.
    • Recovery Blast (ID: 1490577): Same problem here. Only usable in Shield Form and generally only useful for the 4 seconds immune. Rename it to Pulsing Path: Modifies Earth Pulse to deal 550% + 0.3 x strength mainhand weapon earth damage in a fan shaped area (radius 100) in front of you. Reduces cd to 6 seconds.
    • Mother's Blessing (ID: 1490578): Change it to increase pdmg instead of hp (same 10,4%).

    Champion/Priest:

    I get that the class is primarily meant to be a tank, but I don't see the harm in fully embracing the dual nature Champions and improve its support dps potential. Generally, the dps side of the class has been heavily hit by the 2 seconds cd on Light Pulse. I suggest the following to make it viable in that regard.

    • Runecraft - Devotion (ID: 498712): Add 20% increased light damage.
    • Way of Frenzy (ID: 498720): Add Divine Vengeance to be reset by Chain Drive (ID: 498535) proc. This would provide a significant increase for the terrible single target damage this class currently has.
    • Crusade (ID: 498722): Increase pdmg increment from 15% to 20%.
    • Holy Attack (ID: 498723): Remove gcd.
    • Righteous Explosion (ID: 499836): Reduce CD from 15 to 8 seconds.

    Champion/Warrior:

    This class already has some potential to be a dps and I think Blaxx already made good recommendations how to make it viable. For completions sake I'll list his changes here too, with some adjustments on my side.

    • Change Slash (ID: 498583) to 642.4% + 2 x STR main-hand weapon damage while in Disassembly Mode.
    • Add 30% increased attack speed to Rune Aggregation (ID: 498580).
    • Change Eye for an Eye (ID: 498585) to deal 300% mainhand weapon damage whenever a offensive skill is used and to restore 5 Rage. Since Slash together with Runecraft - Charge already deals a good amount of AoE damage, I think only the first target affected should be hit by Eye for an Eye. This way single target damage would be somewhat viable, wheras AoE isn't boosted to an unreasonable level (as was the case with pre nerf Ch/M).
    • Change Determination Rune (ID: 497723) to increase physical damage by 10%, if used while in Disassembly Mode.

    Since I've recently complained about the lack of changes to chain classes, I decided to give extensive feedback (and my recommendations) on all (physical) Warrior classes.


    First off, some general recommendations.


    Slash bleed:
    All Warriors that use Slash bleed as a main source of their AoE damage currently only tab -> use Slash and repeat in big pulls. That's pretty boring, since you seldomly use your other skills. Hence I suggest removing the 8 target cap from Slash (with Spear equipped) and reduce its dot damage by 25%, if 8 or more targets are affected.


    Devastating Blow:
    As Blaxx already wrote, this skill is next to useless in it's current state. It's only used on W/Ch, maybe once or twice a run. I recommend reducing the channel time to 0.5 seconds to make it worthwhile using.


    Now my opinions on the different class combinations.

    Warrior/Champion:

    Currently one of strongest Warriors if you only have two weapons and the uncontested number one if you have all three (atkspeed, pdmg, patk). In terms of damage nothing needs to change, but I'd appreciate it if you'd remove the condition to use Bloody Battle (ID: 498817) to make it less clunky to use. Overall very fun design.


    Warrior/Warden:

    Another strong class that can compete with most other strong combinations. Fun rotation (except the Slash-issue I've already mentioned). That being said, the class is not strong enough to justify taking 30% more damage at all times as a melee dps, via Wild Berserk (ID: 499495). I suggest lowering the damage taken increment to 10%.


    Warrior/Rogue:

    Still a decent class after the nerf. Not that interesting to me, since it's a very simple class design without much buffs, but the ideal beginner Warrior for newer players.


    Warrior/Druid:

    Quite the strong class after the recent buff, IF mobs survive long enough. To make it more consistent in its damage output, I suggest removing the gcd from Stifle (ID: 499499) and Earthly Strike (ID: 494376). Moreover, please make them unable to miss/resist, since the buffs they provide are so integral to the class. That being said, W/D still struggles a lot with Rage sustain, especially in fast runs, where you can't whitehit that much. Please consider moving the Rage cost reduction from Whirlwind, provided by Rage of Calmness (ID: 494377) to Rose Vine (ID: 494034). This would make playing the class a much smoother experience.


    Warrior/Warlock:

    One of the weaker Warriors. It especially lacks single target damage. While I like the overall class design and the flashy animations, I can't imagine playing it without magical cookies to reduce my character size (which in turns reduces the animation's size). This is because Spirit Blade Storm (ID: 498742) takes up much of the screen and hinders visability considerably. Please reduce its size or make it much more transparent. To increase the single target damage of W/Wl to a acceptable level, I recommend changing the dot provided by Spirit-Cracking Blow (ID: 498740) to be unique and not be overwritten by Spirit Blade Storm's dot. Moreover, the physical damage increment of Excellent Combat Training (ID: 499806) should be increased from 20% to 25%, for an overall damage boost. Lastly, the class struggles too much with sustaining it's ressources. This is mainly because of Spirit Blades Storm's Focus drain. I suggest increasing the ressource restoration of Divine Battle Spirit (ID: 498734) from 5 to 10.


