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Old 02-11-2007, 11:10 PM   #91 (permalink)
Wardance
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I found some bugs that I don't think anyone has mentioned yet. (I posted them in my thread entitled Ranged weapon goofyness) Wiith Ranged weapons I noticed we have Bow and Crossbow abilities but we don't have archery ability. What this means is we are forever stuck using the very beginin arrows and bolts because the better arrows and bolts are based on the archery skill ability.

Thrown ranged weapons also seem to be bugged. We have throwing as an ability and it goes up with the use of throwing weapons like it is supposed to. We can only use throwing hammers,but we have no throwing hammer skill. We have throwing axes skill but we cant use throwing axes (shows up red on the vendor/cant equip).

Now I know some people will say who cares i never use ranged weapons anyway. And this is probably why these bugs havnt come to light yet, because so many of us just dont use it. I use ranged weapons everyday from pulling to taking out that one mob that gets away with only a sliver of health left. Or helping out that low level guy running away from mobs thats about to die. Can you add this to the list of bugs as well?
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Old 02-11-2007, 11:27 PM   #92 (permalink)
labrat
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Quote:
Originally Posted by TeamSKKeris
Welcome back Xacies.

I will have to say that Scythe was maybe a bit overpowered. But soloing 3 3-dot yellows? Give me a break. I have decent equipment for my level and I couldn't pull that off.

I could possibly solo 3 2-dot white mobs, if I got lucky and did not get stunned. I could solo a lot more if they did not stun or I had all my abilities up, including the Qali racial. Couldn't do casters, or ranged, or large mobs. The skill with Scythe was range of the AE and the cone of damage.

Risk vs. Rewards.

Its use was also mitigated partially by the nerf to Ravaging Darkness, which only in pairing it and Scythe was soloing multiples effective.

As Hyatt stated, and I might have before it generates no aggro on the mobs. None. If they want this to be an "Oh, crap, let me get all mobs on me a second and heal myself some" ability then they need to fix that.

Have they compared the damage, as is, to the AEs by Bards and Monks? If the only part of ours that is overpowering is the heal portion then I (as others have) would suggest lowering that to some % of the damage done. I always thought the damage on the ability was really weak, but it was the heal that made it worthwhile.

PS: If you get some BS about Harrow, tell them that they need to fix Shadow Step. Because it hardly works right now. Plus, my best Harrow is around 500-600 crit (300-400 base). Not sure what Pally heals are, but I would guess a lot more than that.
I think it was reduced already in game and the way it is now is fine. not overpowered nor can you tackle 3 dot mobs that are immediately around your level.

It is a good oh no, i need to pull everything to me skill provided no one has broken off your target. If they have well then they die or you rescue them to safety.
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Old 02-12-2007, 07:15 AM   #93 (permalink)
Shawnsan
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Malice - the 15 second reuse timer on malice has significantly caused lower dps generation thus has significantly lowered our hate generation completely setting the Dread Kngiht back. This ability had a bug that was found just prior to launch caused something in one of the patches that caused the ability to do 2 x the dmg. This was the reason it did so much dmg NOT the reuse timer. Also the problem now is we only have one ability to use in combat on a continual basis, "Vexing Strike". Pressing "1" button over and over again is as exciting as watching grass grow. Suggest puting the reuse timer of malice down to the earlier mentioned but not implemented 6 second refresh or add another ability in that does soley dmg, nothing more no DC No bonus from flanking just good old fashioned dmg

This one I confirmed as a bug where it is showing double the damage number in floating display but the actually damage is not recorded in the combat log.
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Old 02-12-2007, 10:26 AM   #94 (permalink)
cerebus23
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My 2 cents as a level 27 DK that played a bit in beta and since prelaunch.

Scythe is a fun ability but pulling 4 or 5 mobs is not generally something i do out of choice soloing. I have soloed 4 or 5 2 dot yellows mobs at my level or a level above me. But was more a oops pull than something i set out to do since A) you miss one ravaging darkness you are dead, B) it takes along time to drop that many mobs even using scythe/torture.

Never tried 3 dot yellows to be honest i usually just run as fast as i can if i got that many headed my way, but then again there are 3 dot yellows and there are 3 dot yellows, some are way more difficult than others. I doubt this claim it would be highly risky to try and pull off plus the fight would go on forever.

If scythe were so overpowered that i could go out all day long and gather up 4 to 8 mobs and take them down all the time and quickly i would say nerf but i am betting i would die about half the times i was using it missing a RD or getting critted.

Malice nerf i do not quite get due to the simple fact that even in beta you could not spam malice you would quickly run out of endur if you threw out 2 or 3 malices back to back, it is our best melee aggro move bar none outside a crit chain. But in beta in group i had to save malice if i lost aggro to get it back most of the time a malice hit would snap aggro back to me.

Vengeance 2 anyone check the timer on the stun it is supposed to provide? I was out solo leveling up my longsword skill today it is a under 3 second weapon and when i hit with V2 the stun seemed to last not all or only for a second certainly not 3 seconds like the tooltip says.

Provoke could we get a bit more hate on this "taunt" seems mostly useless to me used to spam it now i just go 2h beat the heck out of the mob i need aggro on then switch to 1h and shield if i am getting pummeled.
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Old 02-12-2007, 02:13 PM   #95 (permalink)
Jooma
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Armor of Darkness -

I've never parsed the mitigation part of Armor of Darkness and just took it for granted that it worked. Feel like a bit of a fool for not figuring that out on my own. The Hate aspect does work for sure though.


