Posts by wiedzmin97

    Quote
    • Fixed Imprisonment Pulse was inflicting damage to immune targets.

    Also a "Truth Shield Bash" of the Knight is dealing that damage.


    Edit: ah and if i remember well, Holy Seal dots can be also applied on the immune targets by using Holy Seal skill. Not sure if it also works with using Holy Strike.

    I would like to say some words about champs tank, because i see that u are mainly talking about which is good in dps ;)

    So, firstly i would like to add, that i was playing on champs with full dps eq (!).


    CH/K - the best tanking champ class, which can wear some plate to boost parry rate, great survivability, lack of buffs for party. With ability of Holy Strike to hit 3 targets and additional Holy Roar aoe - makes it good to keep good amount of aggro on mobs in groups (even more with +aggro from plate set). I was playing on it while i had a plate eq, it was really pleasant to play.


    And now, atleast 2 of the following class should be pushed into tank class.

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    CH/P - medium survivalibity (low number of parry rate - only possibility to wear chain, but 8% boost to stamina), one of the best party buffing champs with +21% dmg every 1.5 min and -32% obtained dmg every 4 min. No problems with aggro, even in bigger groups because of spammable Light Pulse (but need to keep some MP potions in backpack for that :D ). For me, if i would have a more tanky chain eq, i would play it as a tank rather than CH/K.

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    CH/M

    Surprise! Everyone is looking at his dps, ok. But i see him as a potential good tank.

    Firstly 70 elite skill - -10% obtained phys dmg all the time,

    + 21% obtained healing all the time,

    Void Armor - less useful at dps, more useful at tank, -45% AS of attacking mobs in near - always good.

    Threat good at single target (well, like on every champ), but... there are problems with keeping aggro on groups of mobs. We can only rely on general skills which is imprisonment pulse (because of the nerfs and lack of any aggro multiplifier on it its really difficult to generate enough aggro - even on full chain with nearly 800-900k patt - to keep mobs on you. Only way is to use Rune Overload, but not always its a possible with his rage eating.

    If u would go to change him more in tanky class, i would suggest to change one of the elites, for ex. Rapid Spread or Suppression Offensive - or even both, to has a multiplifier aggro. But also its good to stay with a clearly dps class - no problema.

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    CH/W

    And here we are...

    70 elite skill - -30% (!) obtained phys dmg all the time

    Determination Rune - 49% of max HP absorption, ADDITIONAL -21% obtained dmg for 18 sec every 30 sec,

    Defensive Formation +54% phys deff for 30 sec every 60 sec...

    Great survivalibity, but lack of aoe skill (!), wanted to say lack of skill with multiplifier aggro, but... there is no ANY aoe skill. Not saying about imprisonment pulse which i described in CH/M section. Ah.. and whirlwind with 30 sec cd and 50 rage cost... nothing more to say...

    My suggestion is to change Arc Stike (level 15 elite) to hit multiple targets, it has already multiplifier aggro, you can also add any rage cost to it.


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    Summarizing, CH/P and CH/W should be kept as a tank classes (but need some upgrades, especially CH/W). CH/M can be, but dosent need to be tank.

    I dont want to write anything about other champ classes, because CH/R, CH/S, CH/WD and CH/WRL (and probably Ch/M) should be categorised as a dps classes.


    Question: why i didnt write anything about Ch/D... I think that class should be just a support class viable for chain users as it is. Some heal powers, some boosts for party/raid - i think idea to add any tank or dps ability is pointless.

    Like said Amzi, there are classes which specialize in buffing/debuffing, which shouldnt take first places in terms of output dmg. I'm also playing often as a p/w, which has some more utilities than other clean dps classes (+%perm patt for all, additional rez, patt buff when there is no other priest-heal and more) and isnt dealing dmg as other pure dps. And for me it should be kept like it is.

    If you feel bored as any buffing/debuffing class, try to change with other magic geared ppl in your team. You swap to pure dps and someone other goes on buffer. Thats why upgrading your eq is important - to have a possibility to change roles in teams with others.

    Aaand you can always go with team w/o buffers/debuffers :P Its everything depends on your team ;)

    So maybe tactics depended on % of boss? random tactics on 90, 85, 80, something like that...

    Just something to stop bursting it :D

    Good to see changes on RoFL! Hope it will increase total difficulty of the instance!


    1 boss - can you tell us some more details about those auras? The auras are from the beginning of tactic or bosses gets one of them if someone will fail?

    Also im not sure if it was asked, but could you try fix that sometimes tank gets aggro on guardians, even if he wont use any dmg skills/taunt on them? I know that tanking it with 0 deff now is possible but not sure what will happen with those auras :P


    2 boss - more vigilance on boss, good change. But if u want to implement it, i hope u will fix those "lags" in spawning of the small circles. Even now its annoying ;)


    3 boss - yay, finally 80% of the party wont be afk during the fight :D I think you could also add some more hp/deff to mobs there to not burst them instantly.


    4 boss - check for heals, atleast those high number of wis will be helpful !


    5 boss - maybe also more hp/deff there could be added to boss? Not sure about it and feelings from other guilds, but more tactics would definitely increase difficulty of boss. Atleast boss wont be bursted with autoclicking math tactic with maybe 1 tactic. But its my feeling, maybe someone from other guilds can share here with his feelings.