    Warrior/Bard:

    The second weakest Warrior. It got overnerfed way too much and suffers from various issues. First off, the dot provided by Rapacious Poison (ID: 1491212) is too weak. It barely does any damage in Orkham nowadays, let alone in Grafu and future content. I suggest increasing it's value from 642 damage to 900 damage. Another issue is Thunder and Fatal Measures (ID: 1491210) both need (and consume) the Weakened state. I suggest changing the latter to instead requiring (but not consuming) the Rapacious Poison debuff (ID: 1502061). That way the rotation would be more fluent and interesting. Another problem W/B suffers from is it's reliance on Fed by the Malice (ID: 1491217) stacks for single target damage. Unless the group is very fast and jumps from thrash to boss, you simply lack the damage provided by the buff. I suggest changing Berserk to provide all three stacks additionally. Lastly, the class has notorious ressource sustain issues. Please consider to change Focused Madness (ID: 1491209) to just restore 5 Focus every second, without draining your Rage. Running out of ressources is no fun.


    Warrior/Scout:

    This class is all over the place. You need a Spear for AoE bleeds, a Katana to use The Last Duel and a 2h-Sword to use Perforation - a skill that is ignored, since Katana is much better for single target. Personally I'd like to see another 2h-Sword using Warrior, hence I suggest the following:

    • Add 15% 2h-Sword attackspeed to Waiting game (ID: 492959) so it can reach the 0.5 speed cap.
    • Change Perforation (ID: 492615) to not trigger a gcd and to increase pdmg by 5% stacking x3, instead of 1% stacking x8.

    This way 2h-Sword would be viable for single target.


    Warrior/Priest.

    The unwanted and forgotten stepchild among the Warriors. The class suffers from various issues: overcapping attackspeed, a boring rotation and a general lack of damage. I am aware that the class is meant to be a support dps, but since the debuff provided by Barbarian Battlecry is not unique anymore and the fact that a pure leecher class is not viable in endcontent, I suggest the following changes:

    • Change Blood Fury Battle Cry (ID: 499490) to increase attack speed AND physical damage by 12,2% instead of ONLY attackspeed by 24,4%. This way the class wouldn't overcap so easily in burst.
    • Change Magic Barrier Perfection (ID: 491471) to additionally remove the gcd of Feint (ID: 490089). This way the class would get a substantial damage boost in single target and the rotation would become more interesting.
    • Add 20% increased dot-damage to Combat Expertise (ID: 499488). Currently the bleed hits like a wet noodle, due to the nerfed dot multiplicator of Katana. This buff would counteract that nerf a bit.

    The aforementioned changes would make W/P a viable dps, that is still weaker compared to the other Warriors - which is fine, since it has supportive capabilities.

    I think the reasoning you mentioned behind those changes is understandable. It is a good thing that you keep new players in mind. However, I hope you keep a close eye on data, since I'm afraid mid to high end players will just stop doing boss event altogether, instead of inviting new players to their group - because it is simply not worth it anymore.

    I for one see no point in spending an unreasonable amount of time for mediocre, mostly outdated loot.

    Druid/Rogue and Priest/Warrior are both strong classes, although I would not recommend the latter, since it requires a lot of physical attack to perform well.
    As for Warriors, Warrior/Champion is the strongest right now, although it requires multiple weapons and good gear to get there. The same is true for other Warriors, since your main source of damage is Slash bleed, which massively scales with physical attack. If you decide to play Warrior, I recommend Warrior/Rogue - easy to get started with and still a solid strong class.

    When it comes to Scouts, I only play Scout/Warrior myself - a class that I would not recommend. The top choices right now to my knowledge are Scout/Rogue, Scout/Warden and Scout/Druid for pdps, idk about magical Scouts though.

    Lastly, since Thursday's patch most Rogues seem to perform quite well. That being said, almost all Rogues play around the Perfect Slice mechanic: you use a skill and then after a random interval, you get notified with a sound and an exclamation mark and you have to use said skill again. If your timing is on point, you get rewarded with a buff and a strong, stacking dot. Takes some practice. I don't have enough experience playing those classes to give you clear recommendations, but Rogue/Warden and Rogue/Druid seem quite strong.

    Regarding rogue in general.
    The new version of Wound Attack does only consume Shadowstab Bleed but not Grievous Wound from Low Blow. Hence it only deals damage twice, instead of three times.


    Edit:

    Shadow Slash seems to deal no elemental damage (or isn't increased by elemental damage buffs - tested on R/D).

    My impression from the last patches:


    On a serious note though, what is going on with physical class balancing? Magical classes get a lot of balancing changes and interesting mechanical reworks and we get neither.
    Instead we get breadcrumbs and nerfs, without any explanation regarding the reasoning behind the decision, like this one:


    Druid/Warrior

    • Reverted Heart of the Wild damage gain to 60% back from 75%.

    In what world does Druid/Warrior compete with Champions and most Warriors?


