Posts by Zyrex

    This is absolutely not true

    I think, he means the situations at certain burst bosses, like Balton or some Hoto bosses, where a specific well balanced ranged dps class is almost dividing the boss hp by half within a (felt) global cooldown, letting the tank no other possibility than to taunt the boss for holding that aggro. And if half of your dps play such classes, a red geared tank might struggle there. But that's reasonable imo.

    But I agree to Midan, tanking in this game is just always the same. Some call it difficult, some call it easy, we call it boring. Doesn't matter which knight combo you play, there is maybe 1 or 2 skills changing in your basic rotation, maybe you got a bit of utility, maybe another defensive cooldown for emergency, but that's it. That's why I like the other classes' tank combos, such as Warrior/Knight, Warden/Knight, Warlock/Warden, etc. They are played entirely different, which is awesome. But in terms of diversity, the knight class is just bad, there IS NO diversity at all.


    I remember the days where a knight had to handle additional sigils for getting back some mana and such, but nowadays most tanks just play with kitty on all knight subclasses and it WORKS. And it does work, because you can play them all the same way, maybe a bit more than Midan wrote, but still: boring. How fortunate that rofl is such an exciting instance, so tanks are not bored at all 8o

    Don't forget that warriors get 24% less AOE damage. Furthermore the lvl 50 elite also reduce the dmg taken by 12.4%, which could be seen as 12% bonus def, but is better than flat def.

    Is it really better than flat def? I thought, damage reduction is calculated multiplicative recently, so the actual amount is less than 12.4%?


    Knight/Warden has way more burst aggro. waayyyy more :D

    Haven't played this class as a tank yet, thought it's a dps class, since plenty aggro buffs give no further aggro :/ Such as Holy Power Explosion, Truth Shield Bash and maybe more.

    Warrior/Knight

    I played the Warrior/Knight a bit these days and it felt pretty good. The only thing I'm missing is: The class feels a bit weak in terms of defense. Maybe change the Concentrated Precision (ID: 492914) to increase physical defense by 15% but increasing HP only by 5%.


    The class feels a bit of an HP bubble but has not that much defense, since it uses Berserk on cooldown for max dmg -> aggro, which is overwritten by Defensive Formation. It felt a bit strange using Shield of discipline while running berserk and switch to Defensive Formation right afterwards. I'd prefer either having Berserk not reducing my Def at all, or give the class an additional def increase passively.


    Knight/Champion

    The Offensive Sacrifice still feels a bit clunky. Stacking the buff to 10 requires 10 hits of Holy Strike, which is in a normal rotation around 15 global cooldowns, means, the class is reaching its maximum defense after 15 seconds. A good thing is the increase even if the target is immune, but it still doesn't feel good, since the stacks can run off. Maybe don't let all 10 stacks run off once the buff runs off after 20 seconds, but just lower the stacks by 1 any 10 seconds.


    Knight/Mage

    The class just feels too strong. The meta shifted from Knight/Rogue to Knight/Mage and I rarely see any other combination out there. The Holy Light Domain is better than the Warrior/Priest Debuff, which makes the class as a supporter useless if you have a K/M in your raid. Also, the increase of light damage through Intensification is just too strong. There is no other knight class with a better burst aggro imo, at least I haven't found any yet.


    My suggestion is here, to lower the damage reduction of the Holy Light domain from 21.8% to 11.8% but let it stack with the W/P debuff. With this skill (which has no cooldown btw and can be kept on a 100% uptime) you don't need any crowd control and even can aggro mobs while you're feared, since it's running more or less passively (if you include it into your rota or simply use a holy strike/light domain macro).


    I would like to see a more diverse tank meta and Warrior/Priest should be more useful, in any raid setup.


    Druid/Warlock tank

    The class is pretty decent with specific cloth tank gear, even better than any warlock tank imho. In terms of gameplay, it's just too easy to hold aggro. Even a full support scout burst is no match for it if you have at least 0.5 seconds left for casting your first spell. In my opinion the strongest aggro burst in game by far. But it's way too easy for being such an insanely strong tank combination. So I would suggest lowering the aggro bonus of Toxic Possession (ID 1490628) from 100% to 75% for the moment. The aggro bonus is nothing for a dps, which just uses some recon runes in mainhand and offhand, so it just affects the DWl tank.


