First off, Hell Blades is a selfbuff (strictly better than Illusion Blade Dance was btw), so you always have access to it.
Projectile damage didn't matter much anyway.
Rogue/Mage was made much stronger overall with the recent changes.
First off, Hell Blades is a selfbuff (strictly better than Illusion Blade Dance was btw), so you always have access to it.
Projectile damage didn't matter much anyway.
Rogue/Mage was made much stronger overall with the recent changes.
Once paired with wl/m debuffs and the fire damage boost from Hell Blades, Chaos Dagger actually does deal more damage than Enchanted Throw did. Having skills that deal elemental damage is a strong boost to dps.
Regarding the Ch/Wl changes. 60 sec Endless Pulse reduces the need to recast quite a bit and makes the class more pleasant to play. Same goes for 1% hp drain for Dark Energy Punishment. Both very good changes.
The change to Soul Forge Mystery however makes little to no difference. Why ? Well, the idea is a pretty good one, especially since you didn't just give the class a permanent dark dmg Rune Pulse - would be way to powerful.
But atm there are two problems with it. First, the class needs to stack its Forge buff to 7 in order to maximize damage, which contradicts Unleashed Soul proccing on the first whitehit. Moreover, Dark Energy Attack when buffed by Indomitable Will still does more damage than a buffed RP(as it should be). This and the need to buff said Indomitable Will/Rune Growth and maintain them, leaves you with a fraction of the buffs runtime for actual use.
Hence I'd suggest changing Unleashed Soul to give the player a buff stacked to 5 with 30 sec duration, that converts RP damage to dark and consumes one charge per RP. This way the skill would be far more useful while reducing the theoretical amount of buffed RP's from 10 to 5 as compensation for the change.
Lastly, Rune Siphon has a healing portion that scales with wisdom/heal boni and currently serves no purpose. I'd suggest changing it to a 10% heal. Wouldn't be as much healing as prior to the Endless Pulse change, hence still would justify the change made to Dark Energy Punishment.
W/D's Earthly Strike doesn't hit b3 rofl organs.
Thank you for the adjustment of 1h weapon damage on Champion. Very much appreciated.
Furthermore, great change to Rune Siphon. It's actually worth using in the rotation now, not only as a filler when rage runs out. Doesn't make a huge difference, but definitely spices up the rotation.
Display MoreThe class still does less damage than both /mage and /rogue and the healing added something unique (which helped with the 6.5% drain/sec).
Hello,
Mentioned value has reduced to 1% per second but was missing in patch notes, thank you. We have further changes for Champion/Warlock class which can't be done without patch.
Greetings
Hello,
Thats very nice to read.
I appreciate it that you take the time and look into the feedback given by the community. Thank you !
I look forward to the future changes you mentioned.
I have to agree with the previous two posts. 1h hammer was already stronger than 2h on Ch/R without any additional benefits, because of the additional procs.
With the latest change you made 2h hammer a even worse weapon. Both the best Champions, Ch/R and Ch/M (that got buffed) are better off with 1h.
Regarding the changes to Ch/M and Ch/Wl, I like them, but please add the healing effect back to Endless Pulse again.
The class still does less damage than both /mage and /rogue and the healing added something unique (which helped with the 6.5% drain/sec).
Warlock/Champion has a 4%/sec heal (compared to 5%/2sec) that lasts 5 times as long and doesn't have to deal with a constant, strong degeneration.
I'm not a Wl/M player myself, but the basics are the following:
- Buff your group with Sublimation Weave Curse (6% attributes buff)
- Use Warp Charge on cooldown to buff your group with attack and cast speed
- Stack and maintain Soulbrand to/on 4 on your target using Perception Extraction and Soul Pain (inceases elemental damage taken)
- Use Soul Seal and Surge of Awareness when the Group does buff up (damage and patk/matk buff)
Again, those are just the basics and there are many more skills and item set skills that buff your group/debuff the enemy, but this should get you started.
Again, I chose to split my post. The two topics, although related, should be separated imho.
