Posts by Zyrex

    I have another question. what lvl to exchange mems for diamonds? I tried at 91 Owenstien says im too low lvl. this blows to have mems i cant use and no point getting more right now bc ill max out. Some things on this server make no sense. Im 91 and crippled bc i cant use broker since i have almost no diamonds. i have farmed mems to get diamonds but the NPC wont trade with me.

    Since level 91 is for free for a new char, I guess you need to do some progress before unlocking diamonds exchange, sounds quite fair to me. About the level, I think it was 100+?

    Went in game made a toon. nobody would answer any zone chat questions in elf land so i went to varnas......silence. Seems like a dead server. In Varnas i didnt see another person the whole time.

    That's normal, since the capital city isn't Varanas on this server, it's Atlas. Most NPC were moved to Atlas, too, such as the wedding NPC. There is a NPC somewhere in Varanas offering a Transportation to the Isle of Atlantis :/ This might help you: https://wiki.chroniclesofarcad…s/lost-island-of-atlantis

    1) is there a way to world chat w/o mega phones? on normal rom we use "/enter world" which gives u a /1.world chat. do u have anything like it? Not helpful if new players cant ask questions.

    Megas were included in regular levelup-packages iirc, so you will automatically get access just by leveling up...

    2) is the entire economy diamonds? i saw nothing for sale on auction house that didnt cost diamonds. If thats the case how do u ever earn any items or gear w/o buying diamonds?

    Some buff food is traded for gold and latest changes have made gold much more valuable. But yes, dias are everything, you can farm items and sell them for dias in auction or just farm gold and sell this either at NPC or in auction, too.

    3) can you have multiple accounts to farm things like gobs?

    I think you can do that. You can even connect your main account with alt accounts. Some activities are blocked for alts of the same IP or something, but minigames and dailies should be accessible I think...

    4) whats a benefit of this server? On the website it says 500% xp but i got normal xp for every quest. so is extra xp etc ONLY if u pay a monthly sub or what? I also saw a lvl 80 boost on website but wasnt offered to me in game.

    There is no monthly sub that gives exp bonus, the VIP just enables free teleport, some freebies every day. and some quality of life. About exp I have no idea. Lv 91 boost NPC should be in the hall of wisdom in Varanas, it also offers a free starter gear...

    5) any log in rewards? couldnt tel looking at that cash shop.

    Wheel of fortune every day and some free consumables in Atlas every day, too. There are also NPC that offer Exp, TP and Drop boosts that reset every day iirc, and a debts cleaner, all in Atlas.


    I can recommend having a look into the WIKI, most questions should be answered there already: https://wiki.chroniclesofarcadia.com/ :thumbup:


    Have fun on the server, if you have any further questions, feel free to ask :thumbup:

    Wait - Agnes is gone? 😱😱😱 Lucky me, I thought I became old and got lost in Atlas again 😅


    Dear Team, I like that you activly try to balance economic changes in the first place. If it always has to be such a drastical change is a moot point, but I'm already used to these kind of sledge hammer solutions. I will not comment on the specific agnes change at all, but in general would wish to be informed a little earlier. I spent millions over millions of gold (in cards) the days before the change and can imagine the people feel overwhelmed. So if you prepare such changes, better let the prople know earlier and iunclude the comm to find solutions that match for everyone before jumping in at the crack of dawn 😊


    You guys seem to really be interested in the voice of your community (unlike other server's managements), this was shown a lot of times in the past already and we're on a pretty good way imo. That's why my last negative post lays almost a year in the past 😱 So I hope you guys take all the feedback gathered in this thread to heart, there are some pretty good solutions written down 👍 If you implement any solution it shows me again that you listen, so I hope you do 😊


    And to all the others: Take off your paper bags and towels and listen to the wise words a wise man once said: "Let the mustard flow through your veins" (ok that sounded more funny in german lol). Then better take this: A wise manTM once said: "Hakuna Matata." 🐗

    Also regarding titles: I think the order in which you get it is bugged. We got the title 532125 even though Cruel Speed was the lowest buff, not the highest


    Greetings

    I think the boss you do at last (the "hardest" one) will have the lowest buff on Ancalon and the "easiest" boss will give the 3-times stacked buff, which is quite fair imo. So you may choose different orders with different group setups, which is what I like the most ^^

    Hi! Apparently, on this server there are super-made characters that can do more than on the official runes of magic server! Can someone upload a video of passing the Tomb of 7 Heroes? It doesn't have to be in hard mode, I just want to see step by step how you pass this pro-instance. Also, the character doesn't have to be level 70, it can even be maxed out. Thank you in advance for your help!!

