You can still use the Compression every 1-2 seconds, it just constantly delays your entire rotation due to the buff delay. In my tests (just rotation on dummy and hoto) it felt really bad. Gonna test the class in rofl soon, but got low hopes.
Posts by Zyrex
-
-
- Changed Plasma Arrow to Alternative Current; Passive: When successfully use an electric spell, you will be in Charged state for 10 seconds. Charged state will provide same effects as previous Plasma Arrow. electric spells are Electrostatic Charge, Discharge, Electric Bolt, Electric Explosion, Thunderstorm, Voltage Seize
- Increased Electric Compression duration to 30 seconds from 20, increased Static Field damage gain to 25% from 15%.
Those electric spells still permanently remove Electric Compression buff. What's the point of increasing its duration to 30s if we lose it every second (m/ch combo for example).
Change charged state to not remove Electric Compression.
Mages can't be even viable without this.
Playing M/Ch now be like:
https://i.gyazo.com/92da10906d3fc593c1f01b3ad6c1abbd.mp4 -
Regarding b/r...
After a few b /r attempts, it seems to me that there is physical damage there. I would suggest increasing damage from the main weapon and only the skill that reduces damage from the other hand.
For me the bigger problem, and the reason why this class makes 0 fun to play for me, is that after dwarfen ale runs out your standing there after a short time with 0 energy and 0 focus which is very unpleasant too play when u dont have a skill too regenerate anything. So i would suggest to give a skill the bonus effect too regenerate focus/energy.
Suitable for this would be the Skill "1491132" too regenerate 15 focus/energy each hit which would be 40 in total each 15 sec (after taking the cost of 20energy/focus into count).
Or Skill "1491130" and make each stack of the dagger you pull out regenerate 5 or 10 focus/energy.
Kind Regards
Jockels
...I have no idea about the class, but in a different game there is a class that also has 2 mana sources and skills regenerate the opposite resource each. JockelR u know which class and game I mean?
So for b/r a focus skill could regenerate energy, while energy skills could regenerate focus, maybe equal to their original costs? Does this make sense? Haven't seen a class like this so far but think, it would be fun to play. Downside would be, there need to be around 8-10 skills available for this mechanic or it does not make much sense
-
You should also rework some of M/Ch mechanics that build up rage and will no longer exist within your rework, such as Plasma Arrow and Lv 25 elite (498862).
What do you mean? From what I understand when looking at the patch notes, its just the same as before without the damage. (...)
Exactly. But the elite of m/ch needs a rework anyway, since it specially changes the spell plasma arrow, which no longer will exist. So if nothing happens, the elite will change a non-existing spell I guess?
No.
Okay, thanks.
-
Quote from planned notes* Increased Electric Compression duration to 30 seconds from 20, increased Static Field damage gain to 25% from 15%.* Changed Plasma Arrow to Alternative Current; Passive: When successfully use an electric spell, you will be in Charged state for 10 seconds. Charged state will provide same effects as previous Plasma Arrow. electric spells are Electrostatic Charge, Discharge, Electric Bolt, Electric Explosion, Thunderstorm, Voltage Seize
Question Byte : If I use Electric Compression, I'll get the Compression buff for 30s. But what happens, if I use a spell to proc the Charged state again (Thunderstorm or Voltage Seize for example) while the Compression is still up? Does it overwrite it (as before) or can I have both buffs at the same time?
You should also rework some of M/Ch mechanics that build up rage and will no longer exist within your rework, such as Plasma Arrow and Lv 25 elite (498862).
-
This happened 2 days ago in SoK: Right after combat started, the boss was stuck in her movement. Nobody able to attack it.
(video not listed) -
Well at this point i cant really tell if everyone is just trolling with the intention to get their classes overbuffed or something? xD
I havent played a lot in recent weeks, but everytime i played mage was pretty good compared to everyone else in my guild. Some classes obviously stronger than others but nowhere near as useless as warlocks (lol).
I didnt even bother upgrading my gear at all with the new content and was still able to compete.
Awesome, so I just need to join your guild and mage is strong and worth playing again?
Sounds too good to be true
And what are warlocks? Haven't seen this class for 1.5 years or something anywhere.
(this is a troll post)
-
You forgot about the d/r, maybe let Dark Moon decrease its matt by 50% instead of increasing, so that there is another mdps class not worth playing anymore after the coming patch.
maybe read all incoming changes again, think about it objectively and then try to say it again. I think the mage changes are not a nerf for all mages (btw some x/mage classes get a buff), maybe try to test after the patch but it seems that most mages get a specific non-static-related buff. (I think it's better if not all mages don't spam only static)
Yeah I did. But I still can't see any good point there, unless you got t13+ gear, full cards, so matt nerf isn't a thing for you. If those non-static-spells just were useful or not been nerfed into hell already, I would love not to use this spell most of the time.