    Meanwhile, there are several (chain) classes that have been overperforming for ages. Conversely, classes like Champion/Druid, Warrior/Priest etc. have been long lacking. It can't be due to the lack of feedback. I and many others have asked many times for changes and we have made concrete suggestions. Still, Bard/Warrior has major sustain issues, Warrior/Priest overcaps attack speed way too easily etc. The list goes on.

    And that's not even touching the issue of incohesiveness and lack of creativity. Just one example, Champion/Mage got a skill that requires you to target the farthest enemy, whereas all champions want to target the nearest enemy at all times, to maximize Shock Overload damage. Another example is Warrior/Scout, that uses spear for AoE and katana for single target, but has a skill that requires a 2h sword - which is never used.

    Then there are classes like Bard/Warden and Warden/Mage, that basically only spam two skills for the most time. There are of course classes that got nice mechanics going for them, I'm not saying the entire physical balancing was bad.


    All this is ofc only from the perspective of chain player, but from what I've heard and seen, leather classes face the same issues. Looking at you Scout/Bard.


    Is the physical balancing team vacant atm? Do the responsible individuals think physical classes are balanced well in their current state? Is there a big physical balancing patch planned? Please give us some information and don't leave us in the dark.

    Are there any plans to add some kind of repeatable content to the prestige pass?
    Currently it seems very hard to progress past level 15, especially if you already upgraded the cards from certain zones.

    Regarding Warrior/Druid.

    After today's patch Slash and Whirlwind change their positions in the spellbook when under the influence of Earthly Strike. I guess that's the case with all buffs that modify skill IDs.

    Regarding Warden/Warlock.

    Unfortunately this class is currently underperforming greatly - even with weapon swapping (attackspeed 2h axe for AoE, patk 2h sword for single target).

    First off, it's not worth to use Phantom Cleave (ID: 1490534) and Noxious Slash (ID: 1490533) at all. You are better off just using Poisoned Chop for single target (ID: 1490529), since it causes your pet to use Shadow Chop. Conversly for AoE, wasting a gcd is not feasible. Hence I suggest the following:

    1. Remove Poisoned Chop gcd
    2. Change Phantom Cleave to proc Shadow Chop too

    Moreover, please consider raising the physical damage increment of Phantom Contract (ID: 1490536) from 20% to 30%.

    Regarding Druid/Warrior.
    This class currently struggles greatly with sustaining Rage. I suggest either increasing the Rage provided by Heart Piercing (ID: 494216) from 15 to 30, or adding a 40% Rage buildup bonus to Urgent Aid (ID: 494017).

    Moreover, sustaining Nature's Power in single target situations is impossible nowadays. Please consider to increase the duration of Focus of Mother Nature (ID: 493548) back to 30 seconds - at least for the portion of the buff that reduces Nature's Power consumption to zero.

    Apart from ressource issues, this class also isn't able to compete with stronger classes. Hence some form of damage increase would be very welcome as well. Personally, I'd like to see a dot (about 650) attached to Natural Attack (ID: 494016).

    Greetings,

    Currently it is way too expensive to change your cards from strength only to leather (str-dex-stam-patk) via a second cardset - without losing the maxed out stats. Same thing if you want to switch from defense to hp. I'm talking about 400k diamonds for 2k cards.
    Are there any plans to implement an item that replaces one stat on all your cards with another? Or something similar? I don't mind if it is expensive, but the price should reflect the fact that you are only changing a single stat and don't get access to a second set.

    Currently, we don't have plans to implement such changes. However, we may revisit this matter in the future and potentially introduce your suggestion or an alternative solution.

    Thank for answering.
    Some adjustment that adresses this issue would be much appreciated. It feels quite bad to be more or less stuck with a stat you don't want anymore on your cards.

    Currently it is way too expensive to change your cards from strength only to leather (str-dex-stam-patk) via a second cardset - without losing the maxed out stats. Same thing if you want to switch from defense to hp. I'm talking about 400k diamonds for 2k cards.
    Are there any plans to implement an item that replaces one stat on all your cards with another? Or something similar? I don't mind if it is expensive, but the price should reflect the fact that you are only changing a single stat and don't get access to a second set.

    Regarding Champion in general.
    I suggest changing Feedback Defense to be usable without Shield Form active, since Wardens Protection of Nature can be used by a dps too.
    This way both classes can provide utility to their groups, if there is no tank of the same class present.

    Regarding Warden/Warrior.

    The class has way to many buffs to be played comfortably. This observation mainly comes from a dps point of view, however I've been told by our tank that they face the same issue.

    I suggest modifying Berserk via one of the elite skills to be a toglle skill without duration. The rage cost should be removed too, so tanks can easily toggle it whenever they want.

    Regarding Distance artefact rune.

    Since this rune isn't used in any capacity at the moment (at least to my knowledge, please correct me if I'm wrong), I suggest the following:

    Change the item to reduce ranged weapon distance by 30 instead. This way it would be a useful rune for Scout single target damage to maximize Distant Friend damage bonus in instances.

    This issue occurs with all dynamic cooldown skills, such as Joint Blow, Shade of the Ocean etc. To my knowledge it was already reported by Cruvor in the past, but an update on this matter would be nice.
    As you said, once you reach hight attackspeed it gets especially annoying.

    A fix would be highly appreciated.