Note: I am NOT the class advocate. This is simply here because I felt like compiling a list of HR bugs and to find out if there's more.
At-wills
Pathfinder: Careful Attack - procs every time a different person attacks the target (has a different cooldown for each person instead of a global 1.5s cd as it should)
Pathfinder: Careful Attack - hits 3-4 times per tick with a DOT enchantment such as Plague Fire or Flaming, resulting in x4 more DPS than intended
Pathfinder: Careful Attack - gives AP based off how many people are hitting the marked target (i.e. around a dragon you will have 100% AP most of the time because there are more people hitting your target)
Pathfinder: Careful Attack - if applied before a GF has his shield raised, the 80% damage reduction does not apply (CA will still hit for the full amount as if the GF does not have his shield up)
Encounters
Binding Arrow - roots do not activate if target is more than 40' away.
Binding Arrow - roots apply about 1 second after the initial encounter animation and damage, resulting in an inability to dodge the roots most times
Boar Charge - often rubberbands back if target is at edge of range (usually when they're moving out of range)
Boar Charge - renders user inert/stuns user for 1 second upon use
Boar Charge - still executes and moves you forwards even when you're rooted by skills such as strong/weak roots and CW's Icy Rays
Boar Hide - stacks with multiple HRs in the same party
Constricting Arrow - roots apply about 1 second after the initial encounter animation and damage, resulting in an inability to dodge the roots most times
Fox Cunning - cancels the remaining effect of a dot if it blocks one tick (i.e. Disheartening Strike)
Fox Shift - if cancelled or interrupted, shows as still useable on the tray when it's actually on cooldown
Fox Shift - can be interrupted by Devoted Cleric Sunburst
Fox Shift - if interrupted in the middle of the encounter (even if one tick has already hit the opponent), the skill does not go on cooldown and can be used again immediately (example: Sunburst interrupts Fox Shift, you can immediately use Fox Shift again)
Fox Shift - cannot be cancelled with a dodge
Hindering Shot - charges not affected by recharge speed or cooldown reductions such as Swiftness of the Fox (trapper)
Hindering Shot - weak roots bypasses dodges and still roots when dodge is done (aka cannot be dodged)
Hindering Shot - weak roots has no animation to show it's active
Hindering Shot - dodging/cancelling this encounter during a certain frame causes a charge to be wasted while the encounter doesn't activate
Hindering Strike - encounter sometimes goes on cooldown when used but does not deal damage or apply roots even when target is clearly in range (possibly a terrain issue)
Hindering Strike - roots apply about 1 second after the initial encounter animation and damage, resulting in an inability to dodge the roots most times
Hindering Strike - skill does not activate and goes on cooldown if you dodge at a certain point during the animation
Hindering Strike - hits a stealthed TR but sometimes does not activate Trapper capstone (Biting Snares) or other encounter-based effects such as Thorned Roots and Swiftness of the Fox
Hindering Strike - sometimes applies Thorned Roots to a stealthed TR but does not root or reveal them if they move out of your line of sight before the roots are applied
Marauder's Escape - stays in one spot instead of moving back 50' when used from the air
Marauder's Rush - if interrupted before target is damaged (even if you've reached the target), the skill does not go on cooldown
Oak Skin - stacks with multiple HRs in the same party
Pathfinder: Bear Trap - charges not affected by recharge speed or cooldown reductions such as Swiftness of the Fox (trapper)
Pathfinder: Bear Trap - cannot be cancelled via a dodge (see below)
Pathfinder: Bear Trap - dodging while casting a trap consumes a charge but does not put the trap down on the targetted area
Pathfinder: Ambush - ambush and stealth are removed if there are existing DOTs on your target such as Plague Fire ticks, glyphs ticks or Thorn Ward
Stormwarden: Split the Sky - does not proc weapon enchantments or glyphs
Rain of Arrows - does not damage the target unless you damage them after you activate the encounter
Thorn Ward - sometimes does not activate
Thorn Ward - Aspect of the Serpent stacks are not displaying correctly when Thorn Ward is up. Each tick of Thorn Ward should add/remove stacks. Currently, only the first tick (the first usage) of Thorn Ward removes a ranged stack but subsequent ticks do not remove ticks. Additionally, when melee stacks are up and Thorn Ward is applied, no stacks are removed whatsoever. This is merely a display bug, Thorn Ward is actually correctly applying the stacks but it's just not displaying correctly.
