Posts by Zyrex

    Hello there,


    the Frantic Briar (1490330) is adapted by the Lv 45 Elite "Will Attack" (494610) which makes it increase the damage taken of targets hit by 6% while the Spirit of the Oak is summened. This is working well. But the description of the Frantic Briar says, it decreases damage dealt by 6%, which is neither applied with Spirit of the Oak nor without.


    So either the description is wrong or the additional damage reduction is not being applied. I tested this in several rofl runs and on a taunted Itnal Camp Balton (my incoming dmg was always the same with or without debuff on mob).


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    Patch 10.4.0.5004

    I agree to Ryzek , the Shield Form adaption will change nothing at all.


    Also, why nerfing warrior damage? Did I miss something? Was there a Warrior overperforming? :/

    Quote from Planned Patch Notes

    Scout/Warlock

    • Increased Elemental Discipline damage to 143.4% from 78.9%.

    I like that very much, maybe the S/Wl is more viable then. :love:


    The Warlock nerfs are also a good thing, but why did the Wl/Wd only get such a small nerf? Maybe nerf the Soulcrusher ISS? Or let Devestating Chop reduce AoE damage while in effect? Something like that I'm missing, since that class can stack dark damage up to nearly infinity. While Soulcrusher is hitting always without any downtime, with all its low cd buffs it reaches more overall AoE damage than most other classes.

    This doesn't justify claiming that Knight is a worse tank than Champ though, which both you and Zyrex did repeatedly. There is a reason why the majority of tanks play Knight.

    A knight doesn't reach 100% parry, so there are always situations this class needs to rely to clean def and hp, since you can be hit without parrying. And a champ maybe has lesser parry, but if it comes that hits aren't parried, the champ has better values of def and hp, which matter more.


    Yes, W/P has support, but K/M is a tank, as I said. I fail to see your point here.

    Knight tanks have always been more supporters than other tanks. There is only 1 single knight class that has no support/utility at all, that's the knight/rogue - but this one is the most defensive knight, so additional support ability would break its concept.


    I heavily disagree on making Champion tanks plate wearers though.

    This is not at all about making champs plate tanks. We just want to make sure that you need an adapted gear (as wl/k or a magical k/m do) to be able to tank. The only thing that is just unfair is that a chain dps strength build can tank equally or even better than other plate stamina builds.


    In my eyes the default Shield Form should be changed to only decrease incoming damage by 10% while increasing output dmg by 10%. The champ/knight shield form could stay as is, but the class should be nerfed generally, since you can tank even in lether gear with it.


    Our only wish is a real balancing, that you can play any tanking class you want, but need an adapted gear (full stamina) to be viable in your role as a tank.


    Let's clarify the problem more: Would you be happy if stamina plate wearing classes (like Knight/Warrior or Knight/Champ) deal more damage than strength chain classes? No, ofc not. But why would strength chain classes tank better than most/any stamina plate classes? 🤯

    Just one correction MidanLauert UwU

    They're f****** great. Play what you want as long as you can do your job. K/D, /Ch, /R and M are viable. Champ-Tanks are very viable (but sometimes really, really annoying) in almost every combination. The only notable outlier is the Ch/M that's a bit too strong.

    Wd is the weakest of the three "main tanks" but does a pretty decent job when paired with a /K or a /W. Hell, even a WL/K can paritally tank rofl... somehow. W/K is a pretty decent tank, too.

    Tanks are great as long as you don't play knight yourself and compare your value of viability as a tank to champ dps classes. You will realize that those strength based chain dps builds have better values plus can play tactics that require a minimum of patt (e.g. rofl b1). So basically - if you don't support the raid as a knight - you are currently less useful than a champ dps.