    I mean, for real: I'm just standing next to the melees, using sandstorm on the mobs to pull them and the aggro within this single sandstorm is enough for them at all. I just keep spamming spells for damage, since I got like 1-1.2kk matt all the time with no further support. In burst I even reach 1.5-1.6kk matt, which is insane. In a full golden cloth tank gear, I could reach 1.8kk for sure, while being at 1kk hp.


    Warlock/Warden tank

    If there is a druid/warlock tank, I also want my warlock tank being better. This class requires everything the druid does not for surviving. I can reach the same damage mitigation, but need to work for it decently more. Keeping up Psi, while alwas standing on the Mind Barrier and channeling the Otherworldly Whisper. If I have to move out of the Mind Barrier, I can't even channel my Whisper, making me vulnerable to being oneshot to bosses, like Jerath.


    My suggestion is: Increase the damage mitigation of Stone Shell while under the effect of Willpower Construct from 12%x4 to 12%x6 again, as it was at release of the class. This will be 72% less damage, with specific cloth tank gear, also reaching the cap. But since aggro on this class is more difficult than on the druid, it would still be balanced I guess.


    Warden/Knight

    This class is not good at all, as it currently is. There is no point of playing it at all. Better play a warden/warrior, but there is also no point imo. But Warden/Knight "could" be a decent tank with some love.


    - First, let the Spirit of the Oak become a buff, no more a pet or prevent it being targeted/attackable by mobs and don't let it pull mobs neither. The pet dies too often for being useful for the class. In Gorge for example, it's just useless.

    - Holy Chain (ID 1490664): Give it an additional 15% aggro boost. The taunt is quite useless currently without such a boost, since burst aggro on Wd/K is one of the worst of all tanks.

    - Energy Absorb (ID: 1490866): The amount of damage reduced for raid members is too low for being useful. Increase that from 15% to 45%.

    - Also Energy Absorb: additionally increase the caster's physical damage by 30% (from 15%). And increase the duration to 30 seconds, as most other 60s cd buffs have become.




    EDIT: Btw, please change the Warlock/Warden Stone Shell to only decrease taken damage by monsters, or everyone will play this in pvp...

    Hello,


    why does a magical poisonous arrow (Druid/Warlock skill Poison Arrow, id: 1490621) not have a travel time and a magical bite (Mage/Rogue skill Cursed Fang, id: 491578) does?


    ~kind regards Noodlez

    Maybe because the cursed fang does not build up any buff/debuff stacks :/ Would be a mess if the deadly poison increase triggeres after the travel time, I guess. We all would cast an additional poisonous arrow before we cast the poison of nature <X Or we had to use timers depending on the amount of stacks on the target, which wouldn't work properly due to the travel distance delay.

    However, I think a lot of spells shouldn't have a travel distance delay at all, there are only a few which really make sense. :/

    Use pet control macros and avoid tabbing through walls, that fixes it for us. The possibility to pull with pets/cenedrils is a quite good mechanic for big pulls in there. Would be sad to have it removed :/


    A working macro could be like this:

    Code
    /script UsePetAction(5,true);
    /script UsePetAction(4);
    /script UsePetAction(1);
    /script UsePetAction(2);

    It stops your pet from attacking, disables the primary attack spell and lets it just follow you. You can actually use some if conditions to check the current state, but this one always should work well.

    Merry Christmas my dear dwarves, humans and elves!


    I took a screenshot in my second basemend, in front of my fireplace, right next to a friend I found in the forest of the forgotten legends. Sorry for the background and the resource bubbles, couldn't hide them on the UI without uninstalling them.


    Have some relaxed days! <3


    Zyrex


    dfac87aaef30a13c62ec7e34fd8b53a2.jpg

    if anyone wanna craft something, come to my house - got all bonuses on 1k under my footmat &)

    I forgot one thing like i always do. Its important if you change like this to fix the Aoe Sandstorm, because if you cant inturrubt it, you cant replace it if it bug

    You can interrupt it, but damage taken doesn't, which is quite cool for a tank, but wasn't sure if it's intended. I appreciate the current mechanic how it is tbh, my post was just about the class being too strong overall for its difficulty. The planned poison dmg nerf could already fix it, I guess.