Dailies
Disruptive Shot - daze can be deflected
Forest Ghost - is cancelled and goes on cooldown if you are stunned during it
Forest Ghost - ignores daze CC effects and some prone effects if they are applied while you are in stealth (i.e. walking into CW's Oppressive Force while you're in FG will result in you not being dazed)
Forest Meditation - does not count as a CC immunity in regards to removing Thorned Roots (as other CC immunities do, see feats bug section)
Pathfinder: Slasher's Mark - cannot be cancelled by dodge
Pathfinder: Slasher's Mark - mark does not apply if a HR uses marauders rush/escape when it hits
Pathfinder: Slasher's Mark - can be removed by DC "Cleanse"
Seismic Shot: does not always hit mobs even if they're in the trajectory path
Stormwarden: Cold Steel Hurricane - sometimes gets stuck on terrain
Class Features
Aspect of the Serpent - Aspect of the Serpent stacks are not displaying correctly when Thorn Ward is up. Each tick of Thorn Ward should add/remove stacks. Currently, only the first tick (the first usage) of Thorn Ward removes a ranged stack but subsequent ticks do not remove ticks. Additionally, when melee stacks are up and Thorn Ward is applied, no stacks are removed whatsoever. This is merely a display bug, Thorn Ward is actually correctly applying the stacks but it's just not displaying correctly.
Pathfinder: Cruel Recovery - only procs on the first crit of DOTs such as Thorned Roots, and does not proc on multiple aoe hits (i.e. only activates on the first target you hit)
Pathfinder: Pathfinder's Action - only grants 10% deflection chance instead of 15% deflection chance (5% per rank, rank 1 seems to be missing the deflect even though it's listed (unknown value) on the description)
Feats
Archery: Stillness of the Forest - does not display critical chance correctly on character sheet (minuses the crit % from the base crit and then adds it, meaning the crit chance looks the same when it in fact is increased). It is working as intended because the critical chance increase is for ranged only. Original explanation from developer here.
Combat: Pathfinder: Advanced Stalking - does not increase duration of Ambush
Trapper: Master Trapper/Biting Snares - stance swapping multiple times during the "Biting Snares" activation time will activate Master Trapper multiple times and generate the AP portion multiple times
Trapper: Serpent's Bite - does not display critical chance correctly on character sheet (minuses the crit % from the base crit and then adds it, meaning the crit chance looks the same when it in fact is increased, more information here)
Trapper: Serpent's Bite - character sheet seems to say it only gives 4% crit chance instead of the 5% on the tooltip
Trapper: Thorned Roots - does not proc dragon glyphs (i.e. each hit should also add 600 damage (pre-mitigation) from Greater Red Dragon Glyphs but currently do not)
Trapper: Thorned Roots: does not apply/proc weapon enchants
Other
Roots: occasionally when hit by a daze or stun while rooted, powers and item tray icons are shown as locked out even after the daze duration is complete. This is a graphics bug as these powers and items can still be used, but they are displayed as supposedly unusable as if you were still dazed instead of just rooted.
Roots: CC can be deflected (this is a bug with all cc skills; cc duration should not be affected by deflect)
Strong Roots - animation does not last for the full duration of the roots, especially if you have the Trapper feat Ancient Roots (affects Hindering Strike, Binding Arrow and Constricting Arrow)
Weak Roots - has no animation to show the target(s) are rooted (affects Hindering Shot)
Offhand Feature Bonus: Cruel Recovery - only procs on the first crit of DOTs such as Thorned Roots, and does not proc on multiple aoe hits (i.e. only activates on the first target you hit)
Fixed
Trapper: Thorned Roots - DoT is removed if CC immunity is applied during the DoT sequence (i.e. TR is ticking on a GWF, and GWF sprints or goes unstoppable - TR dots are removed)
Note: I am NOT the class advocate. This is simply here because I felt like compiling a list of HR bugs and to find out if there's more.
This also applies to the live server.
Encounters
Binding Arrow - roots do not activate if target is more than 40' away.