    Balancing tanks should either make "real" stamina oriented tanks better than chain strength dps or nerf the viability of chain classes as tanks in strength oriented gear. (if you ask me, I would entirely remove shield form from game and make it only available for champ/knight, but fortunately I don't do balancing here :D)


    The fact that you reach better values as a chain dps champ in shield form than a full stamina-statted plate knight or warden or warrior, is just ridiculous. The only fact why warden tanks are actually viable in the current tank meta is their 100% parry rate. Without they have some defensive cooldowns which unfortunately have a decently higher downtime than uptime, which makes them useless in long lasting fights through immune phases / boss tactics stages.


    I mean, yes, rofl isn't that hard that you actually "need" good defensive values, but a dps class shouldn't be able to replace a fulltank with just 1 click.

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    Hello Friend,


    Ascension is an international endgame guild, but also combines professional playing with fun into a comfortable environment. Our major goal is the advancement of each member through teamwork while maintaining a familial atmosphere.


    What we offer

    • daily raids into the highest instances (Rofl and Gorge)
    • fair and easy-to-use DKP tracking system with included guild shop via Discord
    • friendly, helpful and experienced playerbase
    • own bed in our guild castle


    What we require

    • general experience of the game and its mechanics
    • ability to communicate with us in english
    • rofl ready gear
    • ability for teamplay
    • Discord client and headset/speakers
    • humor


    We may only ascend together.


    e889914dac66e7b9b921b5663ee4a3c6.png

    (...) sometimes you fall into such a trap that you do not see (...)

    I feel that everytime I run rofl without a scout in party :pinch:


    That's a very objective statement and so true on so many ways. I agree on most points (can't speak about rogue for example) and one of the best choices would be a split into multiple class specific sections / sub-forums, as I already suggested multiple times in the past. The major problem in the balancing thread is, that - as you also mentioned at the beginning - most very important posts getting lost so fast and spammed away. So you need to activate your entire guild/friends to like the posts to make sure, ppl see it... which is just unfortunate.


    Just some quick notes from myself on that topic... breifly... at least I try to keep it short :)


    Balancing of magical classes

    The season thing is a good comparison, I also see something like that happening with the mages. I stopped playing primary mage, because I wanted to get rid of changing my subclass any 2 weeks to deal the most damage with it. But however, I still find myself changing my class any 2 weeks, because another OP class is popping up. Nowadays it's the druid/rogue and warlock/scout which are most overpovered (imo), maybe also warlock/warden can be included since that class is too easy for that huge amount of dmg it deals, which is far away from any other magical classes, even if it's not the strongest one.


    Balancing of Tanks

    Another big problem is that there is literally no balancing of tanks. I appreciate the change of Warrior/Knight some weeks ago, but that was a single adaption, which didn't really make the class viable, just a bit less worse than any other tanking class. At the moment I'm seriously asking myself to sell my entire plate gear and buy a chain one, because I coult tank equal as a champ and additionally deal damage with one single buff change. Also I would finally be able to play event at b1 in rofl as a tank, since my plate has not enough patt on it... a chain dps gear would have and is equal if it comes to tanking! I mean, maybe boost the champ's damage in general, nerf the op champ/mage and cut away that shield form, which is just broken overpowered imbalanced by far. Maybe let the champ/knight as it is, but also require plate armor to be a viable tank.


    Atm you have much better defensive values as a champ/xxx in a dps chain gear than any warden/warrior, warden/knight or warrior/knight tank in plate armor out there. Even some knight-classes are having worse values than dps champs! I'm glad, my guild still accepts me as a useless plate armor-guy, because I use to play utility classes with a lot of crowd control, but having a knight/rogue or knight/priest in a raid would be a waste of a slot these days, which is a shame! Let a tank require plate armor or at least adapted gear for being viable as a tank.


    In terms of aggro per second, we better don't talk about, that's another issue, but not relevant at the current (still beginning) state of balancing.


    The current state of balancing...

    ...is literally at the very beginning. Just a few months ago we got the new warlock combinations, that rerolled the entire meta for magical classes and literally busted it. Additionally we got so many rebuilt classes in the meantime, that are partially op (r/s) or totally useless (s/wl) compared to the most others. Can't speak about chain and lether classes, cuz I don't play them. But guild mates told me it's not different at all.


