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  • Celestial set still isn't worth using on a tank. Why would I care about getting 20 more weapon damage from using Celestial over the Lionheart weapons. On live the celestial set at least made it a bit easier to hold aggro over the lionheart justifiying using it on tanks. With this setup, Lionheart is clearly the better…
  • Mod 20 is now on preview. In the last couple months it has been said on streams that one goal would be to bring some of the underperforming classes more in line with other classes. Barb Sentinel, Rogue Whisper-knife, Wizard Thaumaturge and Fighter Dreadnaught are all underperforming to some extent. I can't speak to the…
  • Raising the max from 90% to 100% doesn't sound like a bad idea. The primary reason for having 90% at least from what I understand was that defense and deflect were too powerful in the original version. Now that those two stats have been changed, there's no reason we couldn't have caps at 100%. Aesthetically speaking, 100%…
  • Healing spells from healers and paladin tanks that use divine touch for some reason would generate threat. If I remember correctly healing spells have a 2.5x threat multiplier (I haven't tested aggro on heals myself). Heals from things like Bloodletter and Primal Fury paired with Bloodfury do not generate additional threat…
  • BUG Unstoppable (Tab) appears to be giving 50% stamina while the effect is active. When it's not active we have 40% stamina. I was under the impression that all tanks had 60% stamina when their tab effects were active. This is with Unstoppable (Tab active). I have 954,757 HP. With Unstoppable active, I blocked 477,379…
  • Unstoppable (Tab) appears to be giving 50% stamina while the effect is active. When it's not active we have 40% stamina. I was under the impression that all tanks had 60% stamina when their tab effects were active. Silly of me for believing that barb tanks would have an equal amount of tankyness as other tanks. This is…
  • BUG Will of the Sentinel is missing from the Mechanics section of the Barbarian Sentinel's power tab. Fighter and Paladin Tanks still have their respective base threat multipliers (Oath of Protection, Path of the Vanguard)
  • TLDR: Tanks need an increase to threat generation: I suggest increasing the base 4x multiplier to an 8x multiplier. Dps currently generate 50-60% of the threat they do on live. Tanks only generate a 25-30% of the threat we do on live. Barb Sentinel needs improvements. Remove the Sliding Scale damage of Primal Fury or give…
  • Mount Collars do not apply their Combined Rating. Equipping a mount collar will raise your Item Level, but does not add the combined rating to your stats. Also I think the combined rating on mount collars should be increased to 80% or 90% of the collar's Item Level to be in-line with other sources of combined ratings. The…
  • I agree that base companion damage in general should be higher. Without 6x Rank 15 Indomitable Runestones and 3x Warlords Inspiration, companions are doing between 1-3% of a player's total damage. Many companions do even less than 1%. As @"zimxero#8085" suggested, a better implementation would be a higher companion base…
  • Here are ACT logs for various companions' damage with the December 18th update. All tests were conducted using the same loadout with 6x Indomitable Runestones and 3x Warlord's Inspiration. Xuna: Xuna is doing about 10% of my total damage. Looks like it's in a good spot. Abysmal Chicken: The Abysmal Chicken is doing about…
  • Here is some logs from Zariel's Challenge Im using the same build as I used in ToMM in the previous post Zariel's At-will attacks: White-noise: Judgement: Hallowed Slash: Zariel's at-will attacks do not critical. Judgement in not survivable for any tank. I think for both halaster and Zariel, damage should be reduced by…
  • Halaster appears to be hitting too hard after the December 18th patch. Here are the stats of my barb tank: IL: 49,421 HP: 936,544 damage: 4,942 Using Enduring Shout, I have 1,091,345 HP. Unfortunately since I used Enduring Shout to take the first Annihilation Orb, with it's 27.8 second cooldown, it was still on cooldown…
  • Just like all other insignia bonuses, Warlord's Inspiration doesn't stack 5x. It can stack a max of 3 times and each stack is half the effectiveness of the previous one. You get a maximum of 20% + 10% + 5% = 35% damage bonus from mount insignias. When calculating the total % damage, you can't factor the base damage into…
  • The defense bonus on barb tanks after the December 11th patch is not applying properly on Barbarian Sentinel. Before the patch: After the patch: I'm using the same consumables for both pictures: Caprese, Foehammer's Favor Elixir, Superior Flask of Potency +1, and Prime Rib. The bonus is not being applied at all. The reason…
  • Raising the exchange rate will make things worse. Looking back at when the cap was raised from 500 to 750 on PC, it didn't even take a full day before a new backlog of around 1 million had formed at 750:1. On the auction house, prices for almost everything increased by 30-50%. The most significant impact of the cap…
  • Are you looking in your fashion tab?
  • @"ayleen#2040" I did testing for all barbarian sentinel threat sources. The following link shows the threat multipliers individually and with various power combinations. https://drive.google.com/file/d/1AadN7BYT_lZ_puLT2PEiRZupz1JEZ6NN/view?usp=sharing The threat multipliers are in line with Fighter's threat multipliers.…
  • It was nerfed from a multiplicative effect to an additive one. Personally, I'm still using the Tiamat set on my paladin because there really aren't any good artifact sets for healers imo. With the Tiamat set, at least the set bonus does help improve our heals even if only a little.
  • If you are getting out dpsed by a tank, the issue isn't the tank, but rather your build. Tanks have an innate 10% damage reduction built in to them meaning that if a power is supposed to do 100 damage, it does only 90 for that tank. Barb tanks are on the weaker side of tanks in terms of dps. The lower dps of barb tanks is…
  • I hope the Aasimar race is the new BIS race so I can stop using metallic uglyborn. I will pay money just so I don't have to stare at my lizard anymore. Make my Christmas wish come true and let me look good again :)
  • Start with undermountain, then go to Vallenhas and Avernus. This will get you good gear and weapons. Ignore recommended Item Levels, those are mostly not a good indicator of whether you can complete the content. After that you can do any and all campaigns in any order you want. With the gear from undermountain and avernus,…
  • I'm not sure if it's intended or a bug, but both mobs and bosses in Tomb of the Nine Gods were hitting much harder than they did prior to mod 19.
  • BUG Similar to the Battle High bug in my previous post, the class feature Might Vitality also is suffering from the same problem. Mighty Vitality says: Increase your maximum hit points by 10% and decrease your power by 5%. My base HP: My HP with the Mighty Vitality class feat: The net difference between these two is about…
  • BUG With last night's update (6/23) the barb sentinel daily power, battle high, is giving less health than our encounter power enduring shout. Enduring shout says it increases your max HP by 20%, while battle high says it increases your max HP by 35%. Currently Battle high is giving about half of what it was before the…
  • It's like the devs are actively trying to make barb sentinel undesirable in endgame content. We have the worst aggro generation, worst survivability, and again the worst tab power. Unstoppable only serves to make barb tanks easier to kill. Compare the tab powers of the 3 tanks and it becomes obvious which one is not like…
  • It's like the devs hate the barbarian sentinel and are actively trying to make it undesirable in endgame content. We have the worst aggro, worst survivability, and again the worst tab power. Unstoppable only serves to make barb tanks easier to kill. Compare the tab powers of the 3 tanks and it becomes obvious which one is…
  • @"froger#9967" What they mean by critical severity being reduced to 50% is that critical heals are less effective than on live. Currently on live, a critical heal will take the base amount and multiply it by your critical severity. If you have 75 critical severity, your critical heal is 1.75x (1+ 0.75) stronger than a…