Hindering Shot - charges not affected by recharge speed or cooldown reductions such as Swiftness of the Fox (trapper)
Thorn Ward - sometimes does not activate
Marauder's Escape - stays in one spot instead of moving back 50' when used from the air
Fox Shift - if cancelled or interrupted, shows as still useable on the tray when it's actually on cooldown
Boar Charge - often rubberbands back if target is at edge of range (usually when they're moving out of range)
Slasher's Mark - cannot be cancelled by dodge
Careful Attack - procs every time a different person attacks the target (has a different cooldown for each person instead of a global 1.5s cd as it should)
Feats
Serpent's Bite - does not grant the mentioned crit at all
charged encounters (like hindering) do not benefit of feats/int/recovery. this happens also with impact shots.
- fox shift/fox cunning - using one of those removes all type of dots.
- boar, it auto-stuns you for 1 sec
- the trapper feat about critical chance does not work
Oh yeah I forgot about that bug, it's actually occurring if you haven't dealt damage to the target within x amount of time and you're quite a distance away - you need to attack the target with an at-will or something before it does damage.
Pathfinder: Careful Attack - when used with a DoT enchantment such as Plague Fire or Flaming, each attack counts as 4 hits
Boar Charge - still executes and moves you forwards even when you're rooted by skills such as strong/weak roots and CW's Icy Rays
Stormwarden: Cold Steel Hurricane - sometimes gets stuck on terrain
Feats:
Thorned Roots - DoT is removed if CC immunity is applied during the DoT sequence (i.e. TR is ticking on a GWF, and GWF sprints or goes unstoppable - TR dots are removed)
Thorned Roots - does not proc dragon glyphs (i.e. each hit should also add 600 damage (pre-mitigation) from Greater Red Dragon Glyphs but currently do not)
Class features:
Pathfinder: Pathfinder's Action - only grants 10% deflection chance instead of 15% deflection chance (5% per rank, rank 1 seems to be missing the deflect even though it's listed (unknown value) on the description)
Careful Attack - when used with a DoT enchantment such as Plague Fire or Flaming, each attack counts as 4 hits
Boar Charge - still executes and moves you forwards even when you're rooted by skills such as strong/weak roots and CW's Icy Rays
Feats:
Thorned Roots - DoT is removed if CC immunity is applied during the DoT sequence (i.e. TR is ticking on a GWF, and GWF sprints or goes unstoppable - TR dots are removed)
Thorned Roots - does not proc dragon glyphs (i.e. each hit should also add 600 damage (pre-mitigation) from Greater Red Dragon Glyphs but currently do not)
Class features:
Pathfinder's Action - only grants 10% deflection chance instead of 15% deflection chance (5% per rank, rank 1 seems to be missing the deflect even though it's listed (unknown value) on the description)
Pathfinder's Action - only grants 10% deflection chance instead of 15% deflection chance (5% per rank, rank 1 seems to be missing the deflect even though it's listed (unknown value) on the description)
i cant come to test now but i m quite sure it's working right on live...
how they succeed to break things without touching them is and always will beyond my comprehension
Ancient Roots does work. Try roots with and without AR, you'll see the difference. You need to remember that people in PvP have CC resistance (i.e. Tenacity, Wis, Halfling racial, shield, etc.). Additionally, in order for Master Trapper to apply you have to apply the roots after the buff is active or you don't get the bonus CC duration.
Strong Roots can get deflected and resisted, but if it doesn't, it can last up to nearly 5 seconds, and Weak Roots are about 1-2 seconds.
Pathfinder: Careful Attack hits 3-4 times per tick with a DOT enchantment such as Plague Fire or Flaming, resulting in x4 more DPS than intended
[17:46] [Combat (Self)] Critical Hit! Your Careful Attack deals 584 (1018) Physical Damage to WoWiscrapNWisthe****.
[17:46] [Combat (Self)] Your Plague Fire Weapon deals 21 (38) Fire Damage to WoWiscrapNWisthe****.
[17:46] [Combat (Self)] Critical Hit! Your Careful Attack deals 588 (1024) Physical Damage to WoWiscrapNWisthe****.
[17:46] [Combat (Self)] Your Plague Fire Weapon deals 21 (37) Fire Damage to WoWiscrapNWisthe****.
[17:46] [Combat (Self)] Critical Hit! Your Careful Attack deals 622 (1084) Physical Damage to WoWiscrapNWisthe****.
[17:46] [Combat (Self)] Your Plague Fire Weapon deals 21 (38) Fire Damage to WoWiscrapNWisthe****.