Just to point out M/Wd, this class looses the most of matt, but fortunately it got a useless earth core barrier rework recently which ofc balanced this nerf I guess? For real, I Haven't seen any mage (except maybe 1 or 2 m/r and supp ofc) for a YEAR in any instance. Does this mean, mage is overperforming or being overused? I'm not sure. Is mage recently competing with new bard classes so we need to cut matt from mages and let bards stay as they are? I'm not sure.
-
Would it be worth to give up all, what I have already achive over the retail server?
Okay, here's some real talk.
I played on 6 different servers so far (including GF one) (not just slacking around, but playing the very endgame each) and this right here, might be the second to best one I've ever been playing on. The best one was an own one I hosted together with some friends some years ago (but has been shut down by GF bcz we stole their players)
But beside of CoA there currently are no other servers that could ever compete. And with my experience and knowledge about private servers, all the free to play server will not work in the long run. End of story.
On CoA, prices and economy are good and stable, there are a lot of ways to progress (within new minigame rework there are even more possibilities). There is content for everyone, if you prefer solo, group, raid content, doesn't matter. Unfortunately Siege War isn't played as much as some years ago, but there are rumors about pvp content, so I have high hopes already. I also had the server pulling me back from other games/servers 3 times already, bcz the game is just too good for not playing it. And as long as this server equals to my expectations and wishes, I will stay here for longer for sure.
You can still pay to win, but you really get something for your money, so it's really worth it cashing here (if you know what to buy from it). But there are still viable ways to join the endgame without paying a dollar at all. I've seen many players completing this way successfully.
It would take ages to list all your benefits compared to other servers at this point, so I just tell you: It's definitely worth it on CoA, at least having a try. There are a lot of helpful players around that may help you even if they don't know you.
There are only 2 major disadvantages I feel uncomfortable:
First, the balancing process (which lasts for over 2 years now and I can't understand why, since we finished that within 3 months on our own project back then). People told me I should think about it like seasons and your classes are being reworked within every half year all over again, but tbh it's just annoying in the meantime, especially if you made your own experience with balancing in this game...
The major issues about that are: 1) more patches make stuff more and more complex and 2) communication isn't as good.
Speaking about communication, this leads me to my 2nd point. Communication in general could be improved at some point, there are feedback threads existing and devs do respond here and there, you can make suggestions that might be accepted and implemented, but chances for bad ideas being implemented instead of good ones are quite high. So one could say, 90-95% of the posts in the balancing feedback thread are just bullshit bcz ppl complaining about their favorite class(es) without being objective at all*. But to be fair, this was the case on any server I played on since.
Tldr: the devs seem not to be able to properly decide between bs posts and really good suggestions (at least it feels like that) and sometimes, out of nowhere, decide something between absolute trash and insanity and nobody knows, why.
(*: I'm not excluding myself from that statement, since everyone would always fight for his/her own class. But exactly THIS is the problem in this topic. So this entire thread is not useful as viable "feedback".)
However, these decisions are just the minority, most of the content is really good (and god bless we have more than only 1 class a player can play per role). I do like the minigame rework, the nostalgia group content, even the custom core instances (except inferno, i still got ptsd from its release).
Regarding your question: It doesn't matter what you leave behind, since it's all about fun. And fun doesn't scale with material or virtual things, but with your situational feelings. So I would recommend to give it a try. You don't need to delete your acc on other servers and maybe come back if this one doesn't match your wishes and expectations.
Have a good one. UwU
-
Quote from planned notes
Druid/Warlock
- Changed Toxic Possession to reduce magical attack by 25% additionally.
You forgot about the d/r, maybe let Dark Moon decrease its matt by 50% instead of increasing, so that there is another mdps class not worth playing anymore after the coming patch.
-
Regarding the planned mage notes... if you invert all of these changes, mage could be viable again.
-
Heyho,
i tested the warmage a bit in some runs and i have to say : It's not bad imo.
(...) The damage feels viable/good. The aoe too.
But using a gcd after a cast often feels very unpleasant. It stops sometimes or has a 1-2s break while not being in gcd whyever.
But: Stacking electric rage feels absolutely horrible. (...) Especially in aoe pulls it feels really bad. (...)
