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  • In my opinion Dreadnought is balanced now after three mods. It also was in mod 18 but only with animation canceling, that is not 'fair'. I can compete with the most other classes in TOMM. Fighter is in line with Warlock, Rogue, Ranger and Wizard. Barbarian is a bit stronger than these. Only the Arbiter Cleric is much…
  • In my opinion it is good like it is now. TOMM should not be buffed or nerfed. It should not be changed. By time it will get easier. Because new gear and new weapons will increase damage dealt. And in two or three modules TOMM will be like Demogorgon or CoDG now. The buff to LH weapons was also good. They should not get…
  • Wow. Thanks for reply. There are some useful information in your post. So I think I don't need AC for my Barbarian... That was helpful even without some specific numbers. Thanks :)
  • Thanks for reply. There are no detailed numbers or combat logs. One says 'about 2.5%' and another have tested 4% on a target dummy, but only with burnished weapons (and yes LH or Celestial would make a difference). Sadly there are no information about their classes. I think some classes benefit more of Owlbear Cup then…
  • Has somebody tested the reduction of Heavy Slashs cast time? Because in the patch notes I can't read that the cast time is reduced. There is only a different description, that confused my a bit. Is animation canceling still possible? I am on PS4, so I can't test...
  • The reduction of Heavy Slashs cast time from 1.0 to 0.7 seconds is a very useful change . Well done devs :). First of all it really increases our damage. But also it forced us to stop using that animation canceling. For me animation canceling is like using a bug. And with these changes, no one needs to cancel the animation…
  • Hey @nitocris83. It is nice, that you want to buff the DPS Fighter (Dreadnought) next module, because in my opinion we will be in a very bad situation, especially after these buffs for Barbarians and Warlocks. Maybe we will be again the weakest dps class. But these changes are very minor and won't buff our damage very…
  • I really like to play GF. In mod 15 it was a little bit funnier because we had a specific fighting style (massive burst damage). But the current GF is also fun to play. The problem is that we have a disadvantage to other DPS classes in terms of the damage potential. And the devs seem to know that. But instead of buffing…
  • Lol. For a Tank our Fighter can deal good damage. My Vanguards damage is about 60% of my Dreadnoughts damage. So in random queues I am often 2nd or 3rd on Paingiver as a Tank. Tanks damage should be reduced and not increased. If you want to deal damage you have to play a dps role. So switch to Dreadnought or play a class…
  • Buffs for the dps would also make Clerics more requestet. Like in Mod 15, but not so overpowered.
  • I don't understand the whole system. We can be Level 80 for about one year now. So every player has the chance to level up to 80. Why the Level 70 dungeons are still level 70? Why they aren't increased to level 80? Adjust mobs counterstats and the difficulty of the whole dungeon to level 80 and no scaling is needed…
  • I think after these changes to Barbarians and SW our poor GF will be again the weakest dps. I really like M19s changes on the GF dps! But compared to the Barbarian they are really small. And we are in mod 18 also in such a bad position like the Barbarians. So our damage buff should have a comparable amount.…
  • And Fighters and Barbarians should get 3 offensive companion slots as a dps role instead of 3 defensive. While switching to a tank role they should get 3 defensive. With Batiri and Raptor compared to Iounstone and Minstrel our damage will also be increased.
  • Clerics should get some buffs for the team like in mod 15 (but no stacking). So they have something special. OP and SW have a shield and the Clerics have nothing special. That's a huge disadvantage.
  • Yeah. I also remember noworries comment. But these changes are minor... That's sad. Changing our Vigorous Strikes class feature to critical severity (up to 20%) could maybe compensate our lag of damage. But the Barbies will get some big changes. Maybe they can become one of the best dps classes in mod 19. That's pretty…
  • Are there any changes on dps classes? I can remember, that SW and GF dps should get huge changes with mod 19. Noworries announced that in a discussion thread a few months ago.
  • A guild mate opened one last night. 75 tokens were on it. So it is just a mistake in the description.
  • Yeah in the description of the ZEN market they say that 75 tokens are in the Companion Upgrade Pack (500 ZEN). But after receiving that bag, in the description of the bag I can read that 45 tokens are in it. That's why I am confused.
  • It's the same feature. Only the name and the animated color is different. Of course: before entering a dungeon fill up your vengeance bar with R1 and then fight and Rolling Hatred will help you to keep vengeance up. I said, that it is not difficult to manage vengeance. But I did not say that I like our vengeance machanic.…
  • I have no big problems to manage my vengeance... In boss fights we gain 5 Vengeance every crit and just loose 25 vengeance while using Anvil of Doom every 14 sec. Most of the time that would work. And every boss has some AoE attacks. Whike shielding these the bar is full again. For mobs, where we don't use Anvil, it is…
  • In my opinion the rogue is very easy to play especially while leveling. Leveling my Barbarian was much harder. You have to use the first encounter skill in stealth because there is no CD afterwards. After using it twice every mob group should be killed. If there is an elite mob still alive: Lashing Blade.
  • Hi rjc9000. First of all: WOW !!! You probably have invested a lot of time for creating these changes. And there are many great ideas. Thanks for your work! I really like your suggestions on skills (at-will, encounter and dailies). I agree with all of them. The third animation of GW must be shorter. The speed of Brazen…
  • use both: Bull Charge AND Griffons Wrath ;)
  • OK, nice. Thank you very much for your work and testing. I think that is a nice addition to our fighter.
  • Here are some ToMM stats after the class balancing. These were only training runs, no finish. My conclusion is, that Dreadnought has still a disadvantage to other classes, but that diasadvantage got pretty low with mod 18. Now we can compete with other classes (or we have the chance to do that^^). But I have observed, that…
  • The cleric has the same problem. Sadly only OP Heal can cleanse the green chain from other players.
  • Sometimes cocoons, which are definitely full healed, die. At Arcturia.
  • I don't have a problem to wait and sit between using the encounter powers. High burst damage and no damage between that bursts was Conquerors playstyle in Mod 15. I really liked that. For me our At-Will powers are fine like they are. BUT: our encounter Powers need another buff to magnitudes around 1500. Or we need another…