[17:46] [Combat (Self)] Critical Hit! Your Careful Attack deals 286 (996) Physical Damage to WoWiscrapNWisthe****.
[17:46] [Combat (Self)] Your Plague Fire Weapon deals 10 (36) Fire Damage to WoWiscrapNWisthe****.
Hindering Strike: encounter sometimes goes on cooldown when used but does not deal damage or apply roots even when target is clearly in range (possibly a terrain issue)
Hindering Strike: applies Thorned Roots to a stealthed TR but does not root or reveal them if they move out of your line of sight before the roots are applied
Hindering Strike, Binding Arrow, Constricting Arrow: Strong Roots: animation does not last for the full duration of the roots, especially if you have the Trapper feat Ancient Roots
Hindering Strike, Binding Arrow, Constricting Arrow: roots apply about 1 second after the initial encounter animation and damage, resulting in an inability to dodge the roots most times
Please fix the Hindering Shot/Bear Trap charges bug! It's really really annoying especially when you're relying on shorter cooldowns in PvP for rotations and survival.
Okay so, Serpent's Bite does seem to give the crit chance, however, it does not display properly on the tooltip (same issue as Stillness of the Forest where it applies negatives to the base crit chance on the sheet but is actually giving the correct buff). Additionally, it also seems to only give 4% crit chance if you look directly at the sheet, although logs suggest it is 5%. Tests below:
Without serpent:
With serpent:
My base crit chance on the sheet was 41.5% for both tests (with serpent displays as 41.5% (5% + 36.5%) vs no serpent 41.5% (9% + 32.5%)). Oddly enough real crit chance vs sheet crit chance seems to kick in here, saying my base crit chance is approximately 37%. Not too sure what to make of this, if someone could test I'd be grateful, thanks.
Bug notes below:
Archery: Stillness of the Forest - does not display critical chance correctly on character sheet (minuses the crit % from the base crit and then adds it, meaning the crit chance looks the same when it in fact is increased). It is working as intended because the critical chance increase is for ranged only. Original explanation from developer here.
Trapper: Serpent's Bite: does not display critical chance correctly on character sheet (minuses the crit % from the base crit and then adds it, meaning the crit chance looks the same when it in fact is increased)
Trapper: Serpent's Bite: character sheet seems to say it only gives 4% crit chance instead of the 5% on the tooltip
Would kinda be nice to get a dev response on some of the bugs in this thread though, but not really minding too much atm since they have their hands full with the release of this new module and are probably still tweaking some of the content and other things.
Pathfinder: Careful Attack: gives AP based off how many people are hitting the marked target (i.e. around a dragon you will have 100% AP most of the time because there are more people hitting your target)
Pathfinder: Careful Attack: if applied before a GF has his shield raised, the 80% damage reduction does not apply (CA will still hit for the full amount as if the GF does not have his shield up)
Pathfinder: Ambush: ambush and stealth are removed if there are existing DOTs on your target such as Plague Fire ticks, glyphs ticks or Thorn Ward
Fox Shift - can be interrupted by Devoted Cleric Sunburst
Fox Shift - if interrupted in the middle of the encounter (even if one tick has already hit the opponent) without any follow-up CC, the skill does not go on cooldown and can be used again immediately (example: Sunburst interrupts Fox Shift, you can immediately use Fox Shift again)
Marauder's Rush - if interrupted before target is damaged (even if you've reached the target), the skill does not go on cooldown
Roots: occasionally when hit by a daze or stun while rooted, powers and item tray icons are shown as locked out even after the daze duration is complete. This is a graphics bug as these powers and items can still be used, but they are displayed as supposedly unusable as if you were still dazed instead of just rooted.
Roots: CC can be deflected (this is a bug with all cc skills; cc duration should not be affected by deflect)
Combat: Pathfinder: Advanced Stalking - does not increase duration of Ambush
Trapper: Thorned Roots: does not apply/proc weapon enchants
Boar Hide: stacks with multiple HRs in the same party
Fox Shift: cannot be cancelled with a dodge
Hindering Strike: skill does not activate and goes on cooldown if you dodge at a certain point during the animation
Hindering Strike: hits a stealthed TR but sometimes does not activate Trapper capstone (Biting Snares) or other encounter-based effects such as Thorned Roots and Swiftness of the Fox
Oak Skin: stacks with multiple HRs in the same party
Disruptive Shot: daze can be deflected
Forest Ghost: is cancelled and goes on cooldown if you are stunned during it
Forest Ghost: ignores daze CC effects and some prone effects if they are applied while you are in stealth (i.e. walking into CW's Oppressive Force while you're in FG will result in you not being dazed)
Forest Meditation: does not count as a CC immunity in regards to removing Thorned Roots (as other CC immunities do, see feats bug section)
Not completely sure if FG is considered WAI or bugged but just thought I'd post it anyway. Also pleaaaaase fix roots being undodgeable; it's skillless, annoying and OP.
Bear Trap can be seen but is sometimes a bit hard to detect due to the graphics tending to blend in to the floor a bit (which is probably intentional). It has no visible red circle for the enemy and explodes after 20 (?) seconds if it isn't triggered. The most stupid thing about the encounter, imo, is that it removes stealth/ambush if someone walks over it (or dodges over it) while you're in Ambush. It's a little sad when considering how Ambush and Bear Trap don't synergize at all with each other. Also the cast time on Bear Trap is probably one of the longest in the game ("end" of the cast time is when the trap stops moving completely and sits on the ground; that's when the skill is considered as casted).
Speaking of which:
Pathfinder: Bear Trap: cannot be cancelled via a dodge (see below)
Pathfinder: Bear Trap: dodging while casting a trap consumes a charge but does not put the trap down on the targetted area
Bear Trap can be seen but is sometimes a bit hard to detect due to the graphics tending to blend in to the floor a bit (which is probably intentional). It has no visible red circle for the enemy and explodes after 20 (?) seconds if it isn't triggered. The most stupid thing about the encounter, imo, is that it removes stealth/ambush if someone walks over it (or dodges over it) while you're in Ambush. It's a little sad when considering how Ambush and Bear Trap don't synergize at all with each other. Also the cast time on Bear Trap is probably one of the longest in the game ("end" of the cast time is when the trap stops moving completely and sits on the ground; that's when the skill is considered as casted).
Speaking of which:
Pathfinder: Bear Trap: cannot be cancelled via a dodge (see below)
Pathfinder: Bear Trap: dodging while casting a trap consumes a charge but does not put the trap down on the targetted area
Thanks for helping me verify. Guess Bear trap isnt suitable for fast pace 1v1 pvp. Probably dropping it here and there to annoy enemy movement.
Fox Shift has a targeting glitch. Sporatically, even if you have an enemy targeted right in from of you and multple people for it to hit and you try to use fox shift all it does is jump up in the air slash the blades and goes on cool down without hitting anyone. I am not talking about stealth TR's im talking GWF, CW, HR, & DC staning right in front of me.
Fox Shift has a targeting glitch. Sporatically, even if you have an enemy targeted right in from of you and multple people for it to hit and you try to use fox shift all it does is jump up in the air slash the blades and goes on cool down without hitting anyone. I am not talking about stealth TR's im talking GWF, CW, HR, & DC staning right in front of me.
You need to point your reticle at them. It's not a targetting glitch, it's how the power is designed: it has a 30' cylinder sort of range, so you need your reticle pointed at your target or at least somewhere near them.
that is the issue, if you read my post i do point my reticle at them and it still just jumps. i even target lock on someone and they just stand there and it doesnt hit them. it also doesnt hit multiple targets sometimes even if they are standing right there next to the intial target the random time it does activate.
that is the issue, if you read my post i do point my reticle at them and it still just jumps. i even target lock on someone and they just stand there and it doesnt hit them. it also doesnt hit multiple targets sometimes even if they are standing right there next to the intial target the random time it does activate.
The second issue is a blast range issue I think, not really sure if it's considered as a bug but I believe it's due to how the tooltip range works (blast is a cone not a circle), so you need to attack from a certain angle to maximise the effectiveness of the attack.
In regards to your first issue, that still sounds like an issue regarding the range and reticle. Does it show a cast time bar when you do that (it's a small one)?
Using Rain of Arrows needs foresight and a little bit of luck. If it had bigger radius, it would simply be too strong, meaning that they would have to nerf its damage, and that wouldn't be very nice, so let's just keep it as is.
