Vanguard Spheres  

Welcome to the Vanguard Spheres forums.

You are currently viewing our boards as a guest which gives you limited access to view our discussions, articles/interviews and photo galleries. By joining our community you will gain access to post your own topics, communicate privately with other members (PM), respond to polls, upload your own photos and access many other special features and tools like our upcoming Guild Management Tool (GMT). Registration is fast, simple and absolutely free so please, join our community today!

As a bonus this banner will disappear once you are registered! If you have any problems with the registration process or your account login, please contact support.

Home Forums WikiSphere Gallery Chat Arcade Today's Posts
Go Back   Vanguard Spheres > Vanguardfighters.com Forums > Class Specific Boards > Dread Knights
Register FAQ Members List Who's Online Search Today's Posts Mark Forums Read

Closed Thread
 
LinkBack Thread Tools
Old 04-11-2007, 09:06 PM   #1 (permalink)
DrK
Member
 
 Additional Info
Last Online: 05-30-2007 08:13 PM
Join Date: Feb 2007
Posts: 102

Level: 9

HP: 6 / 202
MP: 34 / 1043
EXP: 10%
I don't think the damage increase for Cull/WoD made it in.

Correct me if I'm crazy here but I swear the damage number on the tool tips for both Cull and Word of Doom are EXACTLY the same as they were before the patch.

I'm not seeing any damage increase at all on either of these abilities.


I like the general idea in the Cull changes but I really don't feel like this spell packs enough punch compared to the heavy energy cost and long cast timer.

I honestly didn't expect them to put a cast timer on it, the 10 second recast I saw coming but not the cast timer. IMO the cast timer really needs to be no more than 1 second as now it's just plain difficult to use with any mob beating on you.

I also really think that the spell needs to drain more health than it does now. the return vs. the cost is not quite balanced imo.


edit 4-13-07


Well Xaices says that he's tested it and that the damage increases are there so I'll just claim insanity on not seeing the base damage increases.

I definitely see the the crit increases which are nice.

All in all good changes. Sorry to 'cry wolf', it's just the tester in me being a stickler for details. I know how often things slip up in the patching process.

DrK is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Old 04-12-2007, 12:00 AM   #2 (permalink)
hawnz
Junior Member
 
 Additional Info
Last Online: 04-25-2007 03:55 AM
Join Date: Apr 2007
Posts: 14

Level: 2

HP: 0 / 37
MP: 4 / 181
EXP: 50%
it's doing about 700-800 for me with cull2 at level 41. costs about 200 and change from what i remember. xaices said that the increase was nominal, so not to expect much of an upgrade to it. the removal of the stun requirement was enough to make me happy. i've been using it in groups to help suppliment healing and allow healers to focus more on DPS, group heals, or keeping others alive on big multi-pulls without having to worry about me too much. cull + harrow + cull = a nice chunk of returned health.
hawnz is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Old 04-12-2007, 12:12 AM   #3 (permalink)
velzevul
Senior Member
 
 Additional Info
Last Online: 06-06-2007 04:39 PM
Join Date: Jan 2007
Posts: 406

Level: 18

HP: 52 / 443
MP: 135 / 2460
EXP: 74%
Re: I don't think the damage increase for Cull/WoD made it i

Quote:
Originally Posted by DrK
Correct me if I'm crazy here but I swear the damage number on the tool tips for both Cull and Word of Doom are EXACTLY the same as they were before the patch.

I'm not seeing any damage increase at all on either of these abilities.


I like the general idea in the Cull changes but I really don't feel like this spell packs enough punch compared to the heavy energy cost and long cast timer.

I honestly didn't expect them to put a cast timer on it, the 10 second recast I saw coming but not the cast timer. IMO the cast timer really needs to be no more than 1 second as now it's just plain difficult to use with any mob beating on you.

