Posts by Zyrex

    Idk it feels really weird, everyone seems so busy running to and fro and the only thing in world chat is lfg for that rofl thing. Oh and selling op endgame gear

    Well, welcome to an mmorpg I guess :D That's the normal behavior of an mmo player that has limited time. You always wanna use your time as good as possible I guess.


    I find that if I speak in zone or normal chat i'm 99% of the time completely ignored even when talking in atlas with like 20+ players there.

    Maybe try asking in global chat. Personally I don't even see the zone or say chat normally, because it's spammed away instantly by tons of other chats/channels. I only got a separated chat tab for the global chat. Maybe that's the same reason for others as well.


    Also, in Atlas most players always are afk, leveling weapon or crafting. If you wanna reach as many people as possible in zone chat, enter the chamber of elements. There always players travel through, in order to join endgame instances. Or the weaping coast, since that's the enterance of HOTO (Heart of the Ocean) Hard Mode, the latest released endgame instance.


    But global chat would always be the best way I guess. Even better would be finding a guild I guess.

    Use the starter gear :P I think, you will barely find something that is equal or better than starter gear within your price range unfortunately. Maybe red gorge gear, clean. But then, starter gear would still be better I think, due to the stats. :/

    off topic, but are crafted gears (armorcrafting/tailoring) any good? Like is it worth spending time and resources on crafting an armor set for yourself?

    Not really. In the early game below lv 100 the sets are okayish purples, but compared to custom content sets, they are useless. We definitely need more crafting content, but I don't have high hopes for that, since it's not that important here. :|

    Are there any viable water spell magic damage focused builds after the rebalance? I remember asking a friend a few years ago and he told me only priest/scout and it was basically a troll build

    Mage/Priest is a water damage class, but it's not that good I think. Priest/Scout was rebalanced but still isn't good enough by far. But you can have a try yourself ;)


    For beginners I would recommend Mage/Warden, it has a lower barrier of entry due to easier combos. M/D requires some specific buff stacking - the timing of this could be difficult at first.

    1) What are some viable Magic dps class combos and their play styles?

    As deszcz2 wrote, the choice be yours. For starting up, I would recommend going for warlock/mage as a support or mage/warlock. As a full dps you can play what you want. There are only few classes that are useless right now, such as warrior/mage. But balancing is still going on for a while, so things might change.


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    2) Where do you people usually talk? Is there a discord?

    This is not a 10 ppl server, we got tons of guilds in different native languages, multi-language guilds, groups, etc. Find a guild that has voice communication if you want I guess ;)


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    3) should you power boost to 80, then level that class to max, or power boost to 80 but level your lvl 1 sub class first, OR not power boost at all and lvl normally

    Depends on how fast you wanna join the game I guess. With the current starter gear you're not able to catch up in the custom content, but it should be enough for a wl/m as a support I think. But afaik the free boost never expires. So you could save it for another class if you wish. Also, due to the exp/tp bonus of the server, it shouldn't take that long to reach 104 with the first 2 classes... btw you can have up to 10 classes on 1 character here. Only the fewer ppl are using alt chars for actively playing content.

    hello

    idk if its been discussed before but i would like to ask for wands to have a boost on all magical classes, not just d/wl.

    if not maybe a explanation why.

    thank you

    Maybe not "all" classes, but I would appreciate more classes being primarily played with wand, too, since there are only few classes available which really make sense with a wand. Other physical classes have multiple options, axes, swords, hammers, etc, all with different requirements of classes. But magical classes all wear 2h staff with only a few exceptions.


    Most wand-related mdps classes are even better with the magical 2h sword btw... that's another issue.

    Unique (ancient) cards do not belong to this system and will automatically be available on an additional deck without any manipulation.
    Cards from various events, quests, and any other places that may be in limited supply also automatically become available for additional decks.

    So this means, we can use multiple decks at the same time in the future? Or do we have to decide between the untouched/vanilla/original and the manipulated decks?


    The rest sounds a lot like my trading card games I play... maybe you could manage to introduce an actual card game that is playable with the monster cards decks? :D Let's play a round of Gwent!

    it would be nice to add a Temple Core or Weak Core to ini, as well as a second statistic

    In average you need around 30 mins for a run (if you kill all mobs for greens). If you skip plenty of trashpacks, you can even make it within 15-20 mins for 1 stat. This is quite okay to me, since hoto gives us both a best in slot set AND best in slot stats. If you put 2 static stats into Medusa loot, the ini will be overfarmed soon. But in the long run, it's better to keep the reward as simple as it is now, so that Hoto will still be farmed in the future.