    You don't lack of any dmg in any situation like for example mages have bad single target burst compared to scouts and rogues

    Exactly, even for faster pacing combat you have earth arrows or even Sandstorm, which is also good as a single target instant <X

    Edit: I guess your tests was with new golden talisman?

    As dps yes, as a tank I used my shield in the run. Just built a tanky one today as well, that would fix some single-target burst-aggro issues due to faster cast I hope ^^ I mean, the dmg mitigation on the shield is useless while having hoto and golden jewelry and parry... who needs parry these days xD

    D/Wl


    I had some time playing the "new" d/wl these days. The rota has become easier (instead of a 4 spell combo, now it's a 3 spell one), so burst is almost as good as a scout and AoE is now insane, equal to a warrior. As a dps, this class is just too broken. In a single guild run, I joined after B1 and was easily able to catch up in overall damage before Balton and reached the pole position in dmg on the way to Asta. At some points, I had aggro, because I forgot to equip my recon runes, but it didn't matter, because my dmg input was low enough to selfheal everything.

    I mean, yea, I was called at Jerath, so it's reasonable that the overall damage was that high, since an average d/wl can solo 2 organs in a row with just food twice and a phoenix... what the f*ck?


    This op'ness reminded me of the good old Warlock/Warden (which nowadays isn't more like a joke due to nerfs of doom), so I decided to try d/wl as a tank in the same gear I used for Wl/Wd. And WTF... just WTF... as a warlock, I had to control my psi all the time, put the mind barrier at an uptime of 90%+ or I would die. As a druid/warlock, I just click my transformation buff and here we go. There was not a single problem in an entire ROFL run. The aggro was very good, consistent. The class is a caster, so it needs 2-3 seconds at combat start, to catch aggro, but that's okay. Due to the huge amount of single target damage, a 330% aggro bar is far enough to hold aggro, even against Scouts (on Balton) these days. It's insane how easy the druid/warlock is for what it's able to do. Got a "champ shield form tank flashback" here, but the "druid shield form" is even stronger than the champ one by far!


    I recorded a short video of this rofl run. I'd love to have such a range on my knight AoEs as well :love:


    I have no intentions to play a warlock dps atm, since druid is much stronger (even equal to m/k btw, but mage balancing is just another pair of shoes), has a better utility and is overall more useful for the raid than another warlock*. As a tank, the druid can rezz, battlerezz, interrupt, heal itself (!) with 3-400k per second (got around 1kk hp as a tank btw), pull over distance, even with AoE, since Sandstorm has a huge range and radius AND is NOT interrupted by incoming damage. So you just stand there, spamming Sandstorm all the time and that's it.


    As a dps, the d/wl is just too good. As a tank, it's better than most other tank classes, better than all warden tanks, warlock tanks, warrior tanks and the only thing that speaks against replacing a knight/mage is the missing AoE debuff. But by using a w/p additionally, even this weakness disappears.


    * : In a raid with a wl/m, a second warlock seems to be useless in terms of additional support. Only the additional shield could be a thing, but it's not necessary normally.

    So... long story short, druid/warlock either needs a massive nerf or give it additionally a taunt, aoe stun/interrupt or add a slow effect to Sandstorm. Just kidding, please nerf (the dps d/wl). <3

    Btw what level do I need to start doing content with others? I'm currently lvl 88 mage lvl 80 druid (bought that booster item lol)

    The only content that is done by raids is 102+. Since 104 is lvlcap, I would recommend to get up there. But it's not a big deal, on this server you need few hours normally to level up to the cap. Haven't done this for years, but with all the original lv 95+ zones, it shouldn't be difficult tho.

    All bosses in custom content drop them. In ROFL you also get them in chests after Boss 2. Best farming options for them are either Tikal or DL bcz they are done the fastest I think. With a good party, maybe Hoto is even faster, but requires more to the players ofc. Altogether they're obtained in HoS, DL, Tikal, Inferno, Gorge, Rofl, Hoto and custom world bosses. Hope I didn't miss something &)

    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 &)