Is there any chance to get usefull Cenderil Combination and Buff for Tanks?
I'm running Salo and Mayi as Knight tank, seems ok, but any of the new ones might also be cool, such as Balorg (Crit) and Onid (Sta/HP) or something.
Is there any chance to get usefull Cenderil Combination and Buff for Tanks?
I'm running Salo and Mayi as Knight tank, seems ok, but any of the new ones might also be cool, such as Balorg (Crit) and Onid (Sta/HP) or something.
Wl/K
Is it intended that Dark Strike recovers PSI while Willpower Effects are running?
Also Dreadful Sleep channel is interrupted when caster is moving, which isn't such a good idea I guess, because its range is very limited, so you need to move to hit more targets. It works with Hasty as the Night, but without it would be more useful since their cooldowns are different.
Quote from Planned Change LogImplemented 6 new cenedrils.
Does this mean, you want to enable more useful combinations to get the dmg buffs by using 2 magicals for the mdmg buff or 2 phycicals for the pdmg buff? And why 6 new ones then? Can you maybe share the new planned combinations with us?
Hmm for me that mechanic never worked properly on m/s and is a waste of time 😆
For me it worked always pretty well. You just need to cast shot in your ingame macro, instead of in your lua and cast the debuff first in your lua. Then it's applied before the actual shot hits the target. Also since fire rose doesn't trigger gcd, you could rely on that for the entire trash fights. At least that's how I did it until the latest changes regarding shot cd and thunderstorm. Haven't played it since then.
but seriously please give wl/s another aoe.
I got a suggestion for that: Maybe shot could inflict splash damage (hit surrounding enemies) if it hits a target affected by Vampire Arrow DoT, like the MS with its fire rose, which is a pretty cool mechanic in my eyes. But in that case, VA itself should have no gcd trigger anymore.
Display MoreDisplay MoreScout/Warlock:
After
Fixed some classes were sharing elite skill levels with some other skills, you may experience level loss on some of your skills after patch.Poisonous Will and Elemental Discipline both got resettet, but I didn't get the TP back. So if you reset skills, please at least refund the TP, tyvm.
Greetings.
hmm maybe this was your problem Zyrex
Nah, that was happening some time ago already, not last week, right? I had the funny situation when that patch came out the week before and my scout dealt more or less equal dps like our s/p in trashes, but I gonna double-check this until I'm back from my vacation again
Another thing about SCh vs. SWl:
Yesterday I ran inferno with my SWl (t14 staff, t12 magical xbow, golden gear t11/12) and we had a SCh in party (t6 gun, red rofl gear, t7 I think it was) and our dmg overall was quite equal, even burst was more or less equal. So I think, the SCh is waaaaaay too strong atm. I have no comparison from rofl so far, but a class with an untiered weapon and much worse gear shouldn't deal the same damage like my SWl I guess.
So I think, the current planned nerf for SCh is too less, or the SWl isn't as good as I thought... I mean, either the SCh is overpowered as hell, or SWl is weak... or at least feels like this.
That is already possible with some mdps classes, k/m, d/wl, wd/d, even w/m and m/ch in some situations. Although 100% def is a bit low, wd/d have 120% and is not enough on some places.
You should show me once how a d/wl can tank rofl. I tried this yesterday and got onehit by birds and b1 side-bosses with more than 400k hp and almost 1kk def. Maybe one should stat the entire gear on sta/sta - I used 7 tank pieces and 7 cloth mdps, but that's not the way for me.
This is the beginning of b1 fight, which wasn't possible by far as d/wl. Maybe with more than 2kk def and 1kk hp, but then I need some stats and gear I haven't seen yet
"You should have mixed tank gear with your dps gear"
How can i mixed dps gear with tank gear on class which cant use plate?
Maybe by using jewelry, cape and wings of your full tank. Thats 7 pieces which should compensate your 7 lether pieces I think.
So developers can create class which need special gear to tank and after half year can totally change required gear?
I created the best (in my mind) tank gear for r/k, that is 3xsta/sta + 3xsta/dex, after half year Byte change this and support said me "we don't help you with your crap gear, that was irracional decision"?
That's why I never build a gear that only matches one single class You should have mixed tank gear with your dps gear, the result should be equal I guess. But I don't think, the new WlK can effectively be played with cloth gear no matter how statted, but we will see.
Quote from Planned ChangesDisplay MoreWarlock/Knight
Heresy
Passive
Modifies Holy Strike to be Dark Strike, changes it to inflict 2200 dark damage, increases its range to 225 and adds 10 focus cost.
Dark Knight
Passive
Enhances Enhanced Shield to provide 100% physical defense instead.
Hatred
Cost: 30 Focus
Cooldown: 30 seconds
Increases your aggro by 186% for 12 seconds.
Dark Hand
Passive
Darkness allow you to wield a shield.
Lights Out
Passive
You don’t need light to find your path, doubles duration of Defense Net and applies it to entire raid with extra Fear immune, but blocks your sight upon use.
Darkbringer
Passive
Willpower Construct will increase your dark damage by 30%.
