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hirogarde Arc User

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hirogarde
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  • There's one thing both Chult and RD have in common - a quest which advances (percent-wise) based on mob kills. I've noticed in RD it's 1% gain per mob unless another ally has attracted the attention of the mob. This includes people riding through on their mounts and NPC engagements. That signifies that the mobs' agro lists…
  • Part of the problem, IMO, is that they linked AD and Dungeoneer's Shards into these randoms; so now in 5-10min you can knock out two birds. I'd love to see them add an AD dungeon - something more unique than just, "go kill stuff and click glowies," and less painful than the insta-kill mechanisms in a lot of the new…
  • This is new then, because I remember it hitting 100% in the past. If you're correct, then it's not using Armor Penetration either. Also, I was not using any (other) shields at the time; I BO'd and spammed radiant strike until it went bang. EDIT: Figured part of this out - this was in Chult, so the L73 thing was in effect.…
  • From my experience, the mobs have a "notice" range and an "agro" range. If you're in the notice range for too long, they'll agro; but if you just run through, they stay put. It could be that the Leader Companions are attacking those that notice(d) you instead of just the ones that agroed you.
  • You could think of it like the Pen & Paper limits. Carrying 1000 pieces of paper is a heck of a lot easier than 1000 stones. From an MMO perspective: Healing items are far more valuable to a player than ID scrolls, so they limit how many you can carry (adding some small degree of difficulty) by limiting the stack.
  • The key word there is "was." The Temporary Gemcutter uses labor now (23k/week). Even though it's still easier to fill than others, ours hasn't been capped in a while. I think the real point is these BtC companions and mounts feel like that gift you get from your distant aunt - you know the one. You don't want to throw it…
  • How about simply allowing us to donate Companions to the guild coffer as Labor?
  • Someone forgot to install the glove-box in the sled is all.
  • Resurrecting this thread as it appears to be the most recent, and I'm running into the same issue... still. I did some forum searching, and it seems the companion was released in December 2013, and this specific bug was reported a month later. I get that there's probably not a lot of people who use these companions…
  • This is an excellent idea. The guild info page has plenty of room for some of this information, but it's buried too deep for most people to check daily - especially new recruits. Having a simple message board (or town crier) in front of the fountain that members could find and check easily would be extremely helpful in…
  • Honestly, I would be against that change. The 21% damage is significant as it stands. Were it to be allowed with a bonded companion, it would give the devs reason to nerf powershare more.
  • What might work (and be kind of cool) is to give the Strongholds a "Bunkroom." A small room with a fireplace and a door to the main courtyard of your guildhall. It could even be a "single person instance." Just a place to log off for the night... i.e. put your toon to bed. This room should load more quickly than a full SH,…
  • ... or they could add it to crafting - no "chance," just crafter level, ingredients and time. If it were done right, it could make crafting relevant again.
  • This isn't entirely true. Control resist has a huge effect on the duration of the stun. I thought it didn't work either until I played an alt without any. You mentioned having 118% Control Bonus, that won't do much good on a boss... Control Resist will. The interrupts sill still happen if you can't dodge the attack, but…
  • I've experienced this much worse than normal since the last patch. My intuition says it's another "problem" with the random queue - that their server is bogging down looking at all the information:* random dungeon requests * verifying there's not a team that's shorted (this might even be on a timer now instead of "as…
  • I frequent runs with a GF... I've given up on tanking with him in the party and switch to devotion instead (with a burnadin-esque build). Unless a GF specifically doesn't want to draw agro (which is rare) you'll never be able to out-agro them; even then, it can be tough. There's a few places where a pally CAN out-threat a…
  • The point is: It keeps us in-game and playing, but not completing content. If we assume everyone has a limited daily playtime, and we spend an hour of it every day with these menial tasks (like upgrading 3% items or buying mats with GMs) - that's an extra two weeks (a year) they can put off distributing new content because…
  • I wonder how difficult it would be to add a stat to the wards that increases chance of success - and it gets used whether successful or not. They could then add blue, purple, orange, and teal wards to the list, adding larger % chance of success for each tier. I never understood why we were stuck with either 1% (no ward) or…
  • I think the "remove and replace" is the fix. It didn't look like it was working, so i removed it and replaced it and all the numbers added up again. I also used the "modify enchantment" button rather than just drag and drop, if that makes any difference. I haven't even upgrade mine either, so it must have been some other…
  • It does not show up in the stat sheet. Be wary of spikey resistance when calculating too, deflect doesn't get specifically logged, and it shows up like resistance does. The Negation enchant should boost your resistance to a consistant level anyways (if you're taking continuous damage), so you should see the resistance grow…
  • I think the problem is in the diminishing returns. That's when I noticed "odd" resistance numbers in the combat log. iirc, it starts to really drop off around 50%; 80%+ is still achievable, it just takes a bit more to get there. I didn't really look into it though, as I noticed it the same day the diminishing returns patch…
  • Absolutely the worst problem IMO. I did find a workaround for it though. Make a low level alt, and random queue with them. They'll get their AD, you'll get your Dungeoneer's Shards. Not a solution by any measure; but an easy enough workaround to cope until it's "fixed." Yes and No. How'd you meet those friends in the first…
  • Gear is usually the issue for new L70s. There's a huge difference in difficulty because L70 is end game. The first step I'd recommend is checking the class forums here. Ask around to see if there's any "tips for newbies" threads for the GWF that aren't all abbreviations and math. Next would be finding better gear all…
  • One of the problems with Vengeance is that it requires you to take more than zero damage. If you're using Shielding Strike that won't happen as often; and if your companion pulls one off you, you're no longer damaging them. It's also a relatively small amount of damage (45% weapon at r4) and it's based on the mob's…
  • I fully understand the reasons for the random dungeon/skirmishes. They are a good idea and should accomplish the goal they were meant for. Stronghold quests never required fellow guildmembers to complete them, and IMO, they shouldn't; that's not the issue. But the possible (and likely for some classes) inability to play…
  • True enough, when you're running it for the first time for the day... if you happen to be in a guild that's balanced for 1 part tank, 1 part healer 3 parts DPS. But, when the guild needs Dungeoneer's shards, we'll run everyone and their alts through all the "stacked" dungeon quests. This will no longer be possible with…
  • The stronghold quest being the random dungeon was (IMO) a horrible idea. Nothing like hearing a guild-mate say, "Nope. We can't help you finish that Guild quest because we already have a tank. We'll be happy to help some random player though." Please devs. Figure out a way to fix this. The idea is reasonable, but the…
  • With the Guild quest requiring a random queue, would it be possible to add "or five from the same guild" (or something similar) to the role requirements? It seems pretty silly to force a guild to (possibly) rely on "outsiders" to complete a guild quest.
  • The same problem exists at the zone vendors (e.g. Sharandar crescents), so I'd assume it that the currency is flagged as a "zone" type currency. It's a quick & easy solution to prevent "accidental" overpurchases with actual zone currencies, but yes... quite annoying with Guild Marks.
  • If a slider's too much programming, a "Bulk Order" tab would work too. A new tab with the same items that come in stacks of 10-100-1000.