Regarding 1h hammer vs 2h Hammer:
Sadly 2h hammer is not in a good spot right now(so is wand, but someone playing mdps should adress that). To confirm this, you just have to take a look into the auction house(and the history). So many players are trying to get rid of their 2h hammer or already did.
This mainly comes down to 3 reasons:
1. Champion/Rogue with one hander does deal more damage than any other class right now, has the best aoe etc (sustained as well). The difference between 1h and 2h is massive.
2. The damage difference per hit on the other champion classes between 1h and 2h is already small and you get more Shock Overload and Chain Drive procs out of 1h and a stat stick, pushing in favor of 1h. Ch/M even does more damage with 1h in burst than with 2h and Ch/W is a tank that uses 1h as well. Hence as a Champion player, a class that traditionally used a 2h on this server, you're left with Ch/Wl and Ch/Priest. All other combos fare better with 1h. Both of the mentioned classes don't perform well atm, with /p being the worst.
3. 2h sword is significantly better than 2h hammer for all warrior classes (and bis for wardens ofc). While I agree that classes should use their own respective weapons, 2h sword provides with so much options. Maybe some kind of benefit for 2h hammer users could be implemented for W/Ch ? The class already has 2h hammer for the highest weapon level, so it would make sense.
Summarizing, 2h vs 1h hammer for Champion is in the same situation as Scout's x-bow vs bow was. So please consider adding (or altering) a skill that gives 2h users a benefit, like you did with Wind arrow. I get that you try making every weapon type viable, so that should be in your interest as well.
Regarding Champion after latest patch:
-/Mage:
The new Void Armor is really cool, I especially like that you made a completly useless skill viable. Removing the duration of High Energy Barrier made the class a lot more pleasant to play, although the doubled cd lowers overall damage a bit. I'd suggest splitting the damage buff and the shielding part of the skill though, like you did with Wd/R version of Heart of the Oak though
However, the change to Bloody Experience and Suppression Offensive make up for that.
Overall, the damage can't compete with /Rogue, but playstyle and added support of Obstacle Force Field is nice. More improvements could be added, but still good job !
-/Warlock:
I don't quite know what to think of the changes of last patch. The class was already weaker as /Rogue and now is weaker than /Mage as well.
It has the downside of constantly losing considerable amounts of life, which heavily impacts performance on 3rd boss rofl and generally makes gameplay more challenging. Imho classes that drain themselves, should do slightly more damage than their counterparts. Else there is no point in playing them.
After the patch it has lost a large portion of it's burst damage/some overall damage due t the changes to Soul Forge Mystery and has lost the only real upside it had compared to other Champion combinations - the Blast of Remorse 5 sec stun. 2 seconds of stun does not justify playing the class, especially since the draw-together effect does not work in rofl.
I do get that 5 sec stun with 10 sec cd had to be changed and I generally do like the change of Soul Forge Mystery to a permanent dark damage buff, but why should anyone currently play /Wl over /Rogue or /Mage ?
Ch/R does everything the class can do, but better. 18.5% atkspeed ? Ch/R has 12.4 (quick hands) + 10% (shadowstep) = 22.4%. 18% weapon damage for 20 sec vs 21% (Shadow Explosion + Shadowstep) ... Blast of Remorse AoE vs many, many Shock Overload procs(main + offhand). And ofc Shadow pulse with it's added Rune Pulse hit that does so much more damage than a normal RP.
Ch/M as metioned above does far more burst damage and more overall damage and has the added benefit of group support.
To change this, I would suggest the following:
- Increase Soul Forge Mystery's dark damage increment to 40% (It does only impact a portion of Dark Energy Strike and Rune Siphon anyway)
- Increase Endless Pulse attack speed increment to 22%
Some quality of life changes:
- Remove Rune Siphon Rage cost(only 20 Focus)
-Change Blast of Remorse cost to 30 Focus and enable draw-together mechanic in rofl
Ch/Wl elite skill does add Focus restoration to Forge. Atm you don't need Focus apart from Heart Collection Rune (a buff that can be used every 1:30 minutes) and Rune Siphon (which does cost rage as well), so I think it would make sense.
