One last request from you, we just killed world boss but since i deleted UI Changes plugin i didnt see spell casting bar of enemy. How can i see spell casting bar on enemy without addon ?
Posts by grknkrdn1299
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What you can do is turn them on in small groups especially if you have a specific version of these, kind of like testing in steps. This way, you can figure out which addon or mix of addons is causing the issue. Once you find the culprit, it'll be a lot easier to fix the problem or work around it.
Hi, i figured out that AU addon caused this problem. But i dont know which plugin of AU addons causing this problem. I am still trying to find out
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Yes but at the top it says "Can only be used in Shield Form state." So even if you still have the buff, in normal mode it will not activate.
But we can use this skill without disassembly mode. why cant we use rune overload without shield form ?
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here is list of my addons
au x64, simpledamagelog, kittyx64, multibuy, asbw, bagsell, cenedrilhelper, charplan x64, dailynotes x64, dungeonloots x64, extendedmacroicon, invite, lootit x64, necrohelper, scrutinizer, slash_afk, project, transmutor, vactionbar, vcthreatmeter
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This skill says it will be cancelled when we enter Disassembly Mode State. So technically we can use this skill and cancel shield mode, and it can still deal damage if we dont enter disassembly mode. But when i leave shield form, i see Rune overload buff on me but it doesnt inflict damage anything and it consumes rage every second.
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Hi, i just checked it without addons, error doesnt occur. But i dont know yet which addon causing this problem
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Hi, you can buy backpack slots from itemshop. You can also use storage chests in your house.
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Regarding to mage/champion
this class was better before you added 1-h hammer. It was good in both single target burst and in aoe burst.
Now it is only good at aoe, but not like old times. Please make static field's range 150 again . And make this skill increase wind dmg again. ID : 491156. Or maybe you can increase magical damage bonus of this skill instead ID: 498871
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You are right about instances. I also dont want DEVs to bring 3-4 nostalgia instance every year. 6 people instances are not fun. We need a big instances like Dark Core. I would prefer 1 big instance in a year rather than 4-5 small and boring instances every year. Nostalgia instances are not so fun. We are killing a few mobs and doing some boss events.
I didnt like this AoD also. We should spend our time with farming high endgame instances not AoD or nostalgia instances.
In my opinion next nostalgia instances should be easier. And DEVs should focus on endgame instances.
Please developers make nostalgia instances easy and bring 12- people endgame instances in every 1 or 2 years
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Hi, as far as i know. We just need to kill all harpies and harpy boss without any deaths. Unlock Goddess of Nature NPC.
Find 24 dark relics + 1 light relic then Rhognu NPC appears in a barrel inside village. Correct me if i am wrong.
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About Warden/Warrior.
Please make Feral Leader skill decrease aggro of all raid members, not just our party members.
Skill ID: 499900
Make Coat of Arms skill not to be broken when we are far away from eachother. Bound should be broken only when we die or other person dies.We should use this skill only once in my opinion. Skill ID: 494611
Warden tanks have good aggro on single target but they have an AoE aggro problem.
Please reduce cooldown of this skill for all warden tanks
Frantic Briar ( Skill ID: 1490330)
And you should also increase aggro of Power of the Wood Spirit. (Skill ID : 493392).
It is not easy to do big pulls with warden class.
I hope you understand me. Thanks
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Regarding to Warrior/Knight
this class is very fun to play but it needs some changes in my opinion.
. This skill gives us extra aggro for only 12 seconds. We need to use this skill so often to get extra aggro. Please make this skill a 15 minute buff, like you changed knight's threaten skill before. If not, make it non-global cd skill and increase buff time to 24 seconds. So we dont need to use this skill so often.
Skill ID : 491485And you can also reduce cooldown of this skill . 6 seconds cooldown seems too much. Please make it 4 or 5 seconds. And make this skill not to trigger global cooldown as well. Skill ID : 492616
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Knight/druid has good AoE aggro but i think it is bad on single target. I mean unlike knight/warrior and knight/mage,
i cant take aggro with . I need to use or even if there is only 1 mob. But maybe it is because i have tier 11 weapon. I am not so sure
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when it comes to aggro, I always don't have enough of it:D but I guess that's called a lack of mastery of the character:D
Not really. Some classes really have an aggro problem in generating it or they dont have enough aoe skills. For example 1 aoe with aggro every 6 seconds is not enough and feels clunky to play
Yes thats true, for an example knight/priest is bad because it has only 1 good AoE aggro skill and it has 6 seconds of cooldown. It is really difficult to do big pulls with it. Tsunami doesnt generate enough aggro to hold mobs on tank.
And i dont like warden tank also. Last time i played warden tank in dark core, i had some problems with AoE.
I think this skills generates low aggro. -
About knight/mage
please make Holy Light Domain give us extra defense or damage reduction. It is a beatiful class but we have low defense and low hp compared to other knight classes
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About mage/druid
Please change this Green Guardian Stack, make subterraneous blade triggered twice when we have 10x stacks at least.And do same thing for Cosmic Call skill. We can never have 20x stacks while moving. It really doesnt make sense to play like this.
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I really don't see the point in having 1 broken mage class (m/w in this case). Yes, it is more expensive but everyone playing 1 single class literally destroys balance meaning. So if i want to play any other mage, wl or druid (no cps) I just have to live being the worst dps in party? It feels like the balance failed so hard these days. Same goes for others pdps classes like w/wd etc.
Every class should have 1 broken class. Warrior/warden is strong now, so is knight/warlock, a lot of rogues are good also.
And like i said before not all mages are broken now. Mage/warrior is very powerful class if you have good str cloth gear. Maybe scouts need a broken class also, so everyone can stop hating mages -
The argument that two sets of gear equal the highest damage doesn't convince me because creating high-level gear often costs more than weaker gear, even when considering two sets. Yet, M/W still deals 30% more damage in much weaker gear. Even before this enhancement, this combination was dealing massive damage, but what a skilled player can do with it now only reminds me of the first R/S changes when it was doing 90% of all damage in instances just for laughs. I don't play a mage, so I don't know what can be changed to make it more balanced with the other classes, but if it stays this way, in a month, we'll only have M/W in instances, nothing else.
Yes true, mage/warrior is stronger than other mages atm. But this class was nerfed many times. I remember they reduced static field's damage by 40% a year ago. If they want to reduce it's damage bonus. At least they should give 40% dmg bonus back to static field. Maybe Flame skill hits lesser to boss and static field hits more dmg against mobs. And remember not all mage classes are good atm. mage/druid and mage/warlock still need some changes. If DEVs are going to change this class. At least they should buff other non-popular mage classes
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Ok, play against a Knight/warlock with full matched gear for the class and you will see the same dmg. This game is pay to win, thats how it works.
And not every player has same dmg with mage/warrior. It is about our str cloth gear. If we spend too many diamonds to make a powerful str cloth gear, our dmg should be high. We are simply making 2 gears to play mage/warrior. Why should we spend so many diamonds if our damage will not be high ?
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you know that this was a nerf? xD you lost ~45% aggro with intensification now in comparison to before patch
I was talking about 75 radius of Holy Light Domain, I didnt want intensification to change like this
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I'm sorry to say. But when DPS pulls, its mostly DPS fault. So in my opinion he/she/it, deserve to die.
Tank should not get buffed just becouse DPS are not able to play properly..
~ just my opinion
GreetingsCôsmô
Yes, but in my opinion knight/mage still needs more defense or extra damage reduction. And like i said before this skill needs more range for better big pulls. Or maybe that skill should hit twice in every second when we use . Just my opinion. I want to see this class to have better AoE for better big pulls.
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you know that gms/devs are not always the best persons to have ideas about good changes? mostly the players, who plays such classes can do the best suggestions.
Don't playing a class does not mean it is not playable. it's mostly about the circumstances (6 ppl instances) or personal preferences. I can talk about myself: I played knight/mage soooooo many months/years (thx for meta) that I don't want to play that class for a long time. That does not mean it is not playable (except this 1 useless elite with mana shield).
I mean, knight/mage can afk tank worldboss btw xD and knight/scout is, in my opinion, the best choice for ppl with aggro problems or want a tank that have range aggro.
I prefer warden tanks, if they are playable which aren't they in necro for example bcs of knights threaten but thats ok. Also in big pulls warden tanks are not so good, some more some less.
So what do I play? Knight/druid if needed (only priest heal in group - bcs cruvor is too noobish to play druid xD) or I play Knight/bard for example, bcs I love this range aggro it has and the playstyle with channel aggro. I would rather play knight/rouge or knight/priest, but these classes are really bad in AOE aggro as you know.... so yeah. Knight/mage is a good tank (many interrupt skills btw too), but maybe some others thinking the same like me? that they played it too often?
Dont know, but in my opinion aggro is good and if they would change manashield finally, maybe some more would play this class again (I would test it how it feels at least)
In summary: It is always good (also for the team that is responsible for the balancing) to make suggestions or at least, what you feel about what exactly is not good. In this case, the designer/gms/devs can think about your problem and what could be the reason for it and maybe how to make it better
Greetings
yes knight/mage has good aggro but it has some problems. It has very low defense. Maybe they should add it some extra defense or taken damage reduction. I dont know how much defense you have with knigt/mage. But in my opinion some skills must be changed. It has very good aggro on single target because its auto attacks generate good aggro.
But i think they should increase range of this skill . So, we can do better big pulls in dark core. Especially if ranged dps players pull mobs before tank