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What is the Arc Client?
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  • 40k lashings are easily possible right now.
  • Yea after double checking it looks like the way it works is as follows on the test realm. *The mobs shows only one stack on bleed no matter how many TR's bash it's face in. *If a TR gets a mob to 10 stacks, then you start you own stacks, you can't see your stacks but they will immediately be doing 10 stacks worth of…
  • Encounter and Daily powers now benefit more from the Power stat. At will's did not list a change, so I assume it is the same as live. I'll get DF though. The bug on the test server though makes DF bleed stop doing dmg altogether after 10 stacks have been up for a while. Edit: Duelist's fury is 7. Obviously the small hits…
  • Are you kidding? With LA active I can just cloud of steel from stealth like a pro and often kill two people WITHOUT any tenebrous enchants. AND THEN 20-25k lashing blade someone at the end. I get a kick out of all the CW's blinking around looking for a target because there is nothing else they can do while my daggers melt…
  • Confirmed, if this goes live it is gamebreaking for TR PVE. The dot just stops doing damage. Also the complaint from players was that having more than one TR hosed one of them. Thew new total stack cap at 10 does what to help this exactly? Each TR needs his own 10 stacks or this is going to be a fisaco when raids come in.
  • Lol i saw that bug as well. Well thank god for test realms..... if this bug goes live TR PVE dps is dead. For extra reference after a while the bleed just stops doing damage. You have to literally stop using Duelists fury and let the bleed fall off, then restack it to do damage again.
  • Lol, SE was inferior to LA in almost every situation. SE was useful occasionally for blowing away an astral shielded target or a tanky GF, now it won't do that very well wither so it's lurkers assault all day every day.
  • You definitely never ever ever ever drop critical teamwork in a executioner build. I doubt it either way. The power buff was for encounters and daily's right? Your encounter damage is peanuts now and it will still be peanuts no matter how much they buff power because TR PvE damage is all about boosting duelist's furry…
  • Ummm there is something else going on here, a 3k+ before debuffs non crit shadow strike is highly abnormal. Edit I guess it is possible, since you had overun critical if your severity was like 250% +. If that is what that set bonus is doing for CWs it will probably be nerfed into the ground.
  • This isn't new. Power scales all kinds of awful, especially for TR's encounter abilities. If you want to see real gains you need armor penetration and crit. Armor pen is the best scaling stat in the game by far as long as the target has the armor to penetrate.
  • You either get friends to que you in or you join like normal, wait for the group to rage because a cleric isn't there, then eventually the group stops filling up and you go about your business.
  • Just boots and a dark enchantment. I use Skillful infultrator for 15% base speed.
  • Also, In b4 this gets plastered all over the general forums saying "NERF TR'S DEY CAN SOLO ZE BOZZES!!!"
  • My "Build" is a joke and far from optimized. I kinda refuse to pay the outrageous price for a respec though (Even though i have the AD to buy a respec token through buying zen). Basically if I wanted to go full on with this, I would have rolled a high int base and invested points in it, picked up all the AP and stealth…
  • http://www.youtube.com/watch?v=hobNr4zPMkE&feature=youtu.be Done like that!
  • The basic rotation was stealth, flurry, bat and switch, flurry some more, shadow strike flurry then lurkers and start the whole thing over again. I couldn't always keep it up but when I knew I was coming out of stealth I would get a good distance so I could smoke bomb-> shadow strike back into stealth. The hard hitting…
  • Increased damage is (New damage-old damage)/(Old damage) you divided it by the new total.
  • I just double checked wicked reminder and it is indeed 4% a stack. Basically what seems to be going on here is each debuff is multiplicative, farie fire is actually 3% and the tooltip is wrong, which would explain your numbers precisely. 1.00 (base) X 1.2 (wicked reminderX5) X 1.03 (FF) gives all your numbers almost…
  • What exactly does farie fire's tooltip say it does anyway? I mean it seems you are in the ballpark since 5 stacks of wicked is 20%.
  • As far as I can tell that guy is <font color="orange">HAMSTER</font>. Armor pen has returns based on the damage reduction of your target. It has insane scaling in damage increase when your opponent has a very high defense. If I attack for 1k damage vs 30% mitigation with 0 armor pen it will hit for 700. Thus adding Adding…
  • Wicked reminder is not armor penetration it is mitigation reduction. It is applied after armor penetration and can push mitigation into negatives.
  • Bleh. I can confirm armor pen isn't calculated into the bleed at all. Booooooo bugs. I already mentioned that wicked reminder effectively lowers the 0 % "cap" and armor pen from gear is applied first. Not sure if other classes debuffs behave similarly. Also, at no point did I say I would have a perfect working spreadsheet…
  • Upon further testing it seems there is no need to fear this. It appears the armor pen stat is the first thing applied when determining the damage. Using wicked reminder, i was able to push mobs into negative resistances with just one stack (which is around 4%) despite them having around 15% damage resistance. This means…
  • What he said. Further proof that armor penetration on gear does not push into negative since this does not occur using basic attacks on normal mobs with really high armor pen values.
  • I ran various level 60 foundries and added/subtracted armor penetration. 15% seemed to be the sweet spot FOR LEVEL 60 but I am sure that higher mobs level dungeons and perhaps bosses have higher values. Unfortunately I would need a dedicated test team to que and let me fiddle with gear void of other classes debuffing…
  • Some things to consider. Disciple of strength is confusing and is actually MUCH better than one would read it. It ADDS 6% damage to your strength bonus (It does NOT multiply it by 1.06 which would be awfulm instead say strength gives you 3% bonus it makes it 9%), which pretty much makes it a 6% across the board dmg…