Denial of Death
Passive
Reduces cooldown of Life Weave to 3 minutes and removes its Psi cost.
Eliminate the Filth
Passive
Light isn’t there as long as you do not look at it. Surge of Awareness won’t decrease defense, Calm Paradox won’t decrease attack.
Hasty as the Night
Cost: 1 Psi
Cooldown: 60 seconds
Allows you to cast while moving and increases cast speed by 50% for 20 seconds.
Dreadful Sleep
Cost: 4 Psi
Cooldown: 60 seconds
Channel Time: 6 seconds
Only usable under effect of Willpower Construct. Puts enemies within 100 range to a sleep state*, interrupts their spell casting, inflicts 1600 dark damage and simultanously pulls them slowly towards caster. Each level adds to aggro.
Enemies can’t attack during this state.
This is actually pretty cool, I think I see some similarities to my concept (LINK) but also some differences, but that doesn't matter, since you really brought us a magical tank with this!
I think, overall this class should be a ton of fun to play, I definitely gonna test this out and maybe play it. But I still miss some decent things which should matter a lot I guess.
1) How should one be able to actually "tank" without plate armor? With just a shield, you need to build a very specific gear (cloth with defensive stats) for this, that can't be used for any other class (maybe K/M), which isn't worth it to me.
2) "Heresy" changes Holy Strike, so it looses aggro multipliers?
3) "Dark Knight" should also enable to use plate armor additionally and somehow transform physical crit into magical (and physical attack into magical).
4) "Hatred" with 12s duration and 30s cd seems a bit situative, maybe the duration could match the cooldown, like the knight's Hatred skill, so that it can be used more often, for a constant aggro rate.
5) "Dreadful Sleep" seems to be the only AoE aggro skill, which sounds pretty good as it is, but cd is way too high for using it more than only once in a pull. Also 100 range isn't that much, maybe you could add another smaller AoE aggro skill with a lower cooldown additionally? There are only 3 active skills, rest are passives, maybe some effects could be combines to get another slot for such a thing?
Quote from Planned ChangesScout/Warlock
- Increased Poisonous Will poison damage gain to 124%.
Holy, you're so fast! With this SWl should be fine I guess
Scout
- Reduced Ranged Weapon Mastery damage gain to 38% from 43.2%.
This will affect magical scout s/wrl. Right now in my experience i don't think he need such nerf so please reconsider this change and exclude s/wrl from it. After latest patches he became less attractive to play and also his dmg in my opinion shouldn't be considered as too high.
Agree on that, the S/Wl is quite fine as it is atm. A nerf would kill him I guess.
Also agree on the M/S issue with Shot. From my perspective, shot is always used, even in burst and gives the class its very own sustain damage in offburst.
Another thing about Thunderstorm: Would it make sense to change the ground target to single target with splash damage on targets around in a specific range? In my rotation a ground target isn't performing as good as a targeting skill.
Maybe with CASTING_START Event? There you can check name of the spell. and if no CASTING_FAILED event triggered, your spell was successful?
This seems to work as well, but I solved it in the meantime with a timer event, which works pretty well for me.
This can be closed then I guess.
Race/Gender Change Tickets and Proof of Progress please in Weekend Promo... asking for a friend...
I was just thinking about Mage/Warrior, but the required buff gear would be too expensive, since M/W is an average mage class I think, not the best at all, but not bad as well. But I'm not motivated enough to build an entire new gear for 1 single class. So maybe some passive of M/W could be changed to enable wearing Chain Gear? Then we could just build a viable chain gear that could also be used for physical chain classes, but also for M/W for buffing as well.
Dwarven Valentine's Day
Since I'm a dwarf, I care a lot about special days. Also for a dwarf the relationship to one's family is very important. So it came that I found a wife a while ago. Of course I found her on the battlefield, there is no other place for a dwarf to find the one person one want to share the own life with. And there, right at the point of death, I found her. I saw her just in front of me, fighting with the beavers from hell, burning them with dark magic and banishing their souls with her dark purgatory fire.
I remembered my very own apprenticeship as a dark magician of the dwarven kingdom of Yrvandis, even if that was so many years ago. In the meantime I changed my profession and became a Champion, a guardian and protector of my folk and learned the holy combat of humans, which leaded me to become a Knight and Champion in a combined mastery. But however, the fighting of that female elf reminded me of my own very past. This elegance and grace, how that elf threw the dark magic on the creatures of doom, it was that special moment, my little dwarven heart fell in love. I swore to myself to commit my entire being to that relationship and to be there for her whenever she needs me.
So on this special day of the year, I wanted to celebrate the day on my own dwarven way. So I travelled to my dear friends, the dwarves of the fireboot kingdom on the continent Zandorya. Of course I took my wife with me to share the day with her. I showed her the way of life, the work in the mines - we stayed there for several hours - and the blacksmith art of the fireboots dwarves. After a good day of work, I took her to my favorite tavern to drink with my buddies. We drank together, danced on the tables, battled with thrown food, combatted with each other with real weapons, just for the joy of battle. Even if she didn't really seem to enjoy the dwarven black beer, I'm sure, she will never forget our very special day anyways. So I'm looking forward to take her to my roots, to the kingdom of Yrvandis, next time. I wanna show her the old traditions of my own folk and especially the much stronger black beer, which is definitely much better than this fireboots wine beer. I'm pretty sure, she will enjoy this journey too.
