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  • Careful attack does cause lag as well as slashers mark and gunshing wound - however it is barely noticeable or not at all in 5 man party (depends if someone else is using some power that can cause minor instance response delay) but it is in raids. Another thing that I dont think anyone mentioned yet is smolder in renegade…
  • I might be joining the party a bit late but HR wise - you want 3 pieces of relic + executioners black attire, for weapon set - likely stronghold set - dex + wis cloak, dex belt, rising power ring + another of free choice depending what stat you lack.
  • First of all grats on completing it. Second, I think runs like this should inspire people to try different paths since we strive away from role-playing more and more each day and just focus on reaching bis gear and build leaving all the fun behind.
  • Aside from sellsword / con artist / rebel mercenary which are imo best summoned compnion atm, you can use fire archon, air archon, erinyes, magus, siege master, wild hunt rider (as trapper), repentant dragon cultist as acitve depending what you like or need. Air archon didn't work with roots last time i checked and earth…
  • It is what it is supposed to do, but it was bugged before so timer stacked - therefore you could have 3+ minutes of WHR buff active - and basically if you don't die it would nearly never expire during the dungeon.
  • Now it can not activate again until its active bonus expires first - therefore its active for less than 50% combat time as trapper and highly dependent on RNG now. Imo its not worth using it now for any build except for trapper hr since other potential companions trapper could use are bugged and not working anyway.
  • For me when I choose companion I first make a list of things that I consider important for companion to do. Those are companion gear choice, amount of runestone offense slots, active bonus, speed of attacking, tankiness, movement. Paranoid delusion uses gear that I don't have so it's a big no - and have active bonus that…
  • that would actually make sense so much - but that would mean no player could even in theory go beyond wave 41
  • @rjc9000 Desperate times require desperate measures - mostly mobs are cc-able and oh boy piranhas do deal with them quick compared to us, but over time enlarged versions of mobs appear who are frozable and dazable but can not be moved out of their standing place (spiders x3 size of priestess of lolth etc)(I suspect some of…
  • I know you were sarcastic :) It wasn't even math its just basic deduction of usefulness. If you still do not understand what I wanted to say - simply go to sharps equation and observe it as follwing : x + y + z = c/3 while c/3 = b (not sure about formula - even if its simple im pretty drunk at this point so sorry :))…
  • Yes, that is entirely correct Sharp :) I guess I did not express myself in correct way - the goal was to compare effectiveness of the artifact with such as wheel which would as darthzarr stated be 30% party effective. And merely noticing that in such situations sigil would grant more bonus than wheel which was already…
  • I was counting benefit of it on each person in group, thus the term 'party effectiveness' or 'party damage' (though more appropriate term would be raid party damage since its 10 people instead of 5) - since each person would benefit 9% from it :)
  • Yea, missed that :) Sounds more reasonable.
  • I would like to clarify some things. 1 - buffs dont have effectiveness cap, only debuffs. 2 - wheel provides 30% damage bonus only for the user (and only on paper). Problem with the sigil is that 9% incoming damage increase is too much - especially during buff spike in raids. If we presume that it doesn't stack and that it…
  • We just completed the event again stopping at wave 25 to check out the rewards. Along from those on the screenshot I'm providing we also got 600 influence - and the reward pool is for each participant separately - so resource wise its nice income for the guild - but its also time consuming, until wave 25 it took us 57…
  • Officially, we got no rewards - since original plan was to continue the waves until the event ends itself after we beat the hardest wave - just to check out how far and hard is the event designed. However now it seems that mob waves are controlled by algorithms (increasing lvl of mobs every 2 checkpoints until you can no…
  • As trapper I find duelist better since recovery is useless with my build while deflect gives some power via insignia bonus - and some defensive addition about which I'm not too thrilled about honestly. As combat or archery however I would consider using company executioner if I would decide not to go with Orcus set.
  • Apparently, we were 'fixed' in class balancing not so long ago, so for some time we are safe the way we are. Given all bugs I found so far (~107) there are still more negative ones that actually decrease our damage. However equipment like this will contribute on making even higher gap in damage and I can hardly find that…
  • @pitshade Tried that too before reinstalling, however it did not help.
  • PVe wise for trappers company duelist cloak will become BIS item since compared to lostmauth neck that most use atm changes following : - lostmauth neck - 846 power, 530 crit, 530 arm. pen. - company duelist cloak - 2wis, 2 dex, 846 power, 530 life steal, 530 deflection Meaning following : 2 wis provides 2% crit bonus…
  • That is a statement on how much in total rework tr would need to gain to become competitive with other classes. It is not 20% buff - for 95% of trs its far less - but if a tr is able to push his base power over 40k than he should be rewarded with more direct damage. In your case the more tr pushes crit the more diminsihing…
  • Right, numbers are more or less on spot here, however this targets mostly end game TRs primarly for high end party runs and raids. Reason ? Effectiveness cap is hit 90% of the time where every class benefits from those - however, TRs will benefit even more than other classes thanks to the capstone pushing them in front of…
  • But @srijimbofrancis :disappointed: , just think it through with severity - next logical move would be for end game trs to kick vorpal for feytouched or some other non severity enchant as well as severity companions - resulting in dropping your severity to 100% or so, so you profit maximally from that mechanism (same as…
  • Alright :) @micky1p00 Thank you for reply and I have to praise your observation ability as you pointed out to some of my obvious mistakes. Before I start - my intention wasn't really to give constuctive criticism yet - at that point i was just a bit dissapointed because i know you were preparing those suggestions for quite…
  • I am aware that current one is a debuff and that its barely used, but I was referring to the suggested change of it - ''charge gives a 10% damage bonus for the party'' which as described I imagine would have some sort of ITF activation upon delivered hit on target. :)
  • By far gonna be BIS neck for trappers lowering difference other classes make with orcus set to near 1-2%
  • I do appreciate your effort, but gentleman, no offence - you lack some of the basic class wide and general combat knowledge. Disheartning strike deals around 25-30% of total dmg in dungs - make it aoe - instantly doubting any of you played wk longer than 15 mins. Duelist flurry isn't forgiving on moving bosses ? Maybe not…
  • Since nobody mentioned it I guess I will...If you are trapper go dex belt (without power stat bonus from it you profit ~4% extra dps) - since orcus set dont work with many trapper mechanisms (roots, some at wills etc.) ; and if you are combat obviously do go orcus set (excluding power stat addition you profit an average of…
  • @terramak Will there be any class balance notes in the future patch notes and if yes when approximately we can expect them ?
  • Since mod 10.5 its widely known pg is bugged and ticks 2 times for extra low dmg and 2 normal ticks...in last patch ntoes on pc they said its fixed but its not - nothing new, but its still worth using it