    I will not discuss details any further, the only thing I wanted to express that you seem to disregard certain factors to support your point, solely seen by you using that scrutinizer from a random run. Suchs screenshots just say absolutely nothing about class balancing and only are misleading.

    Period.

    It was just one of the cases, thats why we presents scrut from our normal guild run on which there is no mages at all, rogues are on the same eq level and mobs are not dying really fast. If its still "nothing" and is misleading... i dont know what it means for you ;)


    edit to your edit:

    Agree, thats why i think those comparisons as we did can help to developers to make proper decisions.

    Regards!

    Thanks for that run! It shows not only that r/w is... like we said a little op relative to other combinations, but also r/ch is not bad. I wish it was a r/wd in party to compare :/

    1.5.kk over mage and 1,6kk over r/p - it confirms our words.

    And you proved that even on fast runs (like yours) where mobs/bosses are killed really fast - r/w is dealing too much.

    Probably here will be also (if not i will upload it then) scruts from other raids on rofl to compare what is output in normal raids where mobs are not killed so fast. And there difference between r/w and r/p is more like 3.5kk...


    Regards!

    Thats why i said, probably u are right that for a extremely short fights and when r/w cant get to the mobs (well like any other rogues) its nothing wrong with that combination ,and you cant really see difference on pdps fully. Our party is always full of pdps (not all are full gold geared, but 3 main rogues - 2x r/w and r/d or if he swap to r/p, and they are full gold) and its really really noticeable.

    I see .

    But now i would like to know how you are comparing the classes , when i read that only(?) the main rogues have full gold gear / not everyone has gold gear in your runs and if it is a fair comparison of the classes.


    Greetings

    I am not comparing to me (chain dps). Just comparing other rogue combos, on which our ppl in guild are running. Look for example what deszcz2 said in previous post. Only one thing which i said about all classes it was my personal feeling that all "poison classes" are really strong ;)

    Thats why i said, probably u are right that for a extremely short fights and when r/w cant get to the mobs (well like any other rogues) its nothing wrong with that combination ,and you cant really see difference on pdps fully. Our party is always full of pdps (not all are full gold geared, but 3 main rogues - 2x r/w and r/d or if he swap to r/p, and they are full gold) and its really really noticeable.

    Sorry, but i must say that u probably havn't played as r/w properly if u say so. And saying that there are classes that are better than (or as good as) the r/w... well, nothing more to say. You have told before that u are running most of time in party with ~ max 1-2x pdps, maybe thats why u cant see such a difference :).


    Just no offence ;)

    Anyway, developers pls look into it! Thx!

    Thanks for going into a way of decreasing of dmg output top ranked combinations! Keep this up :)


    And please look into R/W, because for a long time i think u haven't looked closely on it. Especially to skills: Whirlwind and Toxic Splash. Check what that combination can do on first/second and last boss-bulls on rofl (mainly big groups of mobs). Maybe try to make it as it is for ex. with Power of the Wood Spirit (i mean max number of targets) or whatever... :D


    Second thing what i noticed through long time is that every combination which uses poison as a element most of the time in overall is the best. I can see it on wd/wrl vs wd/r vs wd/s. Our guildmate on r/w (also poison) doing most of the time 1.5 of r/d (probably second the best combination - well balanced) overall dmg on rofl. The same problem was with scouts (s/wrl)- not sure if it is still, because we are mainly pdps groups.

    I know that its a new element, and it could happen. But we have a long way after introducing it and still the difference is really significant (atleast for me). But these are my personal feelings :)

    Well, wardens always have been a monsters in burst single targets. If warden doesnt has any buffs (like Power of the Oak, savage power, ISS for dmg etc) is probably one of the weakest classes in the game.

    On the other hand champs were more like sustain dps which could keep good numbers of dmg without any buffs but on burst was behind other classes. Now Wardens keeps the same logic as it was before, but champs loosing now on sustainity dps, aoe dmg and burst dps to other classes.


    And yea, also thinking that developers should go into way: lets decrease damage output the best classes (overall) instead trying to increase ouput of inferior classes

    Hey,

    It's been long time until we got new titles for badges of trial. I think for a lot of ppl now there is no things to buy/exchange for those badges. And still we are getting more and more from events/gashas, and for most of people its just uselss thing :/


    Could we get any exchange NPC, or NPC which could sell items like phoenixes or other useful items for badges of trial?


    Regards and merry christmass!

    Flaerth

    Guys, u dont need AU to have seperate skill bars :D there is vActionbar on curse :P


    But thats true that some of parts of AU are useful, like kitty (which is much better than normal one) and lack buffs which is good for some ppl bcuz they like to want keep their buffs always up and dont forget anything.


    So it would be good if those addons could be installed separately :P

    Well, even i would appreciate if it was possible to put addon like vActionbar/separate skill bars into client (like it is with AAH).

    Greetings!


    Hmm not exactly :) Probably u know that there is a way to not obatain a dots from mobs on entire raid. With this way u can do this boss 2x or even 3x longer than normally. Thats how we were doing it when we had a big lack of dps;)


    To the last boss:

    ye, here u are right, more hp/def -> more chances to increase stacks on boss -> more difficult. But still if u are really well organised in party, u can doing it without adding stacks to the boss (in theory :P ).



    CH/Wd

    Chain drive is not resetting the cooldown of Rune Pulse.