Btw how do i ride a mount?
Right click on the icon in your inventory or put it into your actionbar. There is also a storage for pets and mounts, the icon is in your inventory right next to the item shop button.
Btw how do i ride a mount?
Right click on the icon in your inventory or put it into your actionbar. There is also a storage for pets and mounts, the icon is in your inventory right next to the item shop button.
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.
Mage Generall
Please add a cooldown to Plasma Arrow
Only by making it instant or increase travel speed significantly
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.
Quote2) 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
Quote3) 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? Let's play a round of Gwent!
Currently we are intensively looking for another healer. Let us know if you're interested! Any other class is always welcome as well ofc.
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.
bcs this destroy class balance
Byte answer from the past
What class balance?
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)
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
Quote from Patchnotes 10.4.3.4001
- Implemented gear score system and ranking for it.
What is gear score? Just a possibility to compare gears, or does it affect combat somehow, as it does in other games?
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).
Boot Camp anschmeißen und auf Windows zocken
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... 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)
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.
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.
This is not true, the loss of life is denied by the other heal. However, the fact that your character's movement interrupts the casting (as far as I know) is not negated by another heal. So these things cannot be compared.
Ofc it can be compared, that's class design. Scout can shoot while running, Mage can not. Scout looses life, Mage doesn't. You can also compare it with a Warrior: Scout is ranged, Warrior is melee. Scout looses life, Warrior does not. Every class has advantages and disadvantages. If you remove the life cost of Blood Arrow, Scout looses its only penalty, which makes it... broken (in terms of class design, not talking about class balancing).
I don't want to remove the blood arrow mechanic but change it. I want it to be fairer, more logical and more enjoyable.
Me playing scout, blood arrow only triggers phoenix sometimes, that's the only thing that could be fixed, since it doesn't kill the player anyways.
I just want your gameplay as a scout to depend on you and your skills, not the heal and his skills.
Guess you are not dependant of a healer, you can also use potions to refill your life or use the buff more wisely. For the raid/group content, you always have a healer with you, so it doesn't even matter.
But enough of this topic for now, let's see what the Devs decide here I guess
But I don't understand ... In one moment you say that blood arrow does not matter because any heal can heal it without a problem, and in a moment you say that changing this mechanics will turn the balance upside down. It may be my mistake, but I see a lack of consistency here.
Using the skill ingame doesn't hurt the player if you have a heal in your party.
Changing the skill mechanic will hurt the game, because this is one of the key factors of a scout.
I also don't think this change can be compared with the fact that the mage will be able to cast spells on the run.
Ofc not, it was just an example, as I said.
The point was not about the "mage" example itself, but about the change of core mechanics: Mages are stationary casters and Scouts can run around, but loose life in return. That is default class design. If you remove one of these pillars (the loss of life for example, or the stationary cast), the construct of the class will break down.
So Runs mit bspw "Gobo" in der ein lvl 100 einen Begleitet und hochzieht, mag ich nicht gern machen. Das habe ich an einem Wochenende gemacht und irgendwie wurde die Lust weniger, weil unbekannte Gebiete quasi sofort uninteressant wurden weil man overpowered war.
Moin, dann würde ich vorschlagen, einfach klassisch zu questen. An sich hat sich da auch nicht viel getan, in manchen Instanzen solltest du vorher nur checken, in welchem Schwierigkeitsgrad du dich befindest - einige wurden überarbeitet und sind nun auf "Schwer" Lv 90+ betretbar. Ansonsten wirst du vmtl keine Gruppen für kleinere Inis, wie Abbey finden. Die breite Masse läuft eher die 104er custom Inis, ab und zu gibt's noch Memo-Runs.
CoA unterscheidet sich von den anderen Servern insb. durch den Custom Content ab Lv 102 (Tikal) und Lv 104 (Kammer der Elemente), daher wirst du in den "alten" Inhalten nicht wirklich was finden und dich beim Questen auch sehr lange sehr alleine fühlen. Immerhin hast du dann ganze Kontinente quasi für dich allein, ist ja auch nicht schlecht