    The solution on this server is: Just burst. The only challenge in ToSH is not to deal too much damage or bosses will break and doors remain closed. I think you don't even need golden gear to clear ToSH, we did this in 2017 already with tikal gear iirc :/ There are trash mobs in not even endgame instances, twice as strong as ToSH bosses :huh:


    You can also contact me ingame, Ascension is always willing to help :saint:

    The instance looks really nice, more difficult than IDK and Kalin by far, but we all needed such a challenge! Much appreciated from my entire guild. The first clear was a lot of fun, even without elemental damage in a full magical party xD Personally I like the new difficulty system the most, looking forward to try every single way :thumbup:

    Can confirm, but it doesn't seem to trigger on fireball always, only every third or such :/ The bug is buggy I guess xD

    If I remember correctly it had sth. like "After effect runs out it cant be triggered for 25sec" or sth. similar^^

    Thought so too, but apparently the buff sometimes proccs with every fireball (all 6s), sometimes only after 3 or 4. However, the class appears to be too strong, even without this =O


    On dummy I deal 50%+ more than with Wl/S pre-nerf. I mean, i guess it won't appear too often having 20 stacks of the nature power thingy all the time, bcz you need to move often in most fights, but the maximum you can get is just too much (in combination with those 20% matt). So maybe a decent 50% nerf at least in single target (burst and sustain) seems reasonable to me :/ But need to try in ini for a better impression for sure :/


    But I like the mana management stuff which works out perfectly if you don't overuse the spirit cast.


    Also, I really appreciate the new Energy Well, which solves so many issues on some combinations, for example extending the M/R aoe sustain with purgatory fire, but also helps M/B a lot :love:

    🔥🔥Update to the Hiding Dwarfs Event🔥🔥


    Thanks for all your participations! Almost 30 submissions reached me! :thumbup:


    Unfortunately none of you has found the correct amount of dwarfs in my house yet.


    So everything is still open, but all of you will have another chance to count again and send me a DM here in the forum conversations with all coordinates. Gonna ignore all unaccurate submissions ;)


    Have fun! :saint:

    Well Zyrex,


    First stop this disrespectful talking and give some warlock feedback ;)

    Because its about warlock not about how much you think you know about me and new character.

    Oh I already gave enough feedback in the past, the warlocks are just fine the way they are rn, so I don't want anything to be changed at all ^^ And I'm not rlly disrespectful, I just wanna prevent others to take worst ideas as serious, esp in this case if they base on nothing but imagination. However, I'm currently writing a general warlock dps guide that presents the classes in detail. Should be enough of a feedback I guess :)

    I have a few questions as I have never once played this game.


    1. Playing an elven mage. Are there any guides I can find for best choice in spells?

    I can highly recommend the Mage/Knight to start up. Advantages are:

    • Less cooldown buffs (only passive buffs that proc on skill use)
    • Easy rotation (single cast, fireball, ground targets and stars), stars are best for sustain dmg (single and area)
    • One of the best shields in the game: Shield of Discipline
    • Decent damage
    • More base HP through stamina bonus from knight
    • Only need a 2h staff, no further weapon required

    Mage/Rogue requires much more timing of your cooldowns and is much weaker in defense. If something goes wrong you probably die while M/K can still handle the stress much easier. As long as SoD runs, you don't need to be afraid to jump into large groups for discharge at all :thumbup:

    Okay, this sounds like a really cool suggestion, only problem I still see is that you obviously have no idea about how warlocks actually work, because you just play the most easy ones like Wl/S, Wl/Wd or support Wl/M, but your warrior, rogue, bard and champ aren't even on lv 70, so it's not possible you play them properly. All you play is D/Wl and not even in custom content. :/ ?(

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    And if you played those warlocks you didn't play in the current custom content, you'd know that DoT focused classes are useless, because mobs die too fast so your DoTs can't even tick for longer. So please come back after playing the classes you actually complain about (at least once), so your feedback can be taken seriously :)

    Sorry but all your posts make no sense at all, it's just too funny not to enter on this discussion xD


    See what you said earlier:

    The rest about mage is burst or not so much burst (...)

