I've pointed out D/r is aimed for dps previously and watched it get stifled. And thanks for ignoring 90% off what I said. My Priest has way more wisdom and level 90 heal skills and fares barely better. Love the ignoring players effort to point out they prefer healing as their role on characters they have worked on for that purpose. And making it "easier" for healers starting out by making it a complete gear check. And lots off options as that is always thrown around.
Posts by cainseriph
-
-
Be great if people besides the top geared were taken into account, kinda hafta make it to that point. Nice to see more we made you suck but there is gear to fix it or will be. As for upgrades my heals and dps is down, and if taking int conversion away why does sandstorm which is crippled now still take Int. Goblin mines since after season 4 my Druid has just gotten weaker and weaker and can't do other content, the worms I hit for 18k with widow now its 13k and sandstorm killed them first tick now its taking 3 and barely doing 10k. Not 100% confident on the wis to matk as well pretty sure I'm short 10k matk compared to having resolution.
-
toggled modes could easily fix these issues with many classes. dps gonna be great with the healing bonus u gear for.
-
Request Shi ID: 493261 be a modifying (bleeds: all) into light based and Light DMG get dex modifier across the board.
Meaning all capable weapons become viable, and Rogue stat still working the Lords work.
Trying to got at it light style I am running out of MP rather quickly, Holy Strike ID: 490148 burns through my non existent MP pool. The Knight has Holy Power Explosion ID: 490172 to combat this, and multiple Light DMG amplifications.
Any chance some MP help or some where Rogue modify Holy Strike to use energy as currently (4) Strikes are needed to replace what was simply Shadow Stab and Low Blow.
Maybe some one explain how the rotation is supposed to work to utilize the modified Wound Attack ID: 1492414 . I am legitimately asking for help, aside from changes as R/k literally is what made me come to Arcadia, was loving it til it got canned as an Assassin at 50. Nice Daggers useless and parked just allotted to doing dailies due to performance.
Or better Searing Light ID: 493025 lose the weapon requirement to give the Rogue its own means of Holy Seal generation fitting to usual Rogue mechanic, bonus points if Shi changing bleeds to light also meant they now generate a Holy Seal when used. Example being the aforementioned status quo for most Rogues Shadow Stab and Low Blow.
And sorry I only recently caught the the weapons requirement was removed on wound attack.
Thank you for your time and effort.
-
Force of Mother Nature #493548 does not allow skills to consume Nature Points for bonus affect most painful example being Poisonous Widow Embrace #494022.
While it does state this, especially with its small window time wise it would seem that is meant to be a burn cycle without the Nature Point limit. Can't prove it but that would also make since why I could kill bosses previously that I now cannot.We were not able to reproduce the issue. Could you please specify what you did exactly or provide screenshots/video of it?
I had shown some footage on Hoto boss to I think GM Daleshy, who actually pointed out what was happening. I went to shoot some more but now its working, same as Rogue back attacks skills XD. Especially happy for my Rogues there. There does still seem to be a reason for some targets to resist the extra DMG tho trying between the 40 and 60 dummy. My druid is 59 but could have better staff levels.
I would also like to ask if the move speed reduction could be lifted as we are already taking 2 major heal reductions {Shadow Contract ID: 494638 (55%), Curse of Widow ID: 499944 (50%)}.
And possibly could Dark Moon ID: 494934 be changed to a toggle with mp upkeep as its duration is same as its CD being a buff constant to keep up. Just be easier on micromanagement and more wiggle room on action bar.
Or maybe Pure healing ID: 493552 be tainted by the Rogue, turning it from heal increase to MDMG or specific to Dark DMG. We are obviously meant to no longer heal so DPS, plus its picked up sooner and turns to a waste of TP if not planned for.
Always thanks for time and effort.
-
Force of Mother Nature #493548 does not allow skills to consume Nature Points for bonus affect most painful example being Poisonous Widow Embrace #494022.
While it does state this, especially with its small window time wise it would seem that is meant to be a burn cycle without the Nature Point limit. Can't prove it but that would also make since why I could kill bosses previously that I now cannot.
-
Will do, note that I am using "Sinister Request" prior to load nature points and I am not 105. My damage output is exactly where it was after the season shift. Its pretty easy test, and I have racked up plenty of xp debt checking. My mage is far lower geared and not only can do Hoto, but last patch changed it to auto enter at the harder settings and I finished it as well aside from insta kill from water vermin. Again I understand most people opt for the (91) route, which leads us trying to do these instances roughly at level alone. Already having to skip several just because the mechanics require at least 2 people. My druid actually replaced a couple level 20 items getting Gorgon parts due to having to solo and terrible drop luck, it rains chain and xbows 0.0. I will try to record a video of the fight, using the same rotation that worked quite well prior. Thank you for your time and effort.
-
Hate to sound like a broken record but, was "Increased Poisonous Widow Embrace extra damages to 713% from 450%." implemented as my tool tip looks the same and testing on dummy and in field same results?
-
As some one who enjoys the slower route and does not instantly hit 91, it feels early game is being ignored. My Druid/rogue went from timed burns soloing Hoto to not even being able to do Cyclops. And this is with it already being stated that combo is lacking in the single target damage.
"Changed Poisonous Widow Embrace; Inflicts 250% + 0.1 x INT damage and consumes Nature’s Power stacks up to 2 times to inflict 450% + 0.1 x INT per consumed stack. Also recovers 15 Energy per consumed stack."
I have to assume that is at 105 as it does hardly a fraction of the damage it was. Even utilizing Sinister Request to use the natures stack bonus.
"Changed Curse of Widow to additionally modify Earth Arrow → Dark Arrow: Inflicts 550% dark damage and recovers 2 stacks of Nature’s Power. Increased its MP cost to 5% from flat MP."
Website states "The power of Mother Earth manifests in your hand causing 2006.4 + 0.5 x Intelligence of Earth damage to your target. Grants 1 point of Nature's Power."
Which at this point feels like less than a 4th of what I was before the changes.
"Changed Corrosive Poison damage to 2650 Dark instead of 5300 Poison." Poison was a bad choice ok, but I tossed it just as some shaving and the spread is nice it seemed weak previously. Now its my damage type but at half affect on a class again noted for being single target dps lacking. And considering I am mixed with Rogue dps should be my thing seen more with losing half my healing at 70.
-
Not of fan of Poisonous Widow Embrace doing squat for damage now.
-
If possible type specific outfits for maids to easily tell what they are trained it would be great. Example being a cooks outfit. Unbinder for mounts or a trade in option. And if we dreaming better maid costume and nurse outfit too XD.
-
Dungeon attunement items
-
Love the Rogue/Knight but
Shi id:493261 could this please be a toggle so Katana or dagger could be used, instead of immediately removing dagger viability. Or at least if it would only modify wound attack whilst wielding a Katana. More Katanas would be appreciated as well.