The ending "double execution" shot was melee, it did around 8-12k on a crit with the right setup. With it being ranged now, you can't get it nearly that high because you can't exploit focus. So yeah, while being able to move is great, you just lost the whole draw of the power, and ironically the whole reason the self root made it suck so hard.
I would really hope they look at focus at the sametime they look at rage...
Otherwise you are just going to shift people who use Rage into moving to Focus.
I still cant' get over the Bullet Beatdown nerf.
Congrats on selling a rename token for my Muntions main Grouse Pointe Blank.
On the one hand he wants Focus to get nerfed removed .. but he moans about a nerf that only is a nerf
if you use focus :rolleyes:
And *sniff* to Hurricane nerf .. so back to Sword Cylone i think .. since Hyprid is now also not more
the way to go
It seems to be zoning crush. I got twice from Main Lobby to Training Room and twice from Training Room to Main Lobby.
Yeah, there was warning about the build being unstable on zoning for old characters, and suggested fix by creating new character.. but this seems to unfortunately affect all characters, old and new. More testing needed perhaps, but it did appear stable for fresh-made character.. until I patched it up to level 40, and finished up the build. After that, it crashes pretty much on every zoning - including 'zoning' by clicking 'revive'.
Also..
Bug: Circle of Radiant Glory disappears when moving it by click-action
When: This seems to occur when you accidentally double-click and get 'not enough energy', but I'm not sure if it's limited to this. It does seem to be at least partially tied to click-action when circle is still recharging from previous move.
The overall feel I get from this patch is it's leveraging characters towards the classic trinity of tank/healer/DPS. The loss of secondary equipment slots reduces the versatility of gearing (unless the new items offer a lot stronger stat bonuses). The changes to roles make the DPS role pretty clear with the 25% bonus, and further split the DPS to melee/ranged distinction. This is all fortified by the specializations, which again seem to make a clear distinction between tank/healer/melee-dps/ranged-dps.
This has already been pretty clear on the archtypes, but these changes do push freeform characters towards distinct roles as well. While theoretically it's possible to create multi-purpose characters, there don't seem to be many options in specialization that would benefit multiple roles - so you'd end up needing to split your points to abilities that are mostly only useful in some particular role you play.
Since the highest tier wasn't implemented yet (the level 40 specialization), I can't reall say much about them - and how they possibly affect the character's ability to perform in multiple roles.
Haha .. really funny .. the Specialisation Tree works in the normal Power Chain .. and must be removed like that,
so retconning prices will totally skyrocket now :rolleyes:
OK .. on a second look it seems removing one item resets the whole tree .. however i could still remove and
them one by one in the list and have to pay for it.
On a third view .. as soon as you have points in the second tree .. removing one point will totally reset just
the first tree, so you also can't see whats in the second, but those points are still there, and you have to pay
for each on to remove them :rolleyes:
Also the UI is very wonky .. you don't the the +% you get until you commit, else its shows only 0%.
Also commit often doesn't work, and you first have to close the tree window, then reopen it, set the points again,
and commit again. This is really annoying, and don't even think about using it outside the PH
The changes to bullet beatdown are bad for certain build focus types, bullet beat down was a power with a melee focus and it became a hybrid power with its advantage. the changes they made to the power now make it so that it no longer gains that bonus. It has lost its melee focus option. it should be reverted bnack and the advantage be left to function the way it is supposed to.
The changes are a huge nerf when actually looking at the numbers, depending on the str/dex score of the character running focus it can be as little as 40% to as high as a 70% decrease in the effectiveness of the power overall, as the 2 attacks in the attack chain no longer gain the melee benefit.
revert it back and let it be if people want to run it in a hybrid function then they should advantage it gaining a good aoe burst damage along with a strong melee attack.
Please, PLEASE fix the absolutely GIGANTIC inventory bag size issue! I know you mentioned that it wasn't as designed before, but don't forget it. Please.
Please, PLEASE fix the absolutely GIGANTIC inventory bag size issue! I know you mentioned that it wasn't as designed before, but don't forget it. Please.
They won't do that. The bag was the main reason to take away the second primary slot, so that the bag now
longer overlaped on you gear
No really .. when i opened the bag after the patch and saw that .. i really believe thats the main reason :rolleyes:
I was able to reduce the cooldown of the following powers to incredibly low numbers:
Masterful Dodge: 14 seconds
Lock 'n' Load: 16 seconds
Conviction: .82 seconds
Bountiful Chi Resurgence: 3 seconds (Stacked it 7 times)
Evasive Maneuvers: 2-3 seconds (can't remember off the top of my head, but low enough to stack it 3 times)
I don't remember what specializations picks I was using, and can't check since I crash every time I try to log in (:(), but I do remember that I was INT Primary, Brawler, and Protector. The numbers above were achieved with ~230-ish Intelligence, and no cooldown reduction gear.
Can't really test anything with this constant crashing on every zone, and a complete lack of any way to get a set of the new gear. The spec trees look promising, though.
Although, in my limited fumbling around, I did find one weird bug.
Stars show up through everything. I discovered this while running around and killing things in the Serpent Lantern mission, as it got dark I noticed the stars in the sky could be seen through everything, including the ground and trees.
On one hand, the weakness of dodge was basically removed, allowing it to dodge light attacks as well as heavy ones. .
On the other hand, now a heavy attack will eventually get through and hurt like the fist of an angry god.
Maybe this change was needed to make dodge a more balanced defense ability, but I can imagine the frustration of some dodge builds who don't learn to block and wind up getting obliterated by Shadow Destroyer's AoE, lol.
Sigils of Radiant Sanctuary: Sigils now heal each nearby ally for a small % of their maximum health.
This one feels bittersweet to me. I mean, it makes it an incredibly useful power at the cost of scrapping the old one. Scrapping the old power... well that'll affect the people who do use it, of which I know a few and they use it well. Is there any chance that you can make it a separate sigil power because this change makes this one so radically different?
This one feels bittersweet to me. mean, it makes it an incredibly useful power at the cost of scrapping the old one. Scrapping the old power... well that'll affect the people who do use it, of which I know a few and they use it well. Is there any chance that you can make it a separate sigil power because this change makes this one so radically different?
If you actually looked at radiant sigils you'd know they still do everything as before *and* now heal.
Maybe I'm missing something, but why change a bunch of the PbAoE powers into ranged attacks, especially those in Might? It's not like they're overpowered by any stretch, and this just serves to nerf the hell out of them.
Maybe I'm missing something, but why change a bunch of the PbAoE powers into ranged attacks, especially those in Might? It's not like they're overpowered by any stretch, and this just serves to nerf the hell out of them.
They were always handled as ranged, it just a description thing i think.
Munitions: Bullet Beatdown: The second and fourth attacks this combo does are now considered Ranged damage.
1. This Change is so impractical. Regardless of the fact that you use guns for this power, it is still functionally a melee power. I cant use it at range so why should it be taged as ranged?
2. These changes don't make the power more useful for ranged or melee players
3. now 1/2 the power scales with str and the other 1/2 scales with ego, and you have to invest heavily in both just to get the most out of an o.K. melee power?
4. This change is bound to cause come confusion. I think there will be enough confusion with this patch without adding powers that have ranged and melee tags at various stages of the power.
The ending "double execution" shot was melee, it did around 8-12k on a crit with the right setup. With it being ranged now, you can't get it nearly that high because you can't exploit focus. So yeah, while being able to move is great, you just lost the whole draw of the power, and ironically the whole reason the self root made it suck so hard.
If i was serious about being a ranged melee hybrid then why wouldn't i get focus? Why would i want a melee power that is incompatible with melee toggles?
I may be missing something here but these changes seem unnecessary confusing. Devs feel free to chime in and help us understand the logic behind this changes.
On one hand, the weakness of dodge was basically removed, allowing it to dodge light attacks as well as heavy ones. .
On the other hand, now a heavy attack will eventually get through and hurt like the fist of an angry god.
Maybe this change was needed to make dodge a more balanced defense ability, but I can imagine the frustration of some dodge builds who don't learn to block and wind up getting obliterated by Shadow Destroyer's AoE, lol.
Dodge tanking is now impossible for all practical intents and purposes, unless some as yet unseen factor (high level gear, dexterity mastery) can push the dodge chance near or over 100%.
Tested a dodge build, with LR rank 3, 219 dex and the added dodge chance from the dex specialization you're sitting at 54.2% dodge chance. Essentially one hit every two is going to be totally unmitigated, making dodge completely useless both in PvE and PvP. Even considering further increases from powers (i.e. evasive maneuvers) and top-end gear, I fail to see how you can push it over 80%, which still means you die once every 5 hits.
On the other side, the invudodge and defidodge builds get the possibility of inbuilt added dodge chance with the specialization trees...
Martial Arts: Shuriken Throw (Hurl/Etc.): Damage this power deals is no longer considered Melee Damage. It no longer gains bonus damage from your Strength by default.
Martial Arts: Shuriken Throw (Hurl/Etc.): Strong Arm: (New!) This 1 point advantage causes this power to gain bonus damage scaling from your Strength instead of your Ego.
So wait?
For FREE, i can pick up an object in the game world, and have it's dmg. modified by STR.
But when i PAY a power point for a single attack with a static object i have to pay an advantage point to do the same thing?!
Please, PLEASE fix the absolutely GIGANTIC inventory bag size issue!
I know you mentioned that it wasn't as designed before, but don't forget it... ...Please!
I was able to reduce the cooldown of the following powers to incredibly low numbers:
Masterful Dodge: 14 seconds
Lock 'n' Load: 16 seconds
Conviction: .82 seconds
Bountiful Chi Resurgence: 3 seconds (Stacked it 7 times)
Evasive Maneuvers: 2-3 seconds (can't remember off the top of my head, but low enough to stack it 3 times)
I don't remember what specializations picks I was using, and can't check since I crash every time I try to log in (:(), but I do remember that I was INT Primary, Brawler, and Protector. The numbers above were achieved with ~230-ish Intelligence, and no cooldown reduction gear.
I attempted to recreate your issue maxing out all possible cooldown reduction and even using Aura of Arcane Clarity.. yes I was able to get AMAZING results (about 20% better than live) but at no time did my Bountiful Chi Resurgence stack more than twice. It did cooldown rather quickly (4-5 seconds) but the stacking never exceeded three.
Dodge tanking is now impossible for all practical intents and purposes, unless some as yet unseen factor (high level gear, dexterity mastery) can push the dodge chance near or over 100%.
Tested a dodge build, with LR rank 3, 219 dex and the added dodge chance from the dex specialization you're sitting at 54.2% dodge chance. Essentially one hit every two is going to be totally unmitigated, making dodge completely useless both in PvE and PvP. Even considering further increases from powers (i.e. evasive maneuvers) and top-end gear, I fail to see how you can push it over 80%, which still means you die once every 5 hits.
On the other side, the invudodge and defidodge builds get the possibility of inbuilt added dodge chance with the specialization trees...
However, in PvE, you'll be dodging more often as most mob attacks are 0.67 attack speed. And in PvP, maintains (most of which were on 0.5 attack speed), won't slaughter you either.
Yes, this does change how LR 'works'. Instead of auto-dodging charged big attacks, you'll now dodge a specific percentage of all incoming attacks. Is it a good change though? More practice is needed, as well as stacking more defenses on top (Evasive w/advantage and such).
But yes, it seems easier to make an InvulDodge tank than before.
Dodge tanking is now impossible for all practical intents and purposes, unless some as yet unseen factor (high level gear, dexterity mastery) can push the dodge chance near or over 100%.
Tested a dodge build, with LR rank 3, 219 dex and the added dodge chance from the dex specialization you're sitting at 54.2% dodge chance. Essentially one hit every two is going to be totally unmitigated, making dodge completely useless both in PvE and PvP. Even considering further increases from powers (i.e. evasive maneuvers) and top-end gear, I fail to see how you can push it over 80%, which still means you die once every 5 hits.
On the other side, the invudodge and defidodge builds get the possibility of inbuilt added dodge chance with the specialization trees...
Fun fact: Healing buffs appear to be boosting Resurgent Reiki now. As far as I know this doesn't happen on live, and to make matters worse it's also harder on live to get decent healing on a tank without specing heavily into PRE. Using Protector spec (See: Bulwark) with Hybrid and a smattering of PRE may have hilariously effective results.
I'm seriously thinking Strength Supered, Con Minored with the Protector Spec, and whatever else you want for your other minor stat and spec, running in Hybrid with just enough PRE to hit at least 20% healing bonus, for a hilariously effective Lightning Reflexes tank.
Game still crashes for me when transferring in and out of the Power House, even after making a new character as instructed.
Yeah, it looks like this happens at Lv23, regardless of when the character was created.
In the new build we plan on pushing to PTS, this hasn't happened once.
Bug: Cannot access trees above initial superstat tree. Pressing Commit after spending points in my level 20 tree will not actually lock the points in place, and when I close and open the specialization window, the changes will be removed. After some extra testing, I think it happens if you press the commit button more than once while the window is open.
Bug: Finishing Blow and Flanking in the Brawler tree apparently do the same thing.
Of lesser issue: The Tier 4 new item giver seems to refuse to give me Galactic Tokens. I'll never be a star :c
I was going to post this but you beat me to it..
Then again the gear isn't really allowing me to see how far I can go without the fuze or modify.,
I will say, even without these, my 2ndary character is MUCH stronger than on LIVE. I mean.. the powers themselves are similarly the same, but WHOA is she able to specialize in what she does best much better
Bug: Cannot access trees above initial superstat tree. Pressing Commit after spending points in my level 20 tree will not actually lock the points in place, and when I close and open the specialization window, the changes will be removed. After some extra testing, I think it happens if you press the commit button more than once while the window is open.
Bug: Finishing Blow and Flanking in the Brawler tree apparently do the same thing.
You need 8 (or something) points in the SS tree to unlock the next tree and so on. I had the other issue you had but this went away after a few attempts.
Fixed: Players become friendly to both teams after disconnecting or logging out in a PVP match.
Players who disconnect or log out after a match of Zombie Apocalypse has started will now be zombies upon logging back in.
TROLOLOLOL. HAhahhaha I actually bursted out laughing when I read this.
On a side and unrelated note, could you consider changing Aspect of the Ethereal to boosting Magic damage instead of just Infernal? Currently Magic has, outside of sigils, considerably low DPS while Aspect of the Ethereal is redundant next to Aspect of the Infernal. I think something like "Gain +2% all damage each time you attempt to root an enemy" would work really well.
only complaint so far is its really hard going up the specs without bumping into something that effects crits, in other words feel like getting hemmed into building for crit.
Edit: a good example is avenger where non crit choice relegates you into AoE and one other which I can't remember, for the first 5 points.
(duno maybe I'm looking at it wrong but crits in my view were always the luck shot for spike damage.)
only complaint so far is its really hard going up the specs without bumping into something that effects crits, in other words feel like getting hemmed into building for crit.
Edit: a good example is avenger where non crit choice relegates you into AoE and one other which I can't remember, for the first 5 points.
(duno maybe I'm looking at it wrong but crits in my view were always the luck shot for spike damage.)
Some of the non-dex stat trees have ways to get crits from Secondary Superstats, and there's always the new Critical Strike rating on gear.
I think it'll be possible to have enough of a crit chance to trigger effects even without super'ing Dex.
Well I didn't play a lot with it yet, but my first impression is that Crit seems to be preponderant to do damage.
The thing is I saw multiple way in the spec tree to avoid having REC or END for example but little have their effect. But I didn't see one for DEX.
I will try to make some test, but my first impression is that there not a lot a things for my force character here.
Archery and munition will be extra happy in the other hand.
Well I didn't play a lot with it yet, but my first impression is that Crit seems to be preponderant to do damage.
The thing is I saw multiple way in the spec tree to avoid having REC or END for example but little have their effect. But I didn't see one for DEX.
I will try to make some test, but my first impression is that there not a lot a things for my force character here.
Archery and munition will be extra happy in the other hand.
There are ways to get Crit chance buffs in most of the stat trees:
Presence tree gets a skill to add crit chance from secondary superstats,
Strength tree can use Str for melee crit chance,
Int tree can boost effects of non-superstats or secondary superstats (so if you don't have Dex superstatted or you have it as a secondary superstat, its crit chance given would increase),
Ego tree can use secondary superstats for crit chance,
Rec tree can get a skill that buffs crit chance when you're over 90% of your maximum energy
Avenger tree can get increased Crit Chance for targets over 90% health
Warden tree can buff crit chance on melee combo attacks
Brawler tree gets a crit chance buff from Glory of Battle
Guardian tree can stack a debuff (from ranged attacks) on a target that increases your chance to crit them
Sentinel tree can increase heals' crit chance
Vindicator tree can get flat increases to single target attacks and AoE attacks (two separate talents)
About the only way to be unable to increase your crit chance is to go Con or End superstat with no Dex as secondary and be using Commander, Arbiter or Overseer trees.
There's also the Critical Strike substat on gear, too.
Crash bug is fixed, huzzah. Sadly the spec tree tooltips are now all broken and display nothing.
Yep, and we already have a fix for that.
I won't settle until you guys have a solid PTS build for the rest of the weekend, so i'll be requesting a final update in roughly an hour to fix the tooltips.
Also:
Celestial:Iniquity: This power should no longer be dodgable.
There's something fishy going on with Circle of Radiant Glory...
Bug: Radiant Glory either doesn't go to extended cooldown when you get defeated, or sometimes doesn't disappear at all. This has thus far been just in powerhouse combat station tests (I haven't tested if this is same outside, but I assume it would be). I put down the circle, and go get myself defeated. I go splat, get the 'rocover' option window for a few seconds.. then automatically get revived by the circle. Much of the time the circle never vanishes - simply reviving me in place.. and I can go through this several times over. Sometimes the circle might vanish, but I've yet to see it going to the long cooldown.. so I can simply lay down the circle again. Once now the circle didn't revive me - it was still there on the floor while I was morosely laying flat across it.. it refused to disappear, but I had to use 'recover' option anyway.
edit: update: the circle not reviving you appears to be connected to where you stand inside the circle: you have to stand at the very center of it, or the revive effect doesn't seem to work - it doesn't work if you stand near the edge within the visual effect, even if it's close enough that you maintain the circle normally (and see the buff effect on yourself).
Comments
Haha .. then this is really funny :
On the one hand he wants Focus to get nerfed removed .. but he moans about a nerf that only is a nerf
if you use focus :rolleyes:
And *sniff* to Hurricane nerf .. so back to Sword Cylone i think .. since Hyprid is now also not more
the way to go
It seems to be zoning crush. I got twice from Main Lobby to Training Room and twice from Training Room to Main Lobby.
Yeah, there was warning about the build being unstable on zoning for old characters, and suggested fix by creating new character.. but this seems to unfortunately affect all characters, old and new. More testing needed perhaps, but it did appear stable for fresh-made character.. until I patched it up to level 40, and finished up the build. After that, it crashes pretty much on every zoning - including 'zoning' by clicking 'revive'.
Also..
Bug: Circle of Radiant Glory disappears when moving it by click-action
When: This seems to occur when you accidentally double-click and get 'not enough energy', but I'm not sure if it's limited to this. It does seem to be at least partially tied to click-action when circle is still recharging from previous move.
The overall feel I get from this patch is it's leveraging characters towards the classic trinity of tank/healer/DPS. The loss of secondary equipment slots reduces the versatility of gearing (unless the new items offer a lot stronger stat bonuses). The changes to roles make the DPS role pretty clear with the 25% bonus, and further split the DPS to melee/ranged distinction. This is all fortified by the specializations, which again seem to make a clear distinction between tank/healer/melee-dps/ranged-dps.
This has already been pretty clear on the archtypes, but these changes do push freeform characters towards distinct roles as well. While theoretically it's possible to create multi-purpose characters, there don't seem to be many options in specialization that would benefit multiple roles - so you'd end up needing to split your points to abilities that are mostly only useful in some particular role you play.
Since the highest tier wasn't implemented yet (the level 40 specialization), I can't reall say much about them - and how they possibly affect the character's ability to perform in multiple roles.
so retconning prices will totally skyrocket now :rolleyes:
OK .. on a second look it seems removing one item resets the whole tree .. however i could still remove and
them one by one in the list and have to pay for it.
On a third view .. as soon as you have points in the second tree .. removing one point will totally reset just
the first tree, so you also can't see whats in the second, but those points are still there, and you have to pay
for each on to remove them :rolleyes:
Also the UI is very wonky .. you don't the the +% you get until you commit, else its shows only 0%.
Also commit often doesn't work, and you first have to close the tree window, then reopen it, set the points again,
and commit again. This is really annoying, and don't even think about using it outside the PH
The changes are a huge nerf when actually looking at the numbers, depending on the str/dex score of the character running focus it can be as little as 40% to as high as a 70% decrease in the effectiveness of the power overall, as the 2 attacks in the attack chain no longer gain the melee benefit.
revert it back and let it be if people want to run it in a hybrid function then they should advantage it gaining a good aoe burst damage along with a strong melee attack.
They won't do that. The bag was the main reason to take away the second primary slot, so that the bag now
longer overlaped on you gear
No really .. when i opened the bag after the patch and saw that .. i really believe thats the main reason :rolleyes:
I was able to reduce the cooldown of the following powers to incredibly low numbers:
Masterful Dodge: 14 seconds
Lock 'n' Load: 16 seconds
Conviction: .82 seconds
Bountiful Chi Resurgence: 3 seconds (Stacked it 7 times)
Evasive Maneuvers: 2-3 seconds (can't remember off the top of my head, but low enough to stack it 3 times)
I don't remember what specializations picks I was using, and can't check since I crash every time I try to log in (:(), but I do remember that I was INT Primary, Brawler, and Protector. The numbers above were achieved with ~230-ish Intelligence, and no cooldown reduction gear.
You realize that doesn't float since the bag is a movable element and has been for sometime.
Although, in my limited fumbling around, I did find one weird bug.
Stars show up through everything. I discovered this while running around and killing things in the Serpent Lantern mission, as it got dark I noticed the stars in the sky could be seen through everything, including the ground and trees.
Just sayin'...
On one hand, the weakness of dodge was basically removed, allowing it to dodge light attacks as well as heavy ones. .
On the other hand, now a heavy attack will eventually get through and hurt like the fist of an angry god.
Maybe this change was needed to make dodge a more balanced defense ability, but I can imagine the frustration of some dodge builds who don't learn to block and wind up getting obliterated by Shadow Destroyer's AoE, lol.
Now if we can get a nerf on it's animation graphics!
This one feels bittersweet to me. I mean, it makes it an incredibly useful power at the cost of scrapping the old one. Scrapping the old power... well that'll affect the people who do use it, of which I know a few and they use it well. Is there any chance that you can make it a separate sigil power because this change makes this one so radically different?
Please say no..
Maybe I'm missing something, but why change a bunch of the PbAoE powers into ranged attacks, especially those in Might? It's not like they're overpowered by any stretch, and this just serves to nerf the hell out of them.
They were always handled as ranged, it just a description thing i think.
1. This Change is so impractical. Regardless of the fact that you use guns for this power, it is still functionally a melee power. I cant use it at range so why should it be taged as ranged?
2. These changes don't make the power more useful for ranged or melee players
3. now 1/2 the power scales with str and the other 1/2 scales with ego, and you have to invest heavily in both just to get the most out of an o.K. melee power?
4. This change is bound to cause come confusion. I think there will be enough confusion with this patch without adding powers that have ranged and melee tags at various stages of the power.
5. Munitions needs buffs not nerfs.
If i was serious about being a ranged melee hybrid then why wouldn't i get focus? Why would i want a melee power that is incompatible with melee toggles?
I may be missing something here but these changes seem unnecessary confusing.
Devs feel free to chime in and help us understand the logic behind this changes.
Thanks!
It's funny, I went to the arms ones, saw they were borked and then just kinda stopped looking there.
Dodge tanking is now impossible for all practical intents and purposes, unless some as yet unseen factor (high level gear, dexterity mastery) can push the dodge chance near or over 100%.
Tested a dodge build, with LR rank 3, 219 dex and the added dodge chance from the dex specialization you're sitting at 54.2% dodge chance. Essentially one hit every two is going to be totally unmitigated, making dodge completely useless both in PvE and PvP. Even considering further increases from powers (i.e. evasive maneuvers) and top-end gear, I fail to see how you can push it over 80%, which still means you die once every 5 hits.
On the other side, the invudodge and defidodge builds get the possibility of inbuilt added dodge chance with the specialization trees...
Orly? Sweet! Thanks for clearing that up
So wait?
- For FREE, i can pick up an object in the game world, and have it's dmg. modified by STR.
- But when i PAY a power point for a single attack with a static object i have to pay an advantage point to do the same thing?!
I disagree, the "best patch evah" is the one that:- Keeps fall dmg., but includes all forms of "mitigation" in it's equation
(i agree with the "ragdoll" part though!)Yes, PLEASE! :eek:
I attempted to recreate your issue maxing out all possible cooldown reduction and even using Aura of Arcane Clarity.. yes I was able to get AMAZING results (about 20% better than live) but at no time did my Bountiful Chi Resurgence stack more than twice. It did cooldown rather quickly (4-5 seconds) but the stacking never exceeded three.
Please post more details of the build in question
However, in PvE, you'll be dodging more often as most mob attacks are 0.67 attack speed. And in PvP, maintains (most of which were on 0.5 attack speed), won't slaughter you either.
Yes, this does change how LR 'works'. Instead of auto-dodging charged big attacks, you'll now dodge a specific percentage of all incoming attacks. Is it a good change though? More practice is needed, as well as stacking more defenses on top (Evasive w/advantage and such).
But yes, it seems easier to make an InvulDodge tank than before.
Fun fact: Healing buffs appear to be boosting Resurgent Reiki now. As far as I know this doesn't happen on live, and to make matters worse it's also harder on live to get decent healing on a tank without specing heavily into PRE. Using Protector spec (See: Bulwark) with Hybrid and a smattering of PRE may have hilariously effective results.
I'm seriously thinking Strength Supered, Con Minored with the Protector Spec, and whatever else you want for your other minor stat and spec, running in Hybrid with just enough PRE to hit at least 20% healing bonus, for a hilariously effective Lightning Reflexes tank.
We've been able to stop the crash from happening in a newer build.
We will be updating PTS shortly, so please excuse the mess :cool:
Yeah, it looks like this happens at Lv23, regardless of when the character was created.
In the new build we plan on pushing to PTS, this hasn't happened once.
Bug: Finishing Blow and Flanking in the Brawler tree apparently do the same thing.
Edit: I'm also seeing a rather pretty graphical glitch.
I was going to post this but you beat me to it..
Then again the gear isn't really allowing me to see how far I can go without the fuze or modify.,
I will say, even without these, my 2ndary character is MUCH stronger than on LIVE. I mean.. the powers themselves are similarly the same, but WHOA is she able to specialize in what she does best much better
You need 8 (or something) points in the SS tree to unlock the next tree and so on. I had the other issue you had but this went away after a few attempts.
TROLOLOLOL. HAhahhaha I actually bursted out laughing when I read this.
On a side and unrelated note, could you consider changing Aspect of the Ethereal to boosting Magic damage instead of just Infernal? Currently Magic has, outside of sigils, considerably low DPS while Aspect of the Ethereal is redundant next to Aspect of the Infernal. I think something like "Gain +2% all damage each time you attempt to root an enemy" would work really well.
Edit: a good example is avenger where non crit choice relegates you into AoE and one other which I can't remember, for the first 5 points.
(duno maybe I'm looking at it wrong but crits in my view were always the luck shot for spike damage.)
Some of the non-dex stat trees have ways to get crits from Secondary Superstats, and there's always the new Critical Strike rating on gear.
I think it'll be possible to have enough of a crit chance to trigger effects even without super'ing Dex.
The thing is I saw multiple way in the spec tree to avoid having REC or END for example but little have their effect. But I didn't see one for DEX.
I will try to make some test, but my first impression is that there not a lot a things for my force character here.
Archery and munition will be extra happy in the other hand.
About the only way to be unable to increase your crit chance is to go Con or End superstat with no Dex as secondary and be using Commander, Arbiter or Overseer trees.
There's also the Critical Strike substat on gear, too.
Yep, and we already have a fix for that.
I won't settle until you guys have a solid PTS build for the rest of the weekend, so i'll be requesting a final update in roughly an hour to fix the tooltips.
Also:
PvPers across the world rejoice
Bug: Radiant Glory either doesn't go to extended cooldown when you get defeated, or sometimes doesn't disappear at all. This has thus far been just in powerhouse combat station tests (I haven't tested if this is same outside, but I assume it would be). I put down the circle, and go get myself defeated. I go splat, get the 'rocover' option window for a few seconds.. then automatically get revived by the circle. Much of the time the circle never vanishes - simply reviving me in place.. and I can go through this several times over. Sometimes the circle might vanish, but I've yet to see it going to the long cooldown.. so I can simply lay down the circle again. Once now the circle didn't revive me - it was still there on the floor while I was morosely laying flat across it.. it refused to disappear, but I had to use 'recover' option anyway.
edit: update: the circle not reviving you appears to be connected to where you stand inside the circle: you have to stand at the very center of it, or the revive effect doesn't seem to work - it doesn't work if you stand near the edge within the visual effect, even if it's close enough that you maintain the circle normally (and see the buff effect on yourself).
The opposite of a maxtimer?