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What are your thoughts on the new HR Feats?

pyrrusdragneerpyrrusdragneer Member Posts: 8 Arc User
edited March 2015 in The Wilds
The title says it all. In short I just want to hear about guys opinions on the new feats and powers.


Here's my opinion about the feats:

I honestly found all the new feats great but one thing I hate is that I always end up making tough choices when distributing my points (e.g having to choose between swiftness of the fox and that other feat that reduce cooldowns upon applying grasping roots)
Post edited by pyrrusdragneer on

Comments

  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited March 2015
    you didnt leveled the character to lv 70. you should have 10 more points...really nothing is tough with 10 points more

    forestbound is awesome but i have the feeling it was a bit overnerfed.
    the other one which apply weak root.....lets be fair...weak roots are nothing than a way to get master trapper bonus before using strong roots.
    its not that useful without the new class feature...which is nothing more than an interrupt after the last nerf.
    i dont think i will give up using aspect of the lone wolf which is going to give base 20% deflect more.
    i would rather take that 5% more lifesteal in melee from combat... with some luck it can proc on strong roots dots from hindering strike for massive heals

    edit: the weak roots on crits are still worth getting but i have to test better
  • pyrrusdragneerpyrrusdragneer Member Posts: 8 Arc User
    edited March 2015
    rayrdan wrote: »
    you didnt leveled the character to lv 70. you should have 10 more points...really nothing is tough with 10 points more

    I gotta be honest my character is only lv 60 but i was just giving an example. I just found a lot of feats useful but even with that 10 more points i still won't get some feat unlocked/maxed.
  • kangkeokkangkeok Member Posts: 1,123 Arc User
    edited March 2015
    They add 2 extra feat per tree and 10 point. Basically thats like giving u that 2 new feat for free while letting u to keep ya old feat unchanged. With exception that if u are going hybrid.
  • alkemist80alkemist80 Member Posts: 957 Arc User
    edited March 2015
    For trapper, I am iffy about Trapper's Cunning (one that applies weak roots). I played around for it a little bit and it does not seem to work with crushing roots feature right now. If it did, would be good though perhaps it isn't right now since it might be a little OP(?).

    I ended up taking Bloodletting from combat for extra life steal in melee stance. Life steal got nerfed so bad, you can't even feel it unless you get "lucky" and get a full health bar back. Right now the extra 5% chance felt better than applying weak roots but I have to test it some more.

    Edited: Portion in orange italic, looks like there is a problem with rapid shot/strike right now not causing trapper's cunning from working. I tested with electric shot again on a test dummy and it does look like when trapper's cunning does proc, the target does receive a (very short) daze.
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  • alkemist80alkemist80 Member Posts: 957 Arc User
    edited March 2015
    Played some more on preview, this time with Trapper's Cunning. As the way it is right now with level 73 mobs in IWD and WoD, the weak roots from this feat is useful enough. It gives me slight edge to my maneuverability which ups survivability as trapper.

    keep in mind that I picked the OH weapon feature on the artifact to increase my control bonus with crushing roots slotted by 15%. I also picked control bonus as my OH stat at +382. I currently do not have any + control bonus companions.

    Edit: Forgot to mention that I also have the 10% control bonus from the ToD boon.
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  • kaedennnkaedennn Member, NW M9 Playtest Posts: 361 Arc User
    edited March 2015
    alkemist80 wrote: »
    Played some more on preview, this time with Trapper's Cunning. As the way it is right now with level 73 mobs in IWD and WoD, the weak roots from this feat is useful enough. It gives me slight edge to my maneuverability which ups survivability as trapper.

    keep in mind that I picked the OH weapon feature on the artifact to increase my control bonus with crushing roots slotted by 15%. I also picked control bonus as my OH stat at +382. I currently do not have any + control bonus companions.

    Edit: Forgot to mention that I also have the 10% control bonus from the ToD boon.

    last time i've tested the bonus control on roots it didn't work , are you sure it's working now ?
  • alkemist80alkemist80 Member Posts: 957 Arc User
    edited March 2015
    kaedennn wrote: »
    last time i've tested the bonus control on roots it didn't work , are you sure it's working now ?