    I agree on the schema Merkur suggested...

    Quote from Merkur

    ...Balance idea...:

    ...and think, this entire thing - as it is atm - needs a huge rethinking in terms of an order of the entire process.


    I think, the current way with only 1 balancing thread is the best wrong decision that was ever made for that process. It's hilarious how some ppl try to make their very own favorite class the very best, since all of us are pokemon trainers who want to finally beat the champ. In my eyes there are 2 options: Either close the thread and don't care about community feedback or separate the classes just like Merkur suggested above. Only problem I see there are those special classes like warden/druid, scout/warlock or warrior/mage, because those are magical classes with originally physical main classes. Same relates to a lot of others, but that shall be just an example.


    BUT I don't wanna make the entire process a bad thing, because there was so much time invested and I appreciate many of the past/latest changes. So it's not everything lost already. We still have many viable new classes, even most supporter classes are very interesting and make the current meta different to any server I ever played on. I see a huge potential there, if you do the stuff right. I still have hopes that this comes to an end some day, but I think, it's still somewhere at the beginning. :/ I think, someone needs to find a clear path and some sort of structure in that chaos and you will do fine then, I'm sure. :thumbup:

    Good points, but why "Even a chain dps Champion is Shield form has higher values than the Warden with tank plate". Champs in shield form have higher values than any plate tank with same gear? ^^

    Yes sure, but from my experience, a Warden/Warrior always had more def than any other class, but nowadays it seems not to be true anymore unfortunately...


    Due to the only 18% patt reduction through the Oak Spirit, the Warden would need muuuuch more def than any other tank out there. Those high-cd-low-duration-buffs are nice to have, but the class definitely needs some more passive def bonus.


    And not every class is on 10% aggro cap. There are some classes like Scout/Warlock and Mage/Rogue which has extra +aggro selfbuffs. And again a 5% dmg buff for the group isn't really needed if you compare the outgoing damage now with that 1 year ago. 5-10% incoming damage reduce instead of aggro reduce would be better in my eyes for the Feral Leader.

    Yes, but one could still use -aggro runes in that matter, so the skill buff is just useless. And yea, I agree, 5-10% dmg reduction might be the better suggestion for it.

    WdW


    I played the Warden/Warrior these days in rofl, it's a pretty funny class to tank with, but lacks a bit in HP and Def compared to other tanks. Even a chain dps Champion is Shield form has higher values than the Warden with tank plate, which is kinda strange. So I collected some suggestions that could make the class more useful and viable to play.


    • Change Resilience of Life494354 should additionally increase physical defense by 30% to give the class more def than dps champs... :rolleyes:
    • The Lv 50 eilte Coat of Arms494611 is a bit useless in my eyes. It could buff the entire party or raid instead of only one target and the caster.
    • Also the Lv 60 eilte Elf Blessing499902 could reduce the cooldown of Elven Guidance499903 by 30 seconds additionally. My mana consume was a bit too high, even while using a wisdom transformation potion and additional support. So the skill was always having about 20 seconds left, when I wanted to use it again.
    • Feral Leader499900 should increase the damage of party members by 5% instead of reducing the aggro, which is pretty useless, bcz everyone is already at the 10% aggro cap.

    S/Wl


    This class is still underperforming for a long while now. Maybe a solution to make this viable again would be to change all its poison casts to enable "cast while moving". This would make Piercing Arrow and Combo Shot much better, since both are currently almost interrupted by moving. The Warlock/Scout for example can cast everything while moving, which makes it that viable in the current meta.


    Also the Elemental Discipline could be buffed a bit again in damage, because the class definitely needs a push in sustain damage imo.


    Overall the class is as bad as any druid dps class, which is sad.