Therenil - Hunter Ranger, Stormwarden/Trapper
0
lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
Using Rain of Arrows needs foresight and a little bit of luck. If it had bigger radius, it would simply be too strong, meaning that they would have to nerf its damage, and that wouldn't be very nice, so let's just keep it as is.
Not necessarily. RoA is an AoE without actually being an AoE. You have to be lucky to hit more than one mob with it if there isn't a CW around with Singularity. I've suggested in the past that the radius be increased ever so slightly because frankly it is abysmal. Even if they increase the radius by 50% it would be a massive help in actually landing RoA.
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
Well, as a Hunter Ranger, player has to be cunning and fast, with ability to predict where his arrows will land.
Plain point and click would be too dull, I'm afraid.
rain of arrow could use some greater radius but it s already not bad,
rain of sword instead.....well it sucks no other words to describe that abomination
Comments
charged encounters (like hindering) do not benefit of feats/int/recovery. this happens also with impact shots.
- fox shift/fox cunning - using one of those removes all type of dots.
- boar, it auto-stuns you for 1 sec
- the trapper feat about critical chance does not work
Here we go: http://nw-forum.perfectworld.com/showthread.php?513671-NW-5-20131021a-2-Patch-Notes
"The Recovery stat can now properly enhance the cooldown of powers with multiple charges."
I wish you would. Apparently our advocate decided to stay in shadows.
Encounters
Fixed Bugs
Born of Black Wind: SW Level 80
Encounters, dailies and at-wills:
Feats:
Class features:
Pathfinder's Action - only grants 10% deflection chance instead of 15% deflection chance (5% per rank, rank 1 seems to be missing the deflect even though it's listed (unknown value) on the description)
i cant come to test now but i m quite sure it's working right on live...
how they succeed to break things without touching them is and always will beyond my comprehension
Kinda obvious to anyone who took the feat, considering Strong roots with Biting Snares and Ancient Roots should last almost 10s in PvE, 5s in PvP.
Strong Roots can get deflected and resisted, but if it doesn't, it can last up to nearly 5 seconds, and Weak Roots are about 1-2 seconds.
Pathfinder: Careful Attack hits 3-4 times per tick with a DOT enchantment such as Plague Fire or Flaming, resulting in x4 more DPS than intended
[17:46] [Combat (Self)] Critical Hit! Your Careful Attack deals 584 (1018) Physical Damage to WoWiscrapNWisthe****.
[17:46] [Combat (Self)] Your Plague Fire Weapon deals 21 (38) Fire Damage to WoWiscrapNWisthe****.
[17:46] [Combat (Self)] Critical Hit! Your Careful Attack deals 588 (1024) Physical Damage to WoWiscrapNWisthe****.
[17:46] [Combat (Self)] Your Plague Fire Weapon deals 21 (37) Fire Damage to WoWiscrapNWisthe****.
[17:46] [Combat (Self)] Critical Hit! Your Careful Attack deals 622 (1084) Physical Damage to WoWiscrapNWisthe****.
[17:46] [Combat (Self)] Your Plague Fire Weapon deals 21 (38) Fire Damage to WoWiscrapNWisthe****.
[17:46] [Combat (Self)] Critical Hit! Your Careful Attack deals 286 (996) Physical Damage to WoWiscrapNWisthe****.
[17:46] [Combat (Self)] Your Plague Fire Weapon deals 10 (36) Fire Damage to WoWiscrapNWisthe****.
Hindering Strike: applies Thorned Roots to a stealthed TR but does not root or reveal them if they move out of your line of sight before the roots are applied
Hindering Strike, Binding Arrow, Constricting Arrow: Strong Roots: animation does not last for the full duration of the roots, especially if you have the Trapper feat Ancient Roots
Hindering Strike, Binding Arrow, Constricting Arrow: roots apply about 1 second after the initial encounter animation and damage, resulting in an inability to dodge the roots most times
Please fix the Hindering Shot/Bear Trap charges bug! It's really really annoying especially when you're relying on shorter cooldowns in PvP for rotations and survival.
Without serpent:
With serpent:
My base crit chance on the sheet was 41.5% for both tests (with serpent displays as 41.5% (5% + 36.5%) vs no serpent 41.5% (9% + 32.5%)). Oddly enough real crit chance vs sheet crit chance seems to kick in here, saying my base crit chance is approximately 37%. Not too sure what to make of this, if someone could test I'd be grateful, thanks.
