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levdbronstein Arc User

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levdbronstein
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  • Against all my instincts, I've recently swapped out crushing roots for AoS. I've found that all the added sources of SGR + the extended DoT time means that you're constantly over-riding previously applied thorned roots. The cooldowns are pretty good for standard play and a DS>CA>AS>HS range rotation followed by a HS>PG>SB…
  • An update: so, thorned roots are even more screwed up (not that I mind). Using crushing roots gives added DoT damage against control-immune targets. What's more, the first hit will be 3x higher than the subsequent ones (the log below is one of multiple tests that all had the same results): [Combat (Self)] Your Constricting…
  • Note on Thorned Roots: since Mod 19 dropped there are now two issues with how these work. The first, as Sume mentions in one of his videos, is that the Grasping Root mechanic which ought to trigger when a control-immune target is hit by Thorned Roots, seems to trigger instead when any target is hit by Weak Grasping Roots.…
  • Should anyone be interested, I've updated this to take into account the changes in Mod 19. I'm still working through things, as not all powers appear to be working as intended. RD
  • This is an interesting build, definitely worth incorporating for boss fights. I'm not convinced, though, that it is as advantageous outside of those circumstances. I'd also suggest taking advantage of equipment and powers that are triggered by dailies. RD
  • I posted this last August in the wilds forum. I see a couple of the suggested changes on preview, but to save time, I'll paste my suggestions below in full. I'd also echo concerns about changes to biting snares: the 10% gain with a 15sec cooldown, though marginally better than the old 20 sec cooldown, still isn't great;…
  • I used rate of change. I don't see the 50% less melee damage worth the 33% increase to range damage, especially on bosses where hindering (with its 150 increase to cc immune) and GW strike me as good ways to deal decent damage. I'd have to run more tests to see if I'm correct, though. Re. cooldowns, I really max them out,…
  • This + Commanding Shot now triggers strong grasping roots. I'm not so pessimistic about single-target damage. Both constricting + now commanding get an added 150 magnitude against control-immune targets, putting them at 550 each. I still wouldn't trade out hindering for commanding, though, as each charge of hindering shot…
  • I actually don't care for archer builds and don't think these proposed changes will overly help those who do. They will, though, help those of us who are playing trapper-like builds using the hunter path.
  • So, of these proposed changes, it looks like 1 (rate of change), 5 (biting snares), 7 (forestbond) and 10 (aimed-shot cast time) have been implemented on preview. In addition, CoA (instead of PG) has been upgraded to strong grasping roots, which wasn't asked for, but, combined with the existing weak roots on PG, I…
  • Translation: "Man, did we every screw this up royally. Sure, some people -- many of whom certainly knew about this bug from this very forum -- got an unbound legendary mount, simply because they logged in and used a key at a certain time, but it's all water under the bridge now. We assure you that we take this very…
  • Thanks. I look forward to reading your comments. Re. the three things you mentioned:* Snails: yeah, the extra AP will be useful, but I'd have to play with it to see how significant the boost would be; as it is, i don't have trouble keeping my AP up. I recognise, though, that some might (in which case it should definitely…
  • The devs telegraphed this move when they made it so that every class and path had to be one of dps, tank or healer in mod 16 (though, as others have mentioned in this thread, outside of specific content -- like, say, the uphill giant fight in FBI -- this was already the reality for many mods). Those are the roles and…
  • This is an excellent overview of the evolution of the class; I agree with everything said in these two posts
  • Thanks, man. I agree that the warden-melee spec remains the strongest (and easiest to play) build. I recognise too that well-played wardens (or skilled players using other dps classes) will likely (but not always) outperform a trapper-hunter build. That said, I've never had a problem being competitive. In most content I've…
  • You know that this forum has a quote function, yes? It's handy if you see something that you dis/agree with and want to add to, or note your dis/approval of, the contents of said post in a way that recognises the original contributor. RD
  • From the patch notes, I give you "balance" changes that, insofar as I could tell, no one cares about: Ranger* Binding Arrow now uses weak grasping roots, and now has a slightly higher magnitude. * Fox's Cunning: This power no longer guarantees one dodged attack, and instead increases damage reduction. * Stagheart now…
  • T minus 15 hours until all these changes get implemented; I can't wait!
  • Before mod 16 dropped the argument being made was that going from a choice between two paragon paths and three feat trees was fine because we'd get two legitimate choices (instead of not really having a choice given the superiority of the meta build). With rangers, at least, they have failed miserably: they grafted trapper…
  • Ah, the old the-choices-were-bad-so-let's-get-rid-of-choice argument: that chestnut never gets old. The claim that there is *more* choice as a consequence of this mess is, frankly, ridiculous. The community called for class balancing and what they got was the gutting of choice. The fact of the matter is that this is yet…
  • Although it may be true that control is being removed, there is no reason to assume so solely on the basis that there are no paragon paths that are control oriented. This is not, after all, a change from the game as it currently stands: control is not the central feature of paragon paths, be it for CWs or HRs. Instead,…
  • I too have the same problem (well, apart from the desire to craft many, many pairs of pants). So, while others are a-busy crafting and making sweet, sweet ADs, my forgehammer is gathering dust.
  • As similar thing happened to me: I was disconnected with 2/4 applications accepted. I logged back in, accepted the last two, and it shows only 2/4 accepted in the quest log despite having 4 artisans on the 'manage artisan' screen
  • I hadn't paid too much attention to the gear bonuses, so I can't comment on that. Re. item level, I'm not overly concerned about the 510 per se (ie I don't care about TIL as a status thing), but I am annoyed that I'm missing out on 8k in hp, 273 power & arpen, 160 def and 450 regen on the armour and the 12k hp, 600ish…
  • Let's all be honest here. The issue with cc isn't so much with the two classes -- trappers and oppressors -- that rely on it (to the exclusion of the ability to kill anyone but the undergeared, I might add); the issue is with classes that cc you and then one-rotate, or nearly one-rotate, kill you. Classes that use cc in a…
  • I use it both Iliyanbruen skins (one for pve one for pvp). The new prestige armour set uses the fabled skin for the arms, legs and head, but not the main armour (for some odd reason)
  • If nothing else changes, these three things need to be implemented. Rotating professions is intensely tedious and time consuming, especially if one has many alts. Going from 18 clicks to clear and 27 clicks to reset (more if you are slotting additional assets) to one click to clear, one click to reset would be huge insofar…
  • Bueller? Is no one else having problems with deft strokes?