I experienced the very same. In Rofl the class has a good sustain dps, but isn't as good in burst as other cps classes. The gcd thing isn't such an issue imo, but there is not much you can do in between. The delay could be caused by the whitehits, but haven't tested this properly, but also had them in my rotations. Additionally, the CC potential is huge due to the Cyclone and Shout combo, so it can easily be played in hoto or kalin as well.
I also agree, the electric rage is annoying. On any big pull you need 1.5 seconds to single-target stack up the buff, sometimes even after cycloning, in order not to die through mobs aoe/casts. Maybe some spell would be cool to instantly grant full stacks, like the m/wl one "Will of Pride" (498750) which gives full stacks of its very own buffs. Maybe put this on Intensification or Enraged additionally.
One thing I'm not sure about, is the Thunder Sword. The damage is too low using it in burst instead of just spamming Electrical Rage. Out of burst it's not worth it as well, since you loose whitehits during the spell channel. Maybe shorten the channel time by 50%, then the spell could be useful and give the class a bit more single burst, which isn't thaaat good, as mentioned above.
-
Speaking of class reworks... I would appreciate an overall mage class rework, too. There is literally no mage that is worth playing these days, while having magical bards, druids and scouts as valid options. Maybe M/W, but I already see the nerf coming once I finish my buff gear.
The major problem is, that your static field is your main attack for 90% of the time. Only a few combinations use a cast in burst situations for like 15-20 seconds and keep spamming static afterwards, too. I really enjoyed the vanilla mage back then, the vanilla Thunderstorm for aoe, etc. Would just be great to have a sense in playing mage again some day. But these days lay far in the future I guess. Unfortunate.
-
Guess it's intended, since there are no real crap stats in purple stat lines (as there were yellow craps on other servers). I mean, it would be quite op just having a collection of 3-4 stats per armor for this low price
However, you just need to spend around 15-20k dias for all the stats you need for one class. That's just cheap for the use of it I guess. I expected them removing shells from the shop, but they didn't
However, not sure if they knew, this change made the unknown stats useless for endgame gear. Maybe this is a thing actually.
-
Hi,
the new minigame rework looks decent so far, finally there is a way to catch up for new players or even for alts. But what does the "defense absorption" nonstat mean, which is on some set bonuses? I haven't been into the new minigames yet, but got another question regarding the new sets/stats.
With my mage, I spent around 15k dias to get all the new stats. But with my tank, I spent around 5k for only 2 useful stats. As far as I can see, there are more crap stats for plate, than for magical cloth.
For cloth there are only int/int, int/sta, wis/sta in both affixes, but for plate there are sta/sta, str/sta, dex/sta, wis/sta (and maybe even more, haven't invested much there). Means, the chance for a sta/sta is way lower than for an int/int. For cloth it's 1:6, for plate it's 1:8 (at least).
Is this intended? Wouldn't it make more sense to grant equal chances for any class/role?
-
Now you plan to nerf all the average bard classes, but the most op one is still missing: b/d.
Maybe change the useless spells become useful and rework the class concept... the solo buff is just op, decision between op aoe and op single target burst... but without it, the singletarget isn't existing at all
-
The only disadvantage of b/m (...) is the channels which disable you to use your CC most of the time. Especially in situations you need to interrupt casts, the b/m can annoy with its channel spells which can't be interrupted by moving.
Quote from Plannes ChangesBard/Mage
- Changed Fireball Shower to get interrupted while moving.
I appreciate the speed of changes planned, but think, that's not necessary. I do like the fact that you need to pay attention of your channels/rotation in CC-situations. With the fireballshower being interruptable, the class looses its very only disadvantage/"difficulty", which would be awful. But thanks for the intention tho.
Also, by interrupting the channel, we could exploit that mechanic and cancel it intentionally after 3 hits for an increase in dps I guess. I would prefer not having such "mechanics" in the class
Edit: to be clear, my quoted post was not a complain at all, I appreciate the channels being usable while moving very much, makes the class deal consistent damage in fast pace situations.
-
I used mage/bard a few times and I can say that is a waste of time aswell. Is a mix between a bad support and a really bad dps in ALL aspects, it isn't good in any kind of dmg. It is a copypaste of mage/rogue but with worse numbers in every skill.
I played it once in hoto and agree, it felt like a bad m/s in a mix with m/wl. At least the elemental weakness was comfortable to use. The class felt pretty massive, but damage was just tiny. Guess the class just misses some base dmg or an increase in elemental dmg passively.