Hi and welcome to Arcadia !
Speaking as someone who used to play on the gf-servers for a long time, you have made the right decision.
Regarding new players, CoA does offer many goodies, that allow you to catch up quickly with the rest of the server.
First off, The Lost Isle of Atlantis is basically the "new Varanas" here, meaning that it contains all the important npcs.
Atlas City:
- Hillary, to the left of the housekeeper: Exchanges Ancient Mementos for badges, allowing you to advance your siege titles very quickly
- Agnes, 38/49: Exchanges diamonds for gold. As you might have noticed, the auction house currency here is diamonds. Hence the need for such an npc.
-Jimmy Crane/Edward Wilson, 39/44: Arcadia Coins/Proof of Myth merchants. The coins are obtained in the custom instances of CoA, replacing mementos.
-Edwards, 38/56: More npc's that interact with coins
Itnal Camp:
- Training dummies/Baltons, 27/73: Allows you to level up your weapon skills, note that the Baltons have the highest level, you should use them
- Evangeline/Sophia: the daylie reward npc's. Evangeline gives you a great golden hammer (the one that hd's all your gear, making ld gear no problem to wear) and 2 transport runes. Sophia gives you 30 golden eggs, very nice to level up a pet/buy the necessary potions.
Moreover, you have one free spin of the Wheel of Fortune per day & character. Use them.
That being said, CoA offers a pretty neat lvl 80 starting armor once per character, that can be obtained in the starting zone of your respective race. Using this, you can start farming mementos and coins. Groups can ofc be found using the world chat, it's quite alive, trust me.
Mementos can be easily farmed in grotto of horror hardmode and for coins/your first arcadia stat (the purple ones you might have seen on ah) I recommend Secret Temple of Tikal.
Most of the custom instances require a pre quest though, so I'd suggest starting with that. It begins infront of the Temple of Mysteries in Dragonfang Ridge.
Regarding your choice of class, we're currently in a phase of class balancing, where things change constantly. They've already reworked a lot of previously useless classes, so take your pick.
Generally speaking supporter classes such as Warlock/Mage are the most easy to get you started, since supporting can be done with the starting gear. Warden/Scout with it's Moral Boost and the crystal's buff does fit in this category as well though.
Display More"and wheres is the problem? the same happened to the champio, basicly its similar, now to tank with warden you have a pet to tank as champion use the SF and lost patack by -% str, i think thats good cuse wheres the point in the warden can be tank and do good dps just changing the jewellry?, then why dont increase again the patack on the champion too?.... this change is good maybe what they need to do its now make a pet to be more offensive dps like do the champion with the disassemble form"
With that change noone will tank as wd, it just useless, no stun, lower pa than other tanks, why bother.
Champ in SF does NOT have -65% pa reduction, so your comparison is not valid, it has loss of str but in turn HUGE gain in sta; in the case of this change, you just lose 65% pa while before there was no such loss. As it stands, tanking in SF same gear i will have more pa and more hp and more pd than wd with the oak pet, it makes wd useless as a tank since champ can just do much better - hence less variety as i said.
If the intention is to make it similar to champ SF - then instead of -65% pa make it like SF - convert str to sta say 87% like SF, but not just -65% pa, this just kills wd tank...
Agreed. At the moment warden tank is just a worse champion. Less life, less pdef, no interrupt/stun and no group support.
Since the goal seems to be erasing classes that can both tank and dps, I'd suggest that instead of plainly reducing patk/matk by 65% it converts to pdef or hp.
The Shadow Pulse part is certainly a point for debate. I do feel like the skill is slightly too strong, in fact my ch/r does more damage than my ch/wl (both played with 2h).
This may come down to my personal playstyle though. As long as the 1h issue is adressed in any way I'm in.
My thoughts regarding Champion:
Champion/Rogue
Very strong class if played with 2h, ridiculously overpowered when using a 1h. Killing all 3rd boss rofl organs on my own took me 1 minute and 43 seconds, which should say more than enough.
I get that you want the class to be played with 1h, which is totaly fine, but the 1h hammer damage bonus is far to much. I'd suggest replacing the 15% one-handed-hammer damage on Shadow Explosion with 5% attackspeed while wielding a one handed hammer. Playing the class with 1h is even without any additional benefits a good option, because of more Shock Overload and Chain Drive procs.
Moreover, Shadow Pulse overall damage should be lowered by ~ 10% imho.
Champion/Warlock
Fun class that's in the right place now.
Champion/Mage
Nice support capabilities(and tyvm for the mana spammable - much appreciated change), but lacks damage to be competitive and keeping all the short-time buffs up is very stressful.
My suggestions to change this are:
- Heavy Bash:
Remove gcd trigger while under the effect of Elemental Defense
-Backlash Armor:
let it trigger on any damage received, not only parried hits
-Rapid Spread:
Currently serves no purpose, since it does lower damage than Heavy Bash.
increase damage to 650% physical mainhand weapon dps at lvl 104
lower buff duration to 15 seconds
-Bloody Experience:
Buffrotation is already very long, so I just don't use this skill, it has very little impact anyway.
Could be changed to: "Inflicts 750% physical mainhand weapon dps, while under the influence of Rapid Spread buff." 503 mp cost, 5sec cd
-High Energy Barrier:
As already mentioned, keeping Rune Growth and Barrier up and generally buffing up is unpleasant atm.
increase duration from 15 to 30 sec
Champion/Priest
Has interesting skills, but can't really shine either as dps or tank atm. Suicide Advance buff is strong though, that should be kept in mind. Having no mana based spammable makes it very clunky to play.
Some suggestions:
-Runecraft - Devotion:
change to: "Improves your Rune Growth, making it increase phsical attack by 20% instead while in Dissasembly Mode and reducing damage received by 25% while in Shield Form respectively."
-Divine Vengeance:
reduce damage dealt to 600% mainhand weapon dps physical light damage, remove it's cd, cooldown reduction for Holy Aura & change the cost to 503 mp
add x2 aggro multiplier while in Shield Form
-Rune Energy Consecration:
increase rage gain from 5 to 10
-Light Pulse:
add x4 aggro multiplier while in Shield Form (this would help tremendously as a tank) and change the damage type to physical light damage
-Holy Attack:
The debuff removal is random and not useful. Replace it with: "Deals 800% mainhand weapon dps physical light damage to the target and reduces it's physical and magical attack by 15% for 8 seconds."
-Explosion of Righteousness:
change damage type to physical light damage and increase the buff duration from 15 to 30 sec
-Reviving Blast:
increase cd to 5 minutes
change to: "sacrifice 50% of your health to return a fallen player back to life. This ability can be used while in combat."
Champion/Warrior
I like the changes so far, definitly an interesting tank combination. However, having only access to rage makes ressource managment difficult. Furthermore, the class has no spammable with aggro multiplier, which adds to the inconvinience.
This could be solved by two simple changes:
-Power Slash:
add: "Removes the rage cost of Slash and makes it increase your aggro while in Shield Form(x2 multiplier)."
-Arc Strike:
remove rage cost and add x3 aggro multiplier while in Shield Form
General
-Energy Influx Strike:
Does less damage than a Heavy Bash and is not used in any way atm. Please consider increasing it's damage.
I apologize for posting twice in such a short period of time, but I wanted to keep my thoughts on both classes separated.
I just finished testing (almost) all Warrior combinations and I'd like to share my thoughts so far.
Warrior/Champion
Very fun and the strongest warrior class now. I like the changes to slash and the overall feeling of the combination. Good job !
Warrior/Priest
Again, nice changes. Doesn't do that much damage, but makes up for it by providing the group with strong support. Definitely playable now.
Warrior/Scout
Still the strongest warrior in terms of burst aoe, I do like the change.
Warrior/Warden
Very pleasant to play. Doesn't do as much damage as /champion, but has more aoe potential. Probably my favorite out of all the warriors. (Due to personal preferences - always liked the combination.)
Warrior/Rogue
Couldn't test that one because of the 1h requirement, but looking at the changes I'd say viable as well now.
Warrior/Warlock
Best sustained aoe dps among the warrior combinations, I like the buff to Lightning Spell and Spirit-Cracking Blow. Usable as well.
Warrior/Knight
My favorite tank class this far. Nice support skills, buffing strength iss as tank is neat
Warrior/Mage
Still does lack damage to be viable. I'd suggest changing the still useless Thunder Sword to a channeled aoe, akin to Priest/Warrior's Chain of Light.
Warrior/Druid
Unfortunately still a useless class. Two main problems arose while playing it:
1. Getting a no gcd Slash buff from Earthly Strike is nice, however, a 4 skill combinaton to aquire it is to much. Moreover, you run out of rage far to quickly to use it properly.
Both issues could be solved by removing the Unbalanced-debuff requirement from Earthly Strike and by making Slash consume mana instead, while under the effect of Slash Expert.
2. Stifle, which is essential for the class for getting the Irresistible Force Buff, does consume the Vulnerable-debuff and thus interrupts the Probing Attack > Open Flank > Tremor combo. Simply remove this requirement and the class becomes far more pleasant to play.
Thanks for reading.
Warrior/Champion's Bloody Slash and Vendetta Blow deal magical instead of physical damage (tested at 3rd boss tikal).
Champion iss Ferocious Disassembly and Punisher's Disassembly deal magical damage and can't be used while under a silencing effect.
Since even physical based elemental damage has been changed from magical to physical, those should be as well.
Warrior/Champion's Slash shares cd with Serenstum and Laor Forest Tart.
2-H Battlemonk "Spear of the Will" (2 Weak, 1 Temple, 1 Fire, 1 Earth)
Edit: Combination changed.
Edit, only looked at Obstacle Force Field's description and failed to realize that Ch/M had a modified Imprisonment Pulse description
Why weird ? Should I adjust anything ?
Warrior/Priest:
Defender's Roar percentual health increment does not stack with that of Priest's Grace of Life. Don't know if that's intended or not.
The stacked buff provided to group members by Morale Boost are not consumed with a successful attack.
Hi,
Good idea, hope it will help reducing crashes.
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Greetings
Edit:
Forgot to include crashreport
Second one added
Third one added
Hello.
First off I wanted to thank the responsible devs for the balancing. It has been an up and down at places, but overall I think you did a good job. It made several useless classes useful and brought fresh wind into the game.
However, a class remains that still has only one secondary class that is truly viable. Warrior. Precisely, Warrior/Scout is currently unmatched by any other secondary class. Don't get me wrong, I like the changes to Warrior/Champion and Warrior/Warden just got a little left behind by balancing buffs, the two are nowhere useless. But there is currently no reason to play any other Warrior than the already mentioned class combination.
I do miss the deep rework Mages and their secondaries got at the beginning of the balancing (which doesn't mean that I think mages are fine atm - Mage/Rougue is in dire need for some reconsideration). I don't know if you have already planned something for the unused warrior classes, but here are my suggestions.
General changes
- Surprise Attack: Remove the minimal distance requirement(Knights get a charge that has 2 seconds less cd and a 5 second stun without any requirements regarding distance)
- Enraged: Change restoration to 100 Rage(20 rage is not impactful at all and Champions have a setskill that does the same)
- Thunder/Tactical Attack: Remove the 2h/1h requirement.
- Feint: Change to "Inflicts 700% mainhand dps physical damage to your target, if it is not under the effect of Probing Attack." Increase cd to 10 seconds. (Haven't used this skill in my entire time on this server, useless atm)
Warrior/Rogue
- Shadowstab Perfection: Shadowstab and Slash no longer need a weapon requirement to cause a bleeding. Increases the damage of Shadowstab to 650% + 0.25 str mainhand weapon dps.
-Speed Up: Add 8% attackspeed increment
- Blood Dance: Reduce cooldown from 8 to 5 seconds
- Frenzied Attack: Increase critical hitchance bonus to 1000 and critical physical dmg increment to 100%
- Exhaustion: Remove the second part and add instead: "Probing Attack restores 40 energy to you. This effect can only occur every 20 seconds."
Warrior/Priest
- Blood Fury Battlecry: Increase buff duration to 20 seconds and the attackspeed increment from 9,6 to 15%
- Interrupting Strike: Change skill to cause 800% mainhand weapon dps phsical damage and add a 10 sec cd
- Magic Barrier Perfection: Add 15% patk increment for the caster
- Defender's Roar: Increase crit dmg increment for the caster from 21 to 30%
Warrior/Druid
- Rose Vine: Add "While under the effect of this buff, your normal attacks will deal an additional 400% mainhand weapon dps to the target."
- Tremor: Replace physical accuracy decrement with 800 points of physical and magical crit resistance reduction
- Guardian's Pledge: Add 15% patk and physical damage increment for the caster( Note that it's only a 30sec buff with 3min cd)
- Remove Magic: Replace with Path of the Shaman: "Changes the damage type of all your offensive skills to physical earth damage."
- Recovery of Life: Modify the skill to change Whirlwind's cost to 2% mana and reduce it's cooldown to 10 seconds
- Resistance: Additionally reduces Berserks cooldown by 20 seconds
- Revival Slash: Modifies Slash to consume 503 mana instead of rage. Decrease the potential rage generation to 20.
Warrior/Warlock
- Divine Battle Spirit: Increase rage generation from 5 to 10
- Psychic Ghost Step: Increase damage to 450% mainhand weapon dps
- Speed Slash: Increases Slash damage to 750% instead of 700%
- Spirit-Cracking-Blow: Remove cooldown, reduce focus cost to 15 and lower the skills damage to 600%
Warrior/Champion
- Bloody Battle: Add to effect:"Your next Vendetta Blow will hit an additional time."
- Blood Whirlwind: Remove Rage cost reduction, skill instead changes the cost of Whirlwind to 4% hp
- Wild Slash: Increase Buff duration from 6 to 15 seconds and attackspeed increment from 9,6 to 15%
- Blood Rune Weapon: Reduce cd from 60 to 10 seconds
Warrior/Warden
- Attack Weakener: Increase buff duration from 10 to 15 seconds
- Mental Bestiary: Change it to grant the damage Bonus to any target affected by Probing Attack, no matter the race. Decrease the damage of slash against such targets from 955% to 800%
- Battle Creed: Remove the phys crit damage increment and replace it by 10% physical damage increment
Warrior/Scout
- Blood Battle: Decrease the weapon damage bonus gained from Blood Arrow from 100% to 75%
- Aim for the Wound: Change damage to 600% physical mainhand weapon dps
- Calm: Change to: "Your Skullbreaker increases your focus regeneration by 30% for 10 seconds upon hit. This effect can only occur each 25 seconds."
- Battle Focus: Change the Shot part to: "Change your Shot to deal 400% mainhand physical weapon dps instead."
Warrior/Mage
-Lighting's Touch: Add: "Increases Wind damage taken by the target by 2%, can stack up to 3 times."
-Wind Bastion: Add: "Your Probing Attack increases your magical attack by 10% for 6 seconds."
-Thunder Sword: Increase damage to 2000 + 0.25 wind damage
Warrior/Knight
-Whirlwind Battle Technique: Add: "Whirlwind costs 2% mana instead of Rage."
Thanks for reading if you've made it this far
Warrior/Warlock:
Speed Slash passive doesn't increase the damage of slash anymore. I think this came to be because of the general damage increase slash got. Now all Warriors do 637% with Slash and the value for W/Wl needs to be adjusted.
Champion/Priest:
Rune Energy Consecration does only restore mana to the caster, while it should restore mana and rage.
Warrior/Priests Combat Expertise doesn't remove the hp requirements of Survival Instinct, like the skill description says.