    I think, it's good as it is now. People wanted stats, coins and cards, they got stats, coins and cards... now ppl want more stats? Do you also want more coins and more cards? ^^ The longer the farming takes, the longer the instance isn't overfarmed. I think, we got enough pve content for now, until the next custom instance is being released &)

    We are again looking for new members. No matter which role (tank, support, heal, dps), everyone is welcome if you match our requirements ;) Feel free to wsp me or another member of our guild ingame or join our discord (link above in the entry post) :thumbup:

    What did you do with the original card system? Haven't checked it out since its release and today realized what it is now... Are you serious in expecting the players to farm ALL ingame cards 3 times with perfectly rerolled values? In my around 4 years on this server, I collected not even half of 1 collection. This is just insane! The solution with different decks is just bad imo. Better let any card have any attribute and that's it. And I only need 1 single stone to reroll randomly any values of a card.

    When I read the scout / druid patch note, I couldn't understand the changes (nerve focus). Until then, I had the feeling that the scout / druid was a well-balanced and pleasant class to play and he could have stayed that way. I never felt too strong or too weak with this class. So what made you change for the worse in this class? It would be instructive to know your reasons. This up and down on the scout / druid just isn't fun anymore.

    The current balancing seems like comparing classes only at Balton. Those classes that are strong at this specific boss in rofl, are being nerfed and other classes (like mage) are being buffed, while other classes are entirely ignored (druid mdps, warlocks, etc). I already gave up thinking about the balancing. It could have been done in 2-3 months, but instead it's running for about 1.5 years now. Can't imagine how this could work with the new bard class in the future :pinch:

    I like how much you try to break the balance, some changes are so incomprehensible to me that I am not able to find a logical argues for them. I would like to know the source of these changes: D.

    Same here.


    @Devs: Maybe add some short explanation to specific changes again, as you did once in the past, which was great? For example, why you changed the berserk the way you did. It's just about the big changes, idc about the small ones.

    Hello,


    im sharing the doubt from Cruvor about the need of nerf in s/wd. Currently his biggest potential is AoE burst and in most of our runs the s/d is ahead in single target. With the upcoming change of the biggest dmg source of s/wd the class will actually take a massive hit, while on the other side no other potential combination gets something except a class which in my opinion is already a good scout class the S/D. I would love to see more scout combinations getting some love like s/w or s/r instead of taking a hit to a currently good playable scout class.


    Have an UwU day.

    Agree. In terms of balancing the scout/warden is one of the few scout classes that can compete with chains and mdps players in our runs. Nerfing the s/wd will make them worse than any other class I guess. Why don't you leave the class as it is @Devs? Seems fine atm.

    Stimmt, da war was. Dann kannst du aber immer noch eine virtualisierte Umgebung im iOS laufen lassen. Parallels oder QEMO funktionieren da sogar auf dem M1. Dann einfach die Win10 ARM da drauf packen und müsste laufen. Hab ich noch nicht getestet (hab nur ein 2017er MBP, aber keinen M1 Mac), aber >HIER< ist ein interessanter Artikel, der genau das beleuchtet.

    D/R

    I played this class after recent changes a bit and figured out that the changes were worth it. Finally the class can compete with other dps classes again. However, the overall damage in hoto and rofl is about 75% of my mage/knight (post-patch) and about 70% of my mage/scout. Haven't compared it to my S/M yet but will do soon.


    So I think, D/R is good as it is now. True, the damage isn't as good as a mage, but druid has a lot more utility and with some buff adaption it can be used as a really good offheal.


    Wl/D

    I also tested this class as a healer without any healer addon and it worked really good in hoto. Had no problems at all with it, even since I had no exp at all as a healer. I think, the class is really strong and maybe one of the best options for healers in hoto, if you got a druid or priest DPS. I love how we got such a great pool of different classes that work well on specific combinations (especially in hoto). :love:

    Wl/Wd: Power of the Wood Spirit(id: 1490952) still needs a target, which is unlike every other warden class.

    This would make the class unable to tank anymore (effectively). The wlwd tank pulls from the distance and stays on its mind rune to stack up the damage reduction properly. Making the major aggro aoe source a melee spell, would break the concept of it at all. So I'm against it. However, there is no need to change its functionality imo, since it's a great range aoe.


    Better increase the aggo bonus on willpower construct and add some magic damage bonus to the willpower blade additionally. The problem is that adding dark damage results in a mess, since dark damage can be stacked up to >1300%. But still its basic damage is not that good, so magic damage could fix it I guess. As a tank, it has a good burst, but if you got no cooldowns to use, the aggro sucks.


    General: Remove the gcd trigger from Beasthowl(id: 498547).

    I agree on that. The gcd is very annoying, even as a warlock heal I can't use it for the slow, bcz it proccs gcd, which is unfortunate. And as a tank, i waste a gcd just for triggering a non-aggro aoe.

    Hi there,


    I would like to suggest to increase the mana cost for most mage skills. Every other class needs to take care of specific resources, may it be rage, energy, focus, ammo. Even healers can run out of mana, but mage has an almost infinite mana pool and additionally got several buffs/skills to reduce mana cost. But mana cost isn't a thing at all for any mage.


    Maybe consider this for the future, it would be a big change, but also bring some more complexity to the class. (complexity isn't the right word, but guess you get the pojnt).