    So you don't like burst classes. Ok. Got the point.


    Then you suggest:

    Psi can be generated for higher damage output and casting state skills

    More psi = higher dmg. Reasonable, but could interfere with your previous quote at some point.


    And then you be like:

    enter Exhausted state after willpower/psi is gone and make a debuff as simple as possible
    For lets say - 120-180 seconds

    So you don't want another burst class that puts all cooldowns into a short period of time, but suggest exactly this? Putting a CD on willpower state would just change the warlock to get another 2-3 min cooldown that gives either the possibility to cast certain skill or direct damage boost. Hilarious


    @Moderator: I guess this one is a troll, time for a clean up :thumbup:

    So there is no need of “crying” or complaining word (where?).

    There...

    Either english is a speech barrier and I don't get any of your points, or you keep complaining from the beginning but giving no constructive feedback at all. Saying "class A is boring" or "class A, B and C are all the same" is easy, esp if your words tell that you have never played them properly, so you actually don't know the differences at all - obviously.


    And don't tell about burst is boring. Then you might play the wrong game.

    lso what I would change is willpower to use Focus instead of Psi - like scout’s Detection. Then Psi can be generated for higher damage output and casting state skills. More Psi points = higher damage.

    This finally is some constructive feedback 🎉 Also, I agree, Psi could have a higher impact in the damage.


    Only issue is that some warlocks consume less Psi than others, just like Wl/W. Others have a much better Psi recovery. And what about the moment your willpower buff ends and all psi is removed? Some classes are even designed around having no buff at all for some time.

    Would be great if some DoT generate Psi regardless of willpower.

    You already got a buff that does the same, Knowledge Acquisition. Unfortunately it was already said by a dev that this won't lose the willpower condition iirc. However, DoTs aren't relyable imo normally, since targets may die too fast or bosses have immune phases, so your psi recovery would be interrupted every while.

    Well Wl/M is ... state of mind.
    The rest about mage is burst or not so much burst while single damage is basically the same (similar*)

    Still.. its too similar. Even with diffrent playstyle you presented.

    Before continuing this, I would suggest you play the classes at least once, afterwards you can complain. :) Or at least give a suggestion how to change things, all I see is crying for no reason ^^

    ✨✨✨Giveaways of a total of 10.000 Diamonds* ✨✨✨


    👀 Find the hiding Dwarfs! 👀


    I did some adjustments inside the maze and since dwarfs are too rich, I wanna start a small "event" inside my house. Just answer the question correctly and become rich, too! :pinch:


    The big question is:

    How many dwarven children are hiding inside my maze? :/ The required answer is the amount of all dwarven children inside the maze and the central glade which is located inside my ingame house. I also need a short description where the dwarfs are hiding, just to get sure you don't guess blindly. Something like "in the whirlpool", "on top of the tower" or such is enough. If you want, you can even attach screenshots to your submissions.


    The prices:

    The first 4 players who write the correct answer in this thread (or write me in a conversation here in the forum (top right corner in the forum header bar) ) will win 2500 diamonds.*


    *Terms of Participation:

    But this is discussion feedback so what in your opinion is special in the combos you mentioned?

    Or what make them special in comparsion.

    I will just talk about the basic mechanics of the classes, excluding all utility, support, CC, aoe, debuffs, ISS, etc. Just so that nobody cries bcz I missed 90% of stuff.


    1. Wl/S casts shot with every hit of Severed Consciousness and Dark Rain. Your SC deals the most dps of all your spells, so you wanna channel this like 100% of time. To reach this, you need to manage your psi recovery properly through several sources, such as your Saces Impatience. But this only works while your willpower buff is running, so out of it you wanna use Dark Rain in combination with a tic of Knowledge Acquisition and a single shot (if other sources are on cd) to get 6 psi as fast as possible. Not to lose too much damage, you need high focus for your Dark Rain as well. I've seen many Wl/S who dealt good damage but only a few that took the entire potential of the class, which requires more than a simple spam of SC.