Bug notes below:
Archery: Stillness of the Forest - does not display critical chance correctly on character sheet (minuses the crit % from the base crit and then adds it, meaning the crit chance looks the same when it in fact is increased). It is working as intended because the critical chance increase is for ranged only. Original explanation from developer here.
Trapper: Serpent's Bite: does not display critical chance correctly on character sheet (minuses the crit % from the base crit and then adds it, meaning the crit chance looks the same when it in fact is increased)
Trapper: Serpent's Bite: character sheet seems to say it only gives 4% crit chance instead of the 5% on the tooltip
Would kinda be nice to get a dev response on some of the bugs in this thread though, but not really minding too much atm since they have their hands full with the release of this new module and are probably still tweaking some of the content and other things.
Pathfinder: Careful Attack: if applied before a GF has his shield raised, the 80% damage reduction does not apply (CA will still hit for the full amount as if the GF does not have his shield up)
Pathfinder: Ambush: ambush and stealth are removed if there are existing DOTs on your target such as Plague Fire ticks, glyphs ticks or Thorn Ward
Fox Shift - can be interrupted by Devoted Cleric Sunburst
Fox Shift - if interrupted in the middle of the encounter (even if one tick has already hit the opponent) without any follow-up CC, the skill does not go on cooldown and can be used again immediately (example: Sunburst interrupts Fox Shift, you can immediately use Fox Shift again)
Marauder's Rush - if interrupted before target is damaged (even if you've reached the target), the skill does not go on cooldown
Roots: occasionally when hit by a daze or stun while rooted, powers and item tray icons are shown as locked out even after the daze duration is complete. This is a graphics bug as these powers and items can still be used, but they are displayed as supposedly unusable as if you were still dazed instead of just rooted.
Roots: CC can be deflected (this is a bug with all cc skills; cc duration should not be affected by deflect)
Combat: Pathfinder: Advanced Stalking - does not increase duration of Ambush
Trapper: Thorned Roots: does not apply/proc weapon enchants
Fox Shift: cannot be cancelled with a dodge
Hindering Strike: skill does not activate and goes on cooldown if you dodge at a certain point during the animation
Hindering Strike: hits a stealthed TR but sometimes does not activate Trapper capstone (Biting Snares) or other encounter-based effects such as Thorned Roots and Swiftness of the Fox
Oak Skin: stacks with multiple HRs in the same party
Disruptive Shot: daze can be deflected
Forest Ghost: is cancelled and goes on cooldown if you are stunned during it
Forest Ghost: ignores daze CC effects and some prone effects if they are applied while you are in stealth (i.e. walking into CW's Oppressive Force while you're in FG will result in you not being dazed)
Forest Meditation: does not count as a CC immunity in regards to removing Thorned Roots (as other CC immunities do, see feats bug section)
Not completely sure if FG is considered WAI or bugged but just thought I'd post it anyway. Also pleaaaaase fix roots being undodgeable; it's skillless, annoying and OP.
Speaking of which:
Pathfinder: Bear Trap: cannot be cancelled via a dodge (see below)
Pathfinder: Bear Trap: dodging while casting a trap consumes a charge but does not put the trap down on the targetted area
Thanks for helping me verify. Guess Bear trap isnt suitable for fast pace 1v1 pvp. Probably dropping it here and there to annoy enemy movement.
You need to point your reticle at them. It's not a targetting glitch, it's how the power is designed: it has a 30' cylinder sort of range, so you need your reticle pointed at your target or at least somewhere near them.
The second issue is a blast range issue I think, not really sure if it's considered as a bug but I believe it's due to how the tooltip range works (blast is a cone not a circle), so you need to attack from a certain angle to maximise the effectiveness of the attack.
In regards to your first issue, that still sounds like an issue regarding the range and reticle. Does it show a cast time bar when you do that (it's a small one)?
Not necessarily. RoA is an AoE without actually being an AoE. You have to be lucky to hit more than one mob with it if there isn't a CW around with Singularity. I've suggested in the past that the radius be increased ever so slightly because frankly it is abysmal. Even if they increase the radius by 50% it would be a massive help in actually landing RoA.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
Plain point and click would be too dull, I'm afraid.
rain of sword instead.....well it sucks no other words to describe that abomination