I also really think that the spell needs to drain more health than it does now. the return vs. the cost is not quite balanced imo.
I find the spell is unusable for soloing due to its mana cost, and not usable in a group unless u got one of the heavy mana regen classes. By usable I mean a means to get a LOT of hp back. Between casting Cull and Torture a few times continuously, you simply run out of mana. Spamming cull will render you manaless within a minute.

And to those that would say - lookie, we got mana drain. I call it BS. draining 200 mana is not a mana drain. It is not significant, period. 600 mana is significant. 200 is nothing. half a spell. Why in the god damn world would I want to waste my critical chance at a 3k dmg thru wrack/ruin on 200 mana? so i can cast half a Cull? and do 350 dmg? no thx.
velzevul is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Old 04-12-2007, 12:26 AM   #4 (permalink)
hawnz
Junior Member
 
 Additional Info
Last Online: 04-25-2007 03:55 AM
Join Date: Apr 2007
Posts: 14

Level: 2

HP: 0 / 37
MP: 4 / 181
EXP: 50%
Re: I don't think the damage increase for Cull/WoD made it i

Quote:
Originally Posted by velzevul
Quote:
Originally Posted by DrK
Correct me if I'm crazy here but I swear the damage number on the tool tips for both Cull and Word of Doom are EXACTLY the same as they were before the patch.

I'm not seeing any damage increase at all on either of these abilities.


I like the general idea in the Cull changes but I really don't feel like this spell packs enough punch compared to the heavy energy cost and long cast timer.

I honestly didn't expect them to put a cast timer on it, the 10 second recast I saw coming but not the cast timer. IMO the cast timer really needs to be no more than 1 second as now it's just plain difficult to use with any mob beating on you.

I also really think that the spell needs to drain more health than it does now. the return vs. the cost is not quite balanced imo.
I find the spell is unusable for soloing due to its mana cost, and not usable in a group unless u got one of the heavy mana regen classes. By usable I mean a means to get a LOT of hp back. Between casting Cull and Torture a few times continuously, you simply run out of mana. Spamming cull will render you manaless within a minute.

And to those that would say - lookie, we got mana drain. I call it BS. draining 200 mana is not a mana drain. It is not significant, period. 600 mana is significant. 200 is nothing. half a spell. Why in the god damn world would I want to waste my critical chance at a 3k dmg thru wrack/ruin on 200 mana? so i can cast half a Cull? and do 350 dmg? no thx.
i think you're exagerating quite a bit. cull2 costs me 226 energy and is doing around 800+ dmg/hp return for me at 41. with my energy pool, i can spam cull around 6 times, doing close to 5k dammage and healing myself for the same amount. then i have harrow, SoD and ravaging darkness. the 40+ DKs in my guild are running around soloing 5 dots straight up. i've been throwing in cull/harrow/cull in groups and my healers are in love with me.

i dont think the cost needs to be decreased nor the dammage increased. our issue is that our symbols are preventing us from regenning our energy back properly. i think they should get rid of the energy/sec from our symbols and just treat them like a one time mana cost buff.
hawnz is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Old 04-12-2007, 12:46 AM   #5 (permalink)
Vaedar
Junior Member
 
 Additional Info
Last Online: 05-01-2007 08:35 PM
Join Date: Mar 2007
Posts: 24

Level: 3

HP: 0 / 65
MP: 8 / 334
EXP: 62%
The new Cull sucks. Pisses me off to no end. Grouped tonight as usual and the mob is being stunned every 10 seconds with plenty of time to get a Cull off. It was actually a fun ability before this patch, now it's just another button to push between refreshes.

You guys have no room to complain about the mana or damage. You asked for it, now suck it up and move along.
Vaedar is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Old 04-12-2007, 01:07 AM   #6 (permalink)
hawnz
Junior Member
 
 Additional Info
Last Online: 04-25-2007 03:55 AM
Join Date: Apr 2007
Posts: 14

Level: 2

HP: 0 / 37
MP: 4 / 181
EXP: 50%
Quote:
Originally Posted by Vaedar
The new Cull sucks. Pisses me off to no end. Grouped tonight as usual and the mob is being stunned every 10 seconds with plenty of time to get a Cull off. It was actually a fun ability before this patch, now it's just another button to push between refreshes.

You guys have no room to complain about the mana or damage. You asked for it, now suck it up and move along.
this isn't a twitch game, nor was it ever intended to be. this was stated from the get go way back in early beta, so i'm not sure i understand where you're coming from with thinking our skills should be like playing an FPS.
hawnz is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Old 04-12-2007, 02:29 AM   #7 (permalink)
Uthal
Junior Member
 
 Additional Info
Last Online: 06-04-2007 04:44 PM
Join Date: Apr 2007
Posts: 14

Level: 2

HP: 0 / 37
MP: 4 / 181
EXP: 50%
I think the Cull change is great. It has a cast time ... use your stun before casting it. I was using it a lot tonight while trio'n without a healer. Every once in a while I hit the energy tap, which if you didn't notice, can crit. I had one fill up my energy bar. I was very happy with the changes and had a lot of fun tonight...
Uthal is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Old 04-12-2007, 03:12 AM   #8 (permalink)
Kinz
Junior Member
 
 Additional Info
Last Online: 04-26-2007 03:48 PM
Join Date: Mar 2007
Posts: 9

Level: 1

HP: 0 / 21
MP: 3 / 107
EXP: 86%
I like the new cull, much more usable in a grouping situation to help my healers out, cast time is rarely an issue as i usually start the cast after a mob swings.

I very rarely have mana issues as well like many people seem to complain about, and i do use both torture and cull very frequently - This is at L38 w/ full MoP gear, as a dark elf. When without my shaman my mana does tend to go down and the vile strike tends to counteract it decently enough to not be an issue. When im with my shaman I have to try pretty hard to ever go below half mana, even on multiple mob pulls.

While the damage per mana may be inefficient, i think it still works out fine. As I said mana pool holds up fine, and isnt even remotely an issue when you have a shaman or psi to regen buff you. I wouldnt ever expect it to really heal more, as its not supposed to be something to heal myself to full, thats what the healers are for. Granted with a cull/harrow/cull combination it does give you a large chunk of HP.
Kinz is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Old 04-12-2007, 10:06 AM   #9 (permalink)
Tenbrion
Junior Member
 
 Additional Info
Last Online: 04-16-2007 05:49 PM
Join Date: Apr 2007
Posts: 3

Level: 1

HP: 0 / 2
MP: 1 / 13
EXP: 10%
You have got to be joking...WoD is doing crazy damage now... I think is needs to be nerfed actually. I was critting for 2500 with it when before I never really reached past 2k. Were goin to get hit with a nerf bat soon because of this patch. I was soloing 2 3dot spiritists in southwatch today of equal level with out a hitch.
Tenbrion is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Old 04-12-2007, 10:41 AM   #10 (permalink)
Meldryn
Member
 
 Additional Info
Last Online: 06-05-2007 02:36 AM
Join Date: Feb 2007
Posts: 70

Level: 7

HP: 3 / 157
MP: 23 / 815
EXP: 28%
I know for a fact that Cull II is doing the exact same damage it was before the patch. I never used WoD before, so I'm a little hazy on what it was before the patch. In addition to these two, I see no increase whatsoever in Bane's damage. It's as laughable now as it was before.
Meldryn is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Closed Thread

  Vanguard Spheres > Vanguardfighters.com Forums > Class Specific Boards > Dread Knights



Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


All times are GMT -4. The time now is 02:42 AM.



SEO by vBSEO 3.0.0
Regency Sword © T. King @ Tkingart.com
Trademarks are the property of Sigil Games Online, Inc.
Game content and materials copyright Sigil Games Online, Inc. All rights reserved.