Just curious what this actual fix was, as there are mixed ideas about it. I have guildies that are claiming a cooldown was added to it in between procs, whereas my understanding was that prior to the fix there was a bug that allowed it to stay up all the time (for CW's?) so they just fixed that portion, thus not really affecting it for HR usage.
It still procs on gushing wound, is there any reason to not continue to consider this one of the BiS companions for HR's? (specifically combat HR's)
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THC
http://www.theholycrusaders.com/
Wild hunt rider now seems to have an internal cooldown and the duration no longer appears to stack up. So as the previous poster said, it's a lot worse than it used to be. Possibly not worth using even on a trapper, except maybe in boss fights?
According to the HR bug thread in this section, most archons do not improve root damage. Which for some trapper builds would mean they might be contributing as little as half of their indicated bonus depending on the type of fight, party size and rotation being used. Has anyone tested to see if the archon damage bonus applies to gushing wound and careful attack?
I'm not clear on whether the slyblade kobold provides a damage bonus against monsters that can't be CC'd with roots. Are bosses hit with weak grasping or thorned roots considered to be rooted? Or does boss CC immunity mean that the damage bonus from the kobold just doesn't apply to them?
Lastly, also not clear on whether or not the siege master increases damage from roots. Would be very glad to hear from someone who has done testing about what they've observed and the details of the tests they did.
The fact that so many companions and other things like the fire damage bonus from wheel of elements just don't work with roots is pretty annoying, especially when tool tips say nothing about these exclusions. It's hard to make good spending decisions when the information being provided by the game is flat out wrong.
Thanks.
THC
http://www.theholycrusaders.com/
While not ideal, as indeed it has been reported in the bug thread that the Archons' bonusses do not work with Thorned Roots - which, I guess, requires a new round of testing - I am currently at a loss at what else I could slot. The last time I tested the Slyblade Kobold, which is, admittedly, a decent while ago, the Slyblade didn't work *at all* for my Trapper.
Right now I'm at a point on my Trapper that improvements are improvements - at any level - are hell-a expensive for very little return. I'll be revisiting my companion loadout shortly, and I will run quite a few tests for each of the companions. Right now, the companions on my list of testing are:
1) Archons, barring Water Archon. Water Archon is a HAMSTER.
2) Revisiting Slyblade, to make sure I didn't err when I last tested him.
3) CritSev guys; reason being, if the Archons truely do not work with Roots, they might just - albeit very slightly - pull out ahead in total damage output. Of this, I am very sceptical, but Testing is Love. Testing is Life.
4) Death Slaad Powerstone; This guy was once a powerhouse on bosses, because it procced very quickly through the application of Careful Attack. I remember it being a rather nice percentage of my damage output on Demogorgon. Just like the CritSev guys - Eryines (I can never remember the spelling) and the Cambion Magus - I am rather sceptical about it's value, but hey, it's not like I have anything better to do.
5) The Young Yeti; Recently, his price on the PC has skyrocketed. While it's far more likely that the supply of Yeti's is dropping because very few people actually run the mini-event to get one, and therefor the price has gone up, it has made me curious as to his active effect.
6) Siege Master; It stands to reason that when I test the damage boost of the Archons, Siege Master gets a look also.
7) Our old friend, Wild Hunt Rider; This is actually pretty easy to test. While I fear his uptime on a dungeon run right now is pretty low, checking his uptime on boss fights is valuable.
If anyone has any suggestions as to what companion should get a look at as well, please leave a comment. I would ask that only the Active Effect of the companion be counted, as I'm not interested in switching out my summoned Sellsword any time soon. I often run with a crew that all have Sellswords/Con Artists/Rebel Mercenaries and a Dancing Shield, and she's valuable to me.
Also, I am aware Sume recently did a video about some companion testing. If you're interested, this is the video: https://youtube.com/watch?v=Zn0aLHzjDU8&t=1s
http://janne.coreside.com/mechanics/crit-ca
For me, I have 196% base Crit Sev + Combat Advantage and using these calculations of CS + CA + 100% Crit Chance, 10% crit sev (Erinyes or Cambion) gives me 3.3% DPS bonus. Which is really good at this point End Game.
Besides WHR, I currently run Air/Earth/Siege/Erinyes. So again using the calculations above, if i drop WHR, adding a Cambion Magus (if i ever got one) would give me a 2.9% dps bonus, which again I believe would be best. I can't find any scenario that would be better, other than swapping in a sellsword and moving my air to active, which I can not properly outfit at the moment (no usable belt or swordknot). I do have a legendary con artist I could use, but I'm not sure how much I will lose out with that defensive bonding slot. Will have to play around with the numbers.
THC
http://www.theholycrusaders.com/
Main: Nidara Devilspawn- Ranger
Alt: Aradin Coldblood- Fighter
Alt: Lucrezia Vileborn- Warlock
I'm running an Air summoned, with Siege/Eearth/Erinyes/WHR at the moment.
One question, I see it proccing still from time to time, but the icon just lasts 2 seconds, not 10 as it should. ANy comment on this?
PD. Erinyes are right now better then WHR for combat, for sure? i got like 185 crit sev now.
Contact:@EmeraldG1173
Main: EMERALD LEGEND
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And the fixed active +4% against enemies at >50% health (and another +1% for dragons) is OK, but not necessarily great compared to most other damage buff pets with bigger or more consistent buffs.
Contact:@EmeraldG1173
Main: EMERALD LEGEND