    Looks like my derp. I forgot I had the ancient roots feat.

    Though I am only seeing an average of 3.5 seconds on roots, both on live and preview. Considering that on paper, ancient roots plus class mechanics would be 7 seconds of strong root in PvE. Either ancient roots is broken and control bonus is working, everything is broken or ancient roots is working but mobs and target dummies have mad control resistance. Hard to say which is the case.

    I do however still find trapper's cunning beneficial to use if you plan on slotting crushing roots feature most of the time.
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  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited March 2015
    alkemist80 wrote: »
    Looks like my derp. I forgot I had the ancient roots feat.

    Though I am only seeing an average of 3.5 seconds on roots, both on live and preview. Considering that on paper, ancient roots plus class mechanics would be 7 seconds of strong root in PvE. Either ancient roots is broken and control bonus is working, everything is broken or ancient roots is working but mobs and target dummies have mad control resistance. Hard to say which is the case.

    I do however still find trapper's cunning beneficial to use if you plan on slotting crushing roots feature most of the time.
    alkemist if you try to hard root something as archery i dont think the root are lasting 2 seconds... i think the problem was born they reworked the rooting system in mod 3

    edit: i m testing on live, you have right they visually last 3.5 seconds but i have the feeling that only the rooting visual effect lasts like that, while the actual rooting is longer.
  • alkemist80alkemist80 Member Posts: 957 Arc User
    edited March 2015
    I reported it in the preview thread just in case. Hopefully they will be able to double check it internally.
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  • jaegernljaegernl Member, NW M9 Playtest Posts: 455 Arc User
    edited March 2015
    I'm pretty sure it's a visual issue only. Just check the amount of Thorned Roots ticks in your combat log.
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  • alkemist80alkemist80 Member Posts: 957 Arc User
    edited March 2015
    Strong roots does appear to be a visual bug. What is odd is (tested on live):

    I had to find a target that would not stand and cast with ranged spells or have some kind of jumping mechanic.

    When constricting arrow is cast on a polar bear, the time between the bear was hit and it begin to move towards me was around 9.3 seconds (via stop watch). Tested this on multiple bears. The same effect with the melee barbarian, average was 9.3 seconds of standing still before it advanced towards me.

    Act combat log shows that thorned roots was 7 ticks. Both on a single target dummy, single polar bear and single melee barbarian x a few trials.

    Hard to say what's going on here. Even ACT will only show how many ticks and doesn't log strong/weak roots and their time table.

    Perhaps roots is respecting control bonus but the actual thorned roots feat is not.
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  • thedemienthedemien Member Posts: 830 Arc User
    edited March 2015
    alkemist80 wrote: »
    Strong roots does appear to be a visual bug. What is odd is (tested on live):

    I had to find a target that would not stand and cast with ranged spells or have some kind of jumping mechanic.

    When constricting arrow is cast on a polar bear, the time between the bear was hit and it begin to move towards me was around 9.3 seconds (via stop watch). Tested this on multiple bears. The same effect with the melee barbarian, average was 9.3 seconds of standing still before it advanced towards me.

    Act combat log shows that thorned roots was 7 ticks. Both on a single target dummy, single polar bear and single melee barbarian x a few trials.

    Hard to say what's going on here. Even ACT will only show how many ticks and doesn't log strong/weak roots and their time table.

    Perhaps roots is respecting control bonus but the actual thorned roots feat is not.

    It the same thing that relaxor was reporting. Roots have application delay - he say 1 sec. Multiple times tests in tiamat - mob appears. you put roots on it. it gets rooted only after short delay.

    Second thing - control bonus (and possibly control resist in mod 6 or effect is not noticable) don't respect roots duration.
    Control bonus only seems to effect now disruptive shot. All roots or crushing roots daze (before and after nerf) don't respect control bonus.
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