Scythe of Doom -

At it's current just under 90 I find it fine for how it's intended to be used, as a method to heal yourself while the group gets things under control. I can still use it to solo tons of 3 dot and lower mobs but one thing I am wondering if this ability is generate hate? Sometimes it feels as if I'm actually whiping hate off myself. Last night I was grabbing groups of bandits near Trengal area. I would grab 6-8 mobs and deal about 1500 to each one, then get my healer to throw a 1200 hp heal on me. Instantly they'd all run after him as if I had done nothing. This part definately seems broken because if you're in a group who gets too many pulls the only thing that seems to get us aggro is Black Wind and I think the cooldown on that is what? 30 seconds? 20?


Ravaging Darkness -

Are people sure this is broken? 80 endurance over 8 seconds is 10 endurance a second. Stack that with your regular 20 every 2 seconds and you're getting 40 a tick. That seems about right to me cause Scythe of Doom costs 40 endurance.


Shadow Step -

This is clearly throwing us out of Sync, but here's how I use it in a group environment. I spam my guild to be proficient in weaknesses so we're always looking out for them or announcing them on Vent. I play regularly with a Bloodmage and a Rogue, so mobs are almost always bleeding in my group and ripe for Harrow. Basically what I do is as soon as the mob is bleeding I run through the mob and then imediately use SS and Harrow. This exploits the weakness for a nice fat life tap and places exatly where I was for positional tanking.


Malice -

I used to love this ability in Beta due to the double damage bug. But the timer is definately too long now because this is heavily needed for helping to control aggro.


Aggro in general -

I read a lot of people having trouble getting hate. Here's what I do and it works mostly every time.

My Bard does his best to get us a single pull. While he's bringing the mob back to the group I throw on a toruture & Devour as soon as it's in range. Then when he brings the mob close enough I do a provoke -> Malice, then start spamming Vexing Strike. If for some reason I don't have aggro after my 3rd Vexing I use Seething Hatred > Bleakforeman + Vengence and then ragaving darkness. I always always always spam provoke as soon as it refreshes. I also use my SS Harrow whenever the mob is bleeding, which in my group is like always.

Hope this helped.


EDIT : If had one thing on my wish list it would be an AoE Taunt. I'm constantly finding myself running all over the place on a bad pull trying to rescuse healers and casters. And it seems far too often that rescue and seething hatred are resisted. Also when 3 mobs are on top of each other I don't know who to target to use my rescues type skills.

If you're feeling really generous it would be awesome to let us line up our own defaults for which finishers the reactionchain hotkey uses. I rarely use anything but hotkeys for all my abilities but I'm forced to on finishers. Kind of demeans the point of having the hotkey.
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Old 02-12-2007, 02:50 PM   #96 (permalink)
Elrar
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Hey folks,

Just want to say thanks for your continued feedback, I know it helps Xaices and the class devs a lot when working on the classes.

Thank you!
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Old 02-12-2007, 06:19 PM   #97 (permalink)
labrat
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Quote:
Originally Posted by Elrar
Hey folks,

Just want to say thanks for your continued feedback, I know it helps Xaices and the class devs a lot when working on the classes.

Thank you!

OMG lol he posted.

Now all we need is a real dialogue with them. =)

Anyway welcome and don't be shy, though we might bite.
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Old 02-12-2007, 06:27 PM   #98 (permalink)
TeamSKKeris
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Quote:
Originally Posted by Jooma
Scythe of Doom -

At it's current just under 90 I find it fine for how it's intended to be used, as a method to heal yourself while the group gets things under control. I can still use it to solo tons of 3 dot and lower mobs but one thing I am wondering if this ability is generate hate? Sometimes it feels as if I'm actually whiping hate off myself. Last night I was grabbing groups of bandits near Trengal area. I would grab 6-8 mobs and deal about 1500 to each one, then get my healer to throw a 1200 hp heal on me. Instantly they'd all run after him as if I had done nothing. This part definately seems broken because if you're in a group who gets too many pulls the only thing that seems to get us aggro is Black Wind and I think the cooldown on that is what? 30 seconds? 20?
This is what I was talking about Labrat. It doesn't matter if group members break your target, but if the healer does 1-2 heals on anyone mobs run directly for them.

I was hoping that if somehow your group got multiples on a pull you could hit Scythe 1-3x and then concentrate on killing just one. This tactic does not work, because Scythe either produces no hate or even negative hate.
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Old 02-12-2007, 11:41 PM   #99 (permalink)
Lynxal
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Quote:
Originally Posted by Jooma
Armor of Darkness -

I've never parsed the mitigation part of Armor of Darkness and just took it for granted that it worked. Feel like a bit of a fool for not figuring that out on my own. The Hate aspect does work for sure though.
You parsed out hate without parsing out damage and damage mitigation?

How do you know it's working properly?
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Old 02-12-2007, 11:47 PM   #100 (permalink)
Blood_Raven
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OMG lol he posted.

Now all we need is a real dialogue with them. =)

Anyway welcome and don't be shy, though we might bite.
That of course was Labrat speaking for himself. We dont bite, any of us. The most youll get out of 99.999999999999999% of us is positive constructive criticism. Welcome to the Boards Elrar!

Much love,

Raven
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