Characters: Salamandra (left), Zyrex (right)
Quote from Planned Change LogChanged Kaleks’ Crystal to increase physical defense by 100% instead of 2000.Changed Stable Herugrim Fluid to increase magical defense by 100% instead of 2000.Changed Mayvel’s Jumbled Thoughts to increase cast speed upon use instead of with chance while casting a spell.Changed Hlethfir’s Spike to increase magical attack upon use instead of with chance while casting a spell.Changed Dreamland Guardian’s Energy Crystal to increase physical critical hit rate by 3000 instead of 200, changed it to be activated upon use instead of with chance while attacking.Changed Atollop’s Fang to increase physical attack upon use instead of with chance while attacking.Changed Nightmare Blade Fragment to have a chance to gain stack with used offensive skills too.
This is actually a pretty cool planned change! I'm already using some dreamland amulets with my mdps sometimes, but using some with other classes seems really good to me. Appreciate that change very much
regarding latest patch:
Lute does not provide castspeed and Guitar does not provide physical attack speed.
I just tested the normal ones and they seem to be buggy as well. Only the primary bonus was applied to me and the partymembers, not the additional one.
But wouldn't it be even better to separate their cooldown instead of mixing up buffs? I mean, where is the point of not still playing both? The missing 5% matter a lot from my perspective, especially for the new cast-per-second classes, so we would still use both lute and guitar
Not a single Knight combination has to rely on secondary-class specific skills to build and hold aggro. The default Knight skills (and iss) are more than enough.
Yes!!! That's my point, so the aggro of Shock Strike doen't affect the overall aggro, but it's CC utility is the core mechanic of this class, but has to stay on 3s to enable this ability of CC how it is. The aggro of Shock Strike does only matter, if you use it in specific situations, but then it does.
and then saying no knight have aggro issues
Then this might be a misunderstanding. I meant that Shock Strike aggro matters in trashes if you want to hold aggro over some range. Then a 500% surely is not enough, today we had this issue in rofl as well, a mage pulled something by mistake, i threw a Shock Strike over to him, got the mob quite with a little advance in aggro. Reducing its aggro would make the skill as a range aggro skill useless for exactly those situations.
And the thing about "knight doesn't need subclasses to hold aggro" means, that it doesn't matter how big your aggro lead to other players is.
Sooo..you are saying it wouldnt hurt if the CD would be higher?
Related to the "Electrocution Chain" it wouldn't matter, yes, because I use this only once in a big pull. But a higher cd for "Shock Strike" would matter ofc.
If I compare this mechanic to the Ch/Wl, it is kinda OP because the CH/Wl cannot reset his CD
Well, there are other classes that also are able to stun everything in any big pull. The CD reset afterwards isn't really necessary, because most mobs are dead after such a pull. Also I think, it requires at least a minimum of skill (and coordination, movement, raid setup...) to actually "do" big pulls, not to die oneself or taking aggro of everything, so it's fine I guess, but what do I know...
Another thing, if you have enough support with you, you don't even need to stun the mobs in the big pulls, because the dmg input is minimized, I think you know what I mean, if you even can tank as scout or rogue. So in my eyes it's just a utility, not op or necessary at all.
And not being able to AoE stun all the time does not make this class less viable.
Well 1s each 3s isn't really like "all the time". And as I said, for Knight nothing is necessary, but utility means that you have something that is nice to have and enables some kind of bonus for the raid that other classes don't have. The stun that you mention as an ability to become literally immortal is more an interrupt in rofl than anything else and you can't deny interrupts are not required in rofl, so yes, I think it is required having such a low cooldown to be viable under all the other tanks, especially K/D or K/R, but also K/W.
Originally I was considering to suggest an increase of Shock Strikes CD on Knight/Champ as well to 6sec, as it normally is/was.
I play K/Ch only, since 1 week after it came out. I think talking about aggro potential as a knight is useless since all knight combos can hold aggro without any problem. So it's just a matter of utility and K/Ch has a lot of this, which is the core functionality of this class.
You don't just tank and do your own stuff, but you support your entire raid by a huge CC mechanic. The stacking, stunning, interrupting mechanics make this class unique, also the 3s are required for some specific parts in rofl. Increasing the cd would fail the purpose of the class imo. It's not that tanky as others and you always need to keep your stacks at 10 not to loose your def. Also the cone AoE requires some movement on many situation, even in our greater pulls.
However, talking about knight tank balancing seems to be a waste of time imho, because as mentioned, you can even play without any sec class to hold aggro, it doesn't matter if you have 100kk aggro after burst or 150kk. And every tank subclass has its own playstyle, that's why I'm playing this class and not a Ch/K. And if it comes to the topic which knight subclasses are too strong, the K/Ch wouldn't be on the first 2 or 3 places (but that could be a discussion for itself I guess). Also seeing few tanks not playing K/R is a good thing in my opinion