Quote
What I can say is, about playstyle (not dmg), bards are WAY more fun and pleasant to play. Mages have 4-5 min long cds in its buffs, most of its dmg come from spamming static field (...).100% agree. Mage always was like spamming static field with some fillers (non-gcds) in between, while using the strongest cast on the boss, more or less. Have you compared bards with druids or warlocks yet?
Quote
For me bard/mage is the best desgined one. Spam a 3 seconds cast after every skill is a single dmg sustain boost that normal mages don't have and it feels good.Imagine using an elemental damage flame or fireball proc after every spell on mage
-
Maybe releasing new classes is too much, but what about reworking deprecated / never used class combinations? There could be a warden/rogue full support class or a hybrid cps/dps mage/priest. Just brainstorming, but classes as mentioned in the entrance post, can be created by certain class combination reworks, too.
-
b/m, b/d, m/k
Hi there,
I was playing the b/m and b/d a lot these days (in rofl and hoto. Had no chance to try in Kalin yet unfortunately). And my conclusion is, that any bard feels very strong. As a b/m you deal less dmg than b/d, but have more utility and can compensate misplays or failpulls pretty well, whilst b/d has literally nothing in terms of CC (can't even use the interrupt w/o switching to an instrument via macro, which takes too long right now). So the balancing between b/m and b/d is fine I think.
I also had the chance to compare and compete with some b/s in rofl, which was really fun. The b/m seems to deal more or less equal damage as the b/s. With the planned b/s nerf I think, the b/m could be better overall. However, I don't see any sense in the planned nerf anyways. The bards are more or less equally balanced compared with themselves I guess.
Only 1 spell isn't as useful: Musical Attack. The spell deals too tiny damage for being useful. In my dps tests, using Fiery Magic over Musical Attack is much better, even without the proc. And if you don't have any support for resources, you easily run out of focus using MA. So maybe consider changing it dealing elemental damage as well, this would help pretty much I guess.
Last but not least, I compared the b/m with m/k, since both classes seem to be designed pretty similarly (just the way of survivability is a bit different). With the latest m/k stars of light nerf, m/k is entirely useless if you can play b/m or b/d instead. Everything the mage can do is worse than what bard does. Discharge < Chorea, you got an additional interrupt with "The best Song", dps is more consistant and if your ground target hits a leaf or bubble, you won't loose most of your damage as well. The only disadvantage of b/m (and reason to play m/k instead) is the channels which disable you to use your CC most of the time. Especially in situations you need to interrupt casts, the b/m can annoy with its channel spells which can't be interrupted by moving. But that's class design and balances the class in terms of cc pretty well imo.
So at this point, maybe a mage buff would make sense again? Haven't tried other mage classes yet, but I assume, the results would be equal. Maybe anyone else made some experience about that?
-
Bard/Mage
Lv 90 ISS "Stolen Magic" (ID: 1491356) still only deals physical and no magical damage at all on this specific class combo. All the other classes work properly as far as I know.
-
Quote
Warlock/Bard
- Fixed Ethereal Blade wasn’t usable, added cost of 2 Psi.
After some tests in Atlas Ch3 (whyever this planned change is already working there), I can say, this change is making the class useless. You're not able to sustain that huge psi cost at all, not even if you spam musical attack whenever you can.
So please, change the psi cost to 1 or improve the psi sustain somehow. I'd love to play a useful warlock class again, but as it looks like, there will be no use to do so.
-
Quote from Planned Change Log
Warlock/Bard
- Fixed Ethereal Blade wasn’t usable, added cost of 2 Psi.
I'm not quite sure if that's a good thing. The class already got a psi spell and Ethereal Blade would be an additional hit. If you require 2 Psi there as well, you literally can't keep it on cooldown whithout having dwarven beer active, which would suck. So if you insist adding psi costs, change it to 1 Psi.
That should be way easier to sustain, since your bard cast recovers 1 psi as well. Would be a good combo then. But the class still needs more psi than most others, at least it did in my tests (when Ethereal Blase rarely was working properly) and the current psi sustain doesn't really help out that much, you barely have time to cast muscial attack for psi sustain, but need to use many additional spells to sustain focus and dps instead.
Edit: Example for the first rotation: cast Ruthless Judgment -2 Psi, cast Ethereal Blade -2 Psi, cast Severed Consciousness -2 Psi, all the Psi gone. So either you start spamming musical attack right there, or use a full psi restore spell/potion/iss/support...
-
Hi, the second Talaghan Title has a badge bonus but no badge, can't put it into my badge interface.
-