    Hello World... It would be nice if you could Do the cenedrils and warden pets 50% smaller or you make them invisible for other Player... If you run instance all of the screen is full of pets... Would be a nice change.... THX


    BEST GREETZ

    Against it, since we're using cenedrils and warden pets for tactical pulls in trashes. At least for me as a tank it would be important to always have an eye on those pets in order to react on their behavior. Also everything that can pull stuff, needs to be visible for everyone imo, or there will be pure chaos in the future ;)


    Maybe an additional option to hide them would be okay imo, but not to integrate them into the given one.

    (...) Actually there is no need anymore to play Knight imho. (...)

    Agree on that.


    I also saw warlocks tank on an equal way in (more or less) full mdps gear. So maybe one should nerf (which would always result in dislike and frustration) those non-plate-tanks so that they need to build some kind of defensive adapted gear for their classes, or give the knight class some better support. From my perspective, a knight should be more viable due to its support for the raid. Most knights already got some utility, but not all of them and most are pretty low. I mean, 5-12% more dmg on a target for XY seconds is quite nice, but doesn't matter at all in a raid setup of 10-12 golden geared players. If there were no events and immune phases, all the bosses would be burned down in seconds, so all those damage-buffing support is kinda useless in my eyes...at all.


    Maybe knights should support the survivability much more? Maybe with more/better crowd control or damage reduction (for trash phases) since this isn't additively calculated anymore? Just like for example Knight/Mage (dmg reduction on AoE), Knight/Druid (shields and heal) and somehow also Knight/Champ (with its stuns) already do.

    D/R


    I was just playing the D/R in rofl and found 2 very strange bugs of Poisonous Widow Embrace. I also tested this on dummy and it took me a really long time to figure out how this actually works.


    1) The skill description says, you get back NP equal to the amount of crits, but in reality the behavior is different: You always loose 10 NP (even if you enter the negative digits <0) and restores NP for each crit.


    Example: You have 3 NP, the skill crits for 6 times. First it subtracts 10 NP, so you are at -7. Then it restores 6, so you are at -1, which is shown as 0 and the buff is removed.


    So the solution is: Don't let the skill subtract lower than 0, so you will be rewarded for crits, not punished for non-crits (as it is atm).


    2) As long as you have only 1 NP, the skill always tries to hit 10 times but once you don't crit, the additional hits will end. See this screenshot for clarifying:


    48ae08ade4df30c6c4c1ac03d2d3cdfa.png

    The skill "tries" to hit 10 times but the 5th hit is non-critical, so it determines after that. This behavior only occurs at exact 1 NP.


    With more than 1 NP, always 10 hits come out, but they behave as mentioned in (1).

    Hello, I think I saved it before and auto login but now it is not happening. I am using Microsoft Edge too and the Save password option did not come up. It is not coming. I always have to re-enter the password.

    I had some caching issues I guess. After I deleted my saved passwords, the issue was solved.

    W/K


    Just to mention this class again, it's still missing some small adaption to become viable in my opinion. At least 1 of these suggestions should solve the problem this class currently has:

    • Whirlwind Battle Technique: Increase radius of "Whirlwind" to 80 from 50.
    • Heroic Surprise Attack: Increase radius of "Surprise Attack" to 80 from 60.
    • Fierce Attack: Change "Throw Shield" to additionally hit up to 6 surrounding mobs in a 80 range, just like "Power of the Wood Spirit" of Warlock/Warden, with the same aggro multiplier as the "Throw Shield" skill itself.

    Personally I would prefer the Shielf Throw mechanic. I was told, once in the past, there already was some similar kind of mechanic, but was changed. Maybe we can bring it back?

    I just logged on in the new platform, which looks pretty good (at least regarding the functionality). The coloring might be questionable, but that's just my personal feeling. It's well structured and I'm able to find everything with fewer clicks. Thanks for that. Also I'm looking forward to the coming VIP changes, that have been announced.


    But is it inteded that my browser asks me if I want to save passwords, everytime I navigate from the security section to another one? Seems a bit buggy to me somehow.

    There is no bug. Every critical hit made by skill will recover a certain amount of energy. Every critical hit made by skill will provide 1 stacks of Nature's Point, so if you have 1 Nature's Point, you can still do 10x hits as long as every consecutive attack is critical.


    This information were missing in skill tooltip, will be added with next patch.


    Greetings

    Thanks for the info, that's good to know. I rlly like that behavior and the mechanics. However, the same or an equal mechanic would be cool for Sandstorm in AoE dmg. At the moment it happens, that you loose all your NP with Sandstorm and can't use your Widow spamable effectively on single targets afterwards to finish surviving mobs. In our runs, the surviving mobs died too fast, not being able to hit with Earth Arrow.

    Furthermore I don't think the class needs NP with dwarven Ale. Wach Druid have their own skill which reduce the NP cost of all skills to 0 . It is like a class specific dwarven ale.


    The Druid/rogue cannot be a burst class, because you have not such selfbuffs like rogue or scout. But the sustained damage is strong

    I don't say it needs to be a burst class, it's good how it is atm, but only use case for dwarven ale would be sustained trash dps, which is very bad compared to other classes due to sandstorm is using all your NP at once.

    D/R (w/ new hammer)


    I tested the Druid/Rogue these days with the new magical dmg hammer. I found some points to mention.


    Poisonous Widow Embrace

    • skill needs 10 energy, not 30 as displayed
    • the 10% bonus damage is buggy: the break even point is 3 stacks of Nature's Power, means you need at least 3 Stacks so that this skill is better than Earch Arrow. But with 3 stacks, the skill hits with 10 bonus hits like with 10 stacks.
    • The Nature's Power is also not removed in general, but only if you don't crit with the spell.


    However, the skill is pretty good how it is atm. So even if it's buggy, it should be officially changed into the current behavior. The class is pretty strong in some specific raid setups, but unfortunately feels a bit weaker than any other magical dps class, except S/Wl. I would say, it's equal to SWl. Lesser Burst, better sustain dmg, but good AoE.


    So I would say, even Poisonous Widow Embrace is quite good atm. If the skill would work as displayed (30 energy cost, remove all NP by using) it would be unplayable and deal literally no damage.


    Another good thing would be to add the same mechanic to Sandstorm: That Nature's Power is only removed, if the skill does not crit. The concept of the class is pretty cool: You have a great dmg potential but loose a lot if you don't crit. However, you have a lot of crit-support/buffs/debuffs, so you need a good management of time to max out your crit potential.


    Another suggestion I agree on, is the Dwarven Beer to add additional NP, which would make all druid dps classes much more playable, since they are definitely the weakest magical classes (right next to SWl).

    S/Wl (in comparison with new warlocks and other mages)


    I played a lot the new warlock dps classes these days and compared them with the current S/Wl. They all are pretty much fun to play (except WlWd which is the easiest class ever imho) but there are huge differences in damage.


    In Burst phases the WlWd dominates over WlS, but SWl is faaaaar away from being competetive to both of them (and any other mage with equal gear). I may suppose, SWl is one of the weaker magical classes right now, especially after the last patches. In AoE burst and sustain the SWl was also not that good compared to other mdps with equal gear. I didn't play dps-druids for a longer time and nobody in my guild plays them, so I can't speak about them.


    Another point is, that your casts are interrupted on attack or moving, while WlS can always cast while moving and is not interrupted on dmg input. WlWd doesn't even cast, that's just insane, this class deserves a nerf definitely, but that's not what I wanna suggest at this point.


    I would suggest to increase the damage of SWl's Elemental Discipline once again, because now it's really bad. The class lacks on penetration power, even on bosses and on sustain damage, even in trash. Elemental Discipline could solve both issues I guess. The latest changes on Venomous Snipe also decreased its dps, especially in burst. Maybe change this not to trigger gcd, so it's possible to use it after the first snipe without loosing too much time/dps.

    That's a very good and helpful guide! Well done :thumbup:


    Just one thing regarding "Some tips to earn diamonds". You can also farm cenedril mats in the daily free accessable cenedrils instances and sell them in auction.