    And here we go again... sorry, but I need to put in my 2 cents on that, bcz it feels bad if I don't do so... =O There are some huge misunderstandings in the room, I can't ignore.

    Aoe should be lowered drastically.

    I propose to give aoe up to 300 Then the distance will start crying that the instance is too difficult

    Can't disagree more, sorry to say so. I think, the game offers us a great opportunity with hoto: to play (underused) class combinations that have better utility and work better on a cooperative way. I was already sick of the ego-pushing content where only your personal dps mattered as a dps. As an old ESO veteran I need more than just dealing damage as a dps, the game would be too simple without further difficulty. What you two complain about is true on your pov, but objectively viewed, there is a lack of arguments: Mages also stand in melee range in hoto (if not, they don't use their full potential in hoto).

    So my rogue with 500k deff is strong enough? But m/k with shield of discipline is too weak?

    You don't even need shields to survive the instance. We farmed the trash up to b1 duo without a healer in a few mins per run - you can easily negate ANY damage of mobs, if you play the right classes.


    Why are you saying that mages have advantages as ranged dps? Me as a mage, I'm standing right next to our rogues in the trash, in order to interrupt/cc the trash packs with my discharge and hit them with all my aoe and I don't die at all, even as a m/s, m/ch etc. The problem is not the scale of damage or range, but the playstyle of the entire party AND everyone self.


    Example:

    We discovered that it's better having a priest heal than a druid, bcz priest has the better utility. Druid has a much better heal potential there, but who cares, if the instance is easier with the better setup? Same applies to support and dps classes. You can definitely play any class, but the question is: is it as useful as utility-classes?


    If gorge or rofl were difficult instances (what they are not imo), we all would adapt to that and play classes to make life easier... oh wait, we already do! We use specific supporters that are useless in all the other instances, cuz they are useful in the custom ones. So that's the exact same way how to play hoto. You don't NEED to play a utility-class, but it would solve all your problems. But instead, you can just let the tank and heal play specific utility-classes and taddaaa, you will never die anymore (or need to use any non-mainrota skills yourself). :/

    Seriously. Hoto brings out the classes that now lean towards a more defensive playstyle

    I wouldn't say "defensive playstyle", it's more like an "utility playstyle". You don't hold back as a dps, but you use more skills overall. DPS doesn't suffer from that, bcz dead players deal no damage at all. As a mage I keep lightning, discharge, silence and all the other utility stuff literally on cooldown, because it's useful to do so. If you have a warrior, a knight and a mage, you can perma-interrupt everything by 100% uptime, just saying, not even mentioning the druid or warlock stuff. I mean, even the priest bubble is useful (again) :saint:

    Every single AoE can be countered

    Well those Medusa Servants use an instant AoE that hits low-def-units out of space indeed. So at this point, ranged classes are definitely more useful than melees. But however, normally they die fast enough not to be harmful, as we know ;)

    After all, you wrote yourself that you need to find the right team combination.

    You are much better having a well set up team, but you don't need to. Guess that's what he wanted to say :/

    The mage or the scout can go o all dps and choose the strongest combination, and the rogue/warrior/champ must go with something very armored and have dmg less!

    Don't mix up class balancing with game design I guess. Also, as a chain user you can play champ, which literally is immortal in hoto, just as warden. As a leather user you can switch to scout, which is also almost immortal there. The mage for itself suffers the most in there actually, but also is one of the strongest classes there, but also the most useful for the party. Not having a mage in party makes a huuuge difference in our runs, bcz ppl actually have to take care of things xD


    I wouldn't call it "paying attention" and "paying more attention." While hitting from a distance you only consider the fear of the tank, nothing more. You have to be careful when hitting up close and have your eyes everywhere, it's ridiculous.

    I agree, even though tank fear can be prevented quite easily, but nevertheless, I always need to be careful while discharging, but... that's normal I guess? There is no difference to ROFL playing melee in hoto, or in any other instance. :/

    AOE 300

    But it is not about forcing people to change class to ranged?

    At which point are you forced into ranged classes? It simply makes no difference if you play range or melee in hoto. Even if you increase the range of AoE to 300, so what? Just press the right buttons at the right time and profit.


    But still, I get your point with the "fairness" part. If you have the possibility to stand in range, you have an advantage against melee classes. But this is just class design and has nothing to do with instances. But fortunately we play on a server where you can play almost any sort of melee/ranged class with (almost) any gear. Also, that class design is equal in any other instance and already was on the official content. But there we go again, mixing class balancing, class design and instance design is a bad idea. :rolleyes:


    Conclusion:

    So after all, I got the solution for those who complain about too strong AOE: Let the tank turn around mobs, bcz 90% is front aoe and almost everything else is being casted -> can be interrupted. It's easily possible to stand in melee range as a mage or cloth user in general. The entire discussion is just nonsense - as a friend uses to say: As a real endgame player you need to be aware of everything in the instance and react on everything properly. No hard feelings. ;)