    2. Wl/Ch casts Severed Consciousness too, but only in the offburst for sustain dps and uses Ruthless Judgement in burst with a high cast speed. You have several fillers that cost rage but at the same time you need as much rage as possible anytime to cast Rage Sublimation if you need it. You also wanna keep Saces Impulse running, which gives you a decent selfheal and additional offensive attributes. Other than Wl/S your base magical damage is pretty high, so your aoe spells deal more damage normally.


    3. Wl/R has one of the most complex rotations, because you need several conditions for your best spells. You need as many elemental weakness debuffs on your target in order to deal the most damage with your strong abilities. Basically you buff yourself with Shadow Step, Punishment (that requires Crime) and End of Thoughts (that gives you the psi recovery you need). You also debuff enemies with Soul Fang (which is overwritten by Wl/M support, which you need to have in mind). So different to the other warlocks, you don't spam or channel the same spell over and over again, but rotate through a lot of different spells that buff or debuff for short durations but are essentially for your dps.


    4. Wl/W uses Consistant Heart Strike as main damage source, which is your main spamable. Since Wl/W is one of the easier warlocks, you deal like 80-90% of your damage just with that. However, you need to keep up your debuffs so your rage does not run off, but since last patches this shouldn't be an issue anymore I guess.


    5. I could even talk about Wl/M, which has a really funny mechanic as well: You cast your strongest spell Flaming Heart Strike which goes on cd for 20 seconds. So you cast Soul Brand String to reset the cd, but it only works in your willpower blade. The basic rota is using both skills over and over again, while keeping up the raid support and debuffs etc. You can actually deal good damage with this, but not as much as other warlocks ofc, since Wl/M is a main support class.


    Conclusion:

    So basically you're right: warlocks deal damage inside the willpower blade and wanna enter this state as soon as possible, in order to keep up the damage of their best spells in the first place. BUT depending on your sec class you have different ways and options to manage psi and maintain your willpower blade or you got an entirely different rotation of skills or even an entirely different set of skills.


    This being said, in terms of balancing they are more or less equal as well (except Wl/M which is a meme class as dps), depending on raid setup (Wl/R requires a M/Wl imo for example for it's full potential), but not in every situation or instance. If you play warlock, you should play them all, in order to have the best options for different use cases.


    Ofc you can just spam Psychic Arrows with all of them, but this will result in really sad damage. Warlocks are the most complex classes for magicals (imho), they got the very most conditions for their spells but got a lot of support and utility for the entire raid on the other hand. If you say warlocks are all the same, have a look at mage class before, since warlocks are way more diverse in gameplay than mages (and many other classes as well). ;)

    There is also a question about how parry rate is calculated because its I dont know.. it seems quite buggy?


    How does it apply to normal non critical hits from higher level enemies and lower ones.

    Some regular mobs and elites deal normal noncritical damage ignoring parry rate?

    Parry has nothing to do with Crit. Parry is just an additional 40% damage reduction by %chance. The more absolute parry points you get, the less %chance is increased (exponential approximation to 95% or so, don't ask me about the correct mathematical expression ^^), just like crit rate. Only exception is the warden class that gets more damage reduction by parry passively iirc, but the approximation is always the same, no matter which class

    how many Heal players behind you, you could have given more detailed information.

    Normally we had 2 heals, one on a major heal class, the other one on a more supportive one like wl/p, wd/p or wl/d, d/b, ... Do you run with only 1 d/p or what? =O


    So you want K/S additionally have better support? In what way? Keep in mind that all knights got old K/M debuff in threaten, so a little more utility on a strong aggro one could make the K/S the next overused knight =O


    Or do you want more knight be silimar to K/D utility? From my perspective there is no reason to break the current knights design, which works just fine to me :/ Don't get me wrong, I just want to know in which way you want to change something :*

    As I said, there are players who like it personally, but here I want to share my opinion for the better. I also don't believe that B/K, WRD/K, K/B can still do a proper job.

    I've seen Wd/K in IDK and it did quite well, if I'm not wrong, our tanks already played his in DC which was working too. But no idea about what the class does in detail, haven't looked into this as much :whistling: