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Upcoming Devoted Cleric Changes

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  • plaviaplavia Member Posts: 540 Arc User

    I guess it is not wasted to go on testing and giving feedback.
    About devine mode they allready stated, that it is not ment to gain AP by using devine encounter, like Chains , Searing light atm.,
    So you wont get AP by heals or damage in devine mode, the feat Furious Intervention doesn´t work in devine mode too.
    If you focus on AP gain and recovery, take one of those mountbonus, maybe the burningset and the DC sigil you will be able to double spam dailies if that´s what you want.

    check the other classes feat at that location and tell me if it's equivalent.
    (i wholdn't try to protect the dev desicons regarding DC heroic feats as i am not sure they got any)

    DC have not one, but the 4 weakest heroic feats compare to all other classes.

    Healing action came in mode1.
    before mod5 all the folowing powers generate AP and heals and proc Heling Action
    SB
    divine SB
    HW
    divine HW
    divine searing light
    divine FF
    DG
    divine DG
    divine AS
    BoH
    divine BoH

    now they don't.
    if this feat need to be in PAR with other classes it have to do something like:
    "gain 5% more AP whenever you cast empower skill"

    in PVP allmost all my heals are in divine mode
    in PVE i think its more than half
  • lolus171lolus171 Member Posts: 1 Arc User
    edited March 2017
    As a DC on ps4 i can say this:

    - Divine shield will be useless, whats the point? ur not nerfing it, you are changing the skill to "temp HP = useless"
    - Why not be able to gain ap on divinity encounters? Can you reconsider giving at least 1/3 of regular AP at Divinity mode use?
    - AA will become situational now, its really good, just clarify if 1 hit can take up to 20% less dmg or if it will consume 4 charges and "shield" the target so it take at max 80% of its own HP as dmg.

  • darthtzarrdarthtzarr Member Posts: 1,003 Arc User
    lolus171 said:

    As a DC on ps4 i can say this:

    - Divine shield will be useless, whats the point? ur not nerfing it, you are changing the skill to "temp HP = useless"
    - Why not be able to gain ap on divinity encounters? Can you reconsider giving at least 1/3 of regular AP at Divinity mode use?
    - AA will become situational now, its really good, just clarify if 1 hit can take up to 20% less dmg or if it will consume 4 charges and "shield" the target so it take at max 80% of its own HP as dmg.

    Been testing this on the preview server.

    #1 By Divine Shield, do you mean Divine Armor? How is temp HP useless? The unstoppable bug has been fixed, should be a non-issue. The issue is that DA is too short. It lasts a few seconds, and is nearly impossible to time in order to be useful.

    #3 Nope, 1 hit for 120% of your max HP even if you have 4 orbs, will kill you.

    Signature [WIP] - tyvm John

  • ryonasryonas Member, NW M9 Playtest Posts: 158 Arc User
    edited March 2017
    Changes to DC are good overall not bad, but here is the thing you need to think about before putting this to live

    Part of protecting the party from wiping is Tank and Healer in Neverwinter you got 2 tanks

    Guardian Figher who has an encounter called Knight Valor that absorbs 50% all time unless it is interupted , so they got skill to absorb party's damage 100% all the time

    Paladin who has the same skill but it is a daily called Divine Protector that absorbs 50% for mere 6 seconds

    I know the changes to Anoited Army is fair because people stand in red and are immune and that is not right

    but here is the thing I as paladin got no consistent skill for party protection like GF does have

    I don't have problem keeping myself alive , i have problem for not having any consistent mechanics keeping my party from self wiping

    and here is the thing if the party wipes >> they will all blame the tank


    So here is a scenario to End Game as Paladin
    --------------------------------------

    so if we are doing Storvald and Clerics put their new Anoited Army which is not helping with tanking because damage mitigation is 20%

    and Storvald swings his axe in circular AOE the melee will wipe and i as paladin got no method of protection

    and please don't tell me use divine protector that lasts for 6 seconds

    and tell me to try to predict his animation when he is gonna swing his axe and i am good at animation cancelling since i played MOBAS before ...

    therefore this means that paladins are gonna be trashed as a class

    I don't want to do dps fiesta
    i don't want to PVP


    I want to tank and do my role and given the DC changes i am sorry to say this paladin is gonna be trashed and not desired

    before these changes to annoited army are put to live review paladin otherwise the class is not gonna exist

    i am not advocating to increase divine protector but advocating to do rework to bulwark which is useless feat tree and many powers as well as auras not good


    another thing for heaven sake it is pathetic to see defender companions have hard threat taunts grabbing aggro from tank this is really not right

    some fixing need to be done before this is published given relation between a healer and tank for pve content
  • michela123michela123 Member Posts: 257 Arc User
    I just want to say that Faithful and Virtuous will be greatly penalized by the cooldown of Hallowed Ground, due to the 40% recharge speed granted by Righteous capstone. And they already are the less chosen trees...
  • fizgigtiznalkie#4436 fizgigtiznalkie Member Posts: 372 Arc User
    They apparently didn't care about any of this feedback and launched this change today.
  • arcanjo86arcanjo86 Member, NW M9 Playtest Posts: 1,093 Arc User
    AA+bless of battle(Battle Fervor feat)+Weapons of Light Feat+Bear your sins+condemend+empowered Break the Spirit+hg
  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    ryonas said:

    Changes to DC are good overall not bad, but here is the thing you need to think about before putting this to live

    Part of protecting the party from wiping is Tank and Healer in Neverwinter you got 2 tanks

    Guardian Figher who has an encounter called Knight Valor that absorbs 50% all time unless it is interupted , so they got skill to absorb party's damage 100% all the time

    Paladin who has the same skill but it is a daily called Divine Protector that absorbs 50% for mere 6 seconds

    I know the changes to Anoited Army is fair because people stand in red and are immune and that is not right

    but here is the thing I as paladin got no consistent skill for party protection like GF does have

    I don't have problem keeping myself alive , i have problem for not having any consistent mechanics keeping my party from self wiping

    and here is the thing if the party wipes >> they will all blame the tank


    So here is a scenario to End Game as Paladin
    --------------------------------------

    so if we are doing Storvald and Clerics put their new Anoited Army which is not helping with tanking because damage mitigation is 20%

    and Storvald swings his axe in circular AOE the melee will wipe and i as paladin got no method of protection

    and please don't tell me use divine protector that lasts for 6 seconds

    and tell me to try to predict his animation when he is gonna swing his axe and i am good at animation cancelling since i played MOBAS before ...

    therefore this means that paladins are gonna be trashed as a class

    I don't want to do dps fiesta
    i don't want to PVP


    I want to tank and do my role and given the DC changes i am sorry to say this paladin is gonna be trashed and not desired

    before these changes to annoited army are put to live review paladin otherwise the class is not gonna exist

    i am not advocating to increase divine protector but advocating to do rework to bulwark which is useless feat tree and many powers as well as auras not good


    another thing for heaven sake it is pathetic to see defender companions have hard threat taunts grabbing aggro from tank this is really not right

    some fixing need to be done before this is published given relation between a healer and tank for pve content

    I would say it is a mix of classes that gives the party an optimal outcome.
    GF runs KV+DC+united+ maybe brawling warrior mitigation 70% from incoming damage.
    DC spams HG + AS + devine AS for temp HP + Breaking the spirit + AA

    About OP ? I don´t know what a protector Pally can do tbh. Only thing I know. That HP buff is welcome and a GF+OP together are a pretty strong combination. OP doesn´t die that much compared to a GF (once missed that block...ouch), no clue about the effectiveness of auras.
    If you run mSVA a big difference between those groups is the dps a striker deals in the GF group compared to the OP group.
    I have to ask someone with "knowledge" why a GWF from same skill and dps differ that much between those groups, and if that´s only related to ITF.
  • edited March 2017
    This content has been removed.
  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User


    If you run mSVA a big difference between those groups is the dps a striker deals in the GF group compared to the OP group.
    I have to ask someone with "knowledge" why a GWF from same skill and dps differ that much between those groups, and if that´s only related to ITF.

    It's the party thingy, itf->party aura of courage-> radius, if you have a party with a GF and 1 with OP the party with the GF will get ITF + aura of courage (aura of courage is relative between classes but for the sake of this case lets consider 15%) .


  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    Ryonas is right about Divine Protector being a 6 second Knights Valor now. When the reduced its effectiveness they should've doubled it's duration.
    Please Do Not Feed The Trolls

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  • tgwolftgwolf Member Posts: 501 Arc User
    edited March 2017
    armadeonx said:

    Ryonas is right about Divine Protector being a 6 second Knights Valor now. When the reduced its effectiveness they should've doubled it's duration.

    Well the were done at the exact same time so based on the Dev. comments at the time that would have "defeated the purpose" of the change in the first place.

    Also I get the feeling that (not you obviously) the majority of people who complain about this issue don't actually play both classes, there's a considerable difference between the two.

    To anyone who doesn't get it, go try standing in the middle of a mob with both equally geared classes, no using powers or anything.

    The OP is much bulkier.

    Now raise the GF's shield, ahh there's your bulk but only from the front.

    Now use Templar's Wrath, OP just entered fortress mode, no matter what direction it's attacked from.

    The GF is an Active Tank, to do the job it must dedicate itself to it and ensure placement to keep the enemy engaged. For this reason it generates Threat extremely easily.

    The OP is a Passive Tank, it doesn't need to think about much to the job, it's tools are designed to mostly be passive or as some people refer to it, the Lazy Tank. Unfortunately this comes at the cost of low threat generation so it is harder to keep enemies occupied (a lot of this has to do with certain powers still not doing what they're supposed to). Luckily positioning is not that important as with a GF, the OP can Tank from anywhere.

    And where both absorb and mitigate damage, only the OP can negate it entirely through DP+BO.

    6 seconds isn't even that bad for most OPs now who generally have ~10 second 0-100% AP gen.

    On topic, DC changes are great, vastly more positive than negative and only the players who relied on AA rather than knowing the class have anything to really complain about.

    My DO - Faith will now be able to use HG and Hammer etc. together with a 30% CD reduction making the CD negligible.

    My AC - Righteous will keep on doing what it already does, alternating HG and AA but now will be able to do it faster and more often.

    Both will appreciate the DPS boost and fixes to powers so stuff procs. when it should.
  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    I know what you mean. Personally my preferred option (suggested at the time) would've been to combine SoF and DP into a single Daily that was equidistant between the two abilities. So a ~40-45% shield with a 12 second duration (same as Sof) which would free up a Daily slot to come up with something different.

    I'm actually ok with the AA defence reduction but I do wish the temp health from Divine Armor didn't expire during combat.
    Please Do Not Feed The Trolls

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  • fogcrowfogcrow Member Posts: 82 Arc User
    Sigh...this turned out even worse than anticipated, even solo play got harder for me, because most of my dmg is from "infantile compensation".

    And the one thing from this whole list of changes I was mildly looking forward to didn´t happen after all:
    divine sunburst still doesn´t proc "infantile compensation".
  • ryonasryonas Member, NW M9 Playtest Posts: 158 Arc User
    edited March 2017
    tgwolf said:



    Well the were done at the exact same time so based on the Dev. comments at the time that would have "defeated the purpose" of the change in the first place.

    Also I get the feeling that (not you obviously) the majority of people who complain about this issue don't actually play both classes, there's a considerable difference between the two.

    To anyone who doesn't get it, go try standing in the middle of a mob with both equally geared classes, no using powers or anything.

    The OP is much bulkier.

    Now raise the GF's shield, ahh there's your bulk but only from the front.

    Now use Templar's Wrath, OP just entered fortress mode, no matter what direction it's attacked from.

    The GF is an Active Tank, to do the job it must dedicate itself to it and ensure placement to keep the enemy engaged. For this reason it generates Threat extremely easily.

    The OP is a Passive Tank, it doesn't need to think about much to the job, it's tools are designed to mostly be passive or as some people refer to it, the Lazy Tank. Unfortunately this comes at the cost of low threat generation so it is harder to keep enemies occupied (a lot of this has to do with certain powers still not doing what they're supposed to). Luckily positioning is not that important as with a GF, the OP can Tank from anywhere.

    And where both absorb and mitigate damage, only the OP can negate it entirely through DP+BO.

    6 seconds isn't even that bad for most OPs now who generally have ~10 second 0-100% AP gen.

    On topic, DC changes are great, vastly more positive than negative and only the players who relied on AA rather than knowing the class have anything to really complain about.

    My DO - Faith will now be able to use HG and Hammer etc. together with a 30% CD reduction making the CD negligible.

    My AC - Righteous will keep on doing what it already does, alternating HG and AA but now will be able to do it faster and more often.

    Both will appreciate the DPS boost and fixes to powers so stuff procs. when it should.

    Wow dude your quote is actually the reverse you know that

    Let us put it like that Paladin is actually the active tank because he needs to put 1/5 of the highest DPS to generate 500% threat so being bulky as you say comes at a cost wanna build for bulky and lose aggro or the other way around so there is a trade off for being bulky and mitigation given is at cost of aggro management


    now for GF you put mark on target with enchanced mark and you generate threat and got taunts so getting aggro is easier that is what i call passive tank meaning your class mechanics covers for you aggro management however you don't have mitigation and that is where your work as tank comes

    now here is where things get interesting bubble was protecting 100% damage for 12 seconds nerfed to 50% damage for 6 seconds

    Guardian Fighter has knight valor which does the same thing but here is the interesting part it is an encounter 24/7 and additional ranks give you 30% damage resistance to it meaning you are actually taking 70% of party's damage and no internal cooldown on it if it is interrupted you can activate it again

    now here is the funny part you are saying if you put your shield down you will die >> i am sorry but if you use tactician or conqueror feat tree , as well as using orcus set instead of valhalla for dps instead of damage mitigation and not using weapons enchantment for surviving this is your choices that led you not to know how to play your class and you deserve to get one shotted by storvald or orcus even

    it is your mistake for not speccing to your tanking feat tree which is Protector

    and let us put it like that you got many boons along with stamina regen that could get your stamina to above 90% you got even gas spore mount alone that could give you with shadow demon extra 40% stamina regen and you know what you guys still spec to dps and when you do sva you want paladin to mitigate damage for you because you built yourself for dps

    i got a friend of mine(GF) who is fully devoted tanking and he tanks SVA by himself does not need a paladin so your claim is invalid to me buddy

    the funny thing i queue and find in CN 3k GF who left party because they can't tank it and think they were made for dps and they blame the healer when if they had built their character to tank not to dps they would have done the content easily and at the end of the day i get an easy access to dungeon just killing orcus


    now this is not meant to be GF vs OP debate but it is meant to say this Paladins have every right to queue as tank to sva without GF to SVA supposing no GF is available to run SVA then party would not run because they are not going to have faith in OP Tanking solo >> here is where i am having problem

    I have my own build i don't follow any one's build and the dc changes not worry me for myself but for party survival

    Paladin is a tank and does not have to depend on another tank to run endgame content (mSVA) , i am not your (GF) side kick my class should be equivalent and right now it is not with the given DC changes many paladins (non 4k including me) gonna call it quits to the class and will switch to another class till they become the flavor of the month again


  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    Very serious sugestion, i think DC DO righteous should be renamed AD making machine, i used to have trouble sometimes with mobs dealing damage to my team, i don't anymore, well to be honest if i dont have the mobs to deal damage they wont be dealing damage hahaha, seriously, passing TI from 20% caped DR debuff for the DC to 20% aditional effortless damage to all the team, what was in devs mind.

  • jaime4312#3760 jaime4312 Member Posts: 844 Arc User

    Very serious sugestion, i think DC DO righteous should be renamed AD making machine, i used to have trouble sometimes with mobs dealing damage to my team, i don't anymore, well to be honest if i dont have the mobs to deal damage they wont be dealing damage hahaha, seriously, passing TI from 20% caped DR debuff for the DC to 20% aditional effortless damage to all the team, what was in devs mind.

    Like someone said a few days ago, people on this webpage complain just for the sake of doing it.

    You guys had AC as only viable and competitive path so the devs finally did something about it and made DO a good choice... now you guys want DO nerfed to uselessness even though AC is still a great choice.

    Had they made DO weaker than it is now, you guys would have complained changes weren't good enough.
    They made DO viable and now you guys complain and joke about it.

    Not all of us want to be AC so now that it still is excellent you guys should stop being so greedy and actually feel lucky that your 2 paragons are very good and wanted by groups.
  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    Hey, on the upside, when they bring in dual speccing you'll be able to switch from one to the other lol
    Please Do Not Feed The Trolls

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  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User

    Very serious sugestion, i think DC DO righteous should be renamed AD making machine, i used to have trouble sometimes with mobs dealing damage to my team, i don't anymore, well to be honest if i dont have the mobs to deal damage they wont be dealing damage hahaha, seriously, passing TI from 20% caped DR debuff for the DC to 20% aditional effortless damage to all the team, what was in devs mind.

    Like someone said a few days ago, people on this webpage complain just for the sake of doing it.

    You guys had AC as only viable and competitive path so the devs finally did something about it and made DO a good choice... now you guys want DO nerfed to uselessness even though AC is still a great choice.

    Had they made DO weaker than it is now, you guys would have complained changes weren't good enough.
    They made DO viable and now you guys complain and joke about it.

    Not all of us want to be AC so now that it still is excellent you guys should stop being so greedy and actually feel lucky that your 2 paragons are very good and wanted by groups.
    I wouldn't complain if DO was weaker, i sugested TI to be full time 10% RI for the DC and 10% damage for the team as soon as the DC deals damage, why? To be in line with usefullness of other class features and not break PVP. Would that be too weak compared to AC, from my experience so far, no, because there is no time to cast a second dailly after HG in many many cases but in prolonged fights there is more time and AA will be used by AC's so yes it would be weak and that is the reason some other buff should be inserted on DO's buuuuuuttt not into TI directly.

    But the big problem out of this is, there is no need for the use of survival resources in 90% of the situations, there is no point in crying because nothing will be changed it's just disapointing to see the game relying on things like BG+HH for OP's because power creep/double tanks allows people to forget protection and devs dont give a..... because money is coming from those people, that kinda makes sence, but now i ask, would the game be better is healers had importance, content was chalenging and very rewarding, stats outbreak more controled? No because the community has molded to it. Anyway just a opinion, no hate pliz.


  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,184 Arc User
    edited March 2017
    armadeonx said:

    Hey, on the upside, when they bring in dual speccing you'll be able to switch from one to the other lol

    I hope that would never happens. OR at least in next 20 mods. There is already problem with balancing, and it would crush any attempts to balance classes.
    Already is problem with buff influence in fights..
    In past (prior Stronghold) buffs had like 40% influence in fights. Thats mean 60% of remaining is split for gear, team work, and players skills.
    Now buff influence is 200%, thats mean players skills are not required, not mentioned teamwork.
    Players all alone without DC, Op, GF, Templocks buffs reaching 100k power. Now there also situation when GWF hit over 300k power. And as far I know, neverwinter online don't have content which would give challenge to players with such stats. Now add certain companions and u can go combo> enter dungeon, Give middle finger to boss, couple slaps and u can claim reward...
    Tiamat, don't last even 1 min. Even if group is not full top end geared players. Other new dungeons also don't give real challenge.
    In past you had put real efforts to complete dungeons. Now you can clear dungeons without paying attention to to pc/laptops screen and mostly reading book.

    With dual spec, u would be able switch from 1 spec to other.. Imagine glass canon + offtank build. U switching them . When u have incoming hit you switch to offtank,
    when u striking = switching to glasscanon.
    Thats literally annihilate any game balance, players role playing and etc..

    Post edited by hadestemplar#9918 on
    ========================================================================
    “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
    Gustave Le Bon.

    ==================================================
  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    edited March 2017
    Well of course the sensible thing would be to prevent a player from switching in-combat... problem solved.

    Now disaster has been averted, the benefits are that both DPS & Support players can run Offensive/Defensive/Buff builds and switch according to the needs of group or running solo.

    Annoyed by the number of GF's & DC's running DPS builds? That's fine, because they can use a DPS build for soloing and switch to buffs when in a team. Groups having a hard time in a dungeon? That's ok, they can use a more defensive build or one of them can switch to a buff setup to speed things up.
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  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,184 Arc User
    armadeonx said:

    Well of course the sensible thing would be to prevent a player from switching in-combat... problem solved.

    Perhaps. Or perhaps not..

    The dual spec mechanic Is not new for me. In lineage 2, there is called sub class.. Thats mean, you have own main class, after completing quest lines, you unlock ability to pick extra new class. But with some limitations.. Some special unique powers are not available for sub class. Thus making reason to pick certain builds as main class.
    On top, switching between sub classes(up to 3), and main class can be done only via NPC which are in town..

    Making that changing to other spec in neverwinter only in town or stronghold would be more reasonable and more safer option.
    ========================================================================
    “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
    Gustave Le Bon.

    ==================================================
  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    Well that would work too, except for premades where someone can zone out, switch their build then zone back in again. Only public queue groups would have a problem then - especially if someone forgot to switch builds before going in.

    I played Guild Wars for a very long time and we had to change builds in towns there too.
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  • edited March 2017
    This content has been removed.
  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,184 Arc User



    That is not how Loadouts work. It only works at campfires. You can't just change in combat like that. Watch the last few livestreams. You will be able to run AoE for trash and switch to single target for bosses, in dungeons. Do not cry to remove that feature, or Loadouts will be stupid and useless.

    At campfire, its great idea. In other words, u can change if u are in safe zone/campfire.
    Now with current situation, there are items u can use only in safe zone, but happens u can use in fights too. For example u can't use/summon portable altar in fight yes.
    But, enough for u to get ~2s safe frames. No damage received, and u can summon it.
    Now, portable altar work as campfire, and not mentioned some of Paladins powers also interact as u would be in campfire.

    Thus possible that u would be able switch these loadouts in same way as summon portable altars in middle of fight.
    Thats why I suggested that loadouts should be changed in towns/strongholds.


    I am sure you haven't though of possibility how u can abuse it in bad way.. :)
    ========================================================================
    “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
    Gustave Le Bon.

    ==================================================
  • This content has been removed.
  • bittynationbittynation Member Posts: 138 Arc User
    This is why these changes suck!

    LF8M 2x GF/OP-Tank && 1x DC(do preferred)/OP-Heal && 5 DD for nSVA run

    Now you have to be DO or you don't get into groups
  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    With dual spec a DC can have both a DO and an AC...
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  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    Question, VIP counts as campfire?

  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    edited March 2017

    This is why these changes suck!

    LF8M 2x GF/OP-Tank && 1x DC(do preferred)/OP-Heal && 5 DD for nSVA run

    Now you have to be DO or you don't get into groups

    Only true for low geared DC´s with low power and low geared allies with low level bondings or augments, wich is unusual in mSVA.
    AC still is a very good buffer in case you do "Powerbuffing" effectively. It is possible to gain 40k power at 3.2 k IL
    Using Battle fervor (BoB) you spend a DR buff +15% power to your group and to all allies, wich is 6k power at 40 k unbuffed power to everyone in about 25 feet.
    A legendary Companion spends 3 x 6k on top towards the owner,+24k power in the end.
    Battle fervor alone beats TI in a geared 5-man-group with r12 bonds, sure it differs from uptime of Battle fervor and companion uptime but it buffs all the raid !
    Add AA on top in between casting HG 24/7 and you are far above TI.
    TI is group bound AA not, AA buffs your hole raid in case those player do not drop every fkn aoe inside the raid.
    Anyway, if you do things right as AC/DC, you spend higher powerbuffs, dps and more DR to your allies/group.
    DO can´t run Foresight, running TI+Hastening light. AC runs HL + holy fervor - your AP gain is superior by that +20% !
    If DO doesn´t run HL he misses encounter reset from HG and can´t perma spam HG by that, only way is to benefit from an AC/DC.
    If player in chat ask for DO/DC only, it means, they allready have an AC/DC (since most are AC) and things move in the direction as thought from the start- new meta AC+DO DC- or they just don´t know anything, wich is pretty common in 90% of the cases following SOMI chat - 90% Honks (sry)

    If they tell you an AC/DC is HAMSTER, they should get on ignore asap.
    Same as a player, who allways talk about 4kplus IL in SOMI, not knowing anything about their own class or other classes. 4k IL means r12 Utility Slots all in all. They simply should take a look at a players gear and stfo or stop building a raid.
    A buffer CW with a vorp? no way
    A GF tank with a vorp and 130k power? go home
    A striker with a bloodtheft enchant - lol
    You gain a lot of informations only by inspecting the player, maybe ask for r12 bondings, ask for the tree/spec (tank/dps/buffer/heal), this should be the only questions to ask for.
    Post edited by schietindebux on
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