You need to score a minimum of 1,000 damage done to the enemy stronghold I believe, you get less tokens but it's still something. If you find yourself in a situation where you are pitted against a guild you should try to PM some of them and ask them to allow you to get to minimum score.
You are correct, and you also get 30 from daily SH pvp, so please everyone spread the word and encourage everyone to queue for SH pvp once they are done with their domination daily.
Overall in regards to PvP this class is still the weakest. In the past, the only things that kept the class relevant were Lostmauth set, Wheel of elements, cancel animations, since then all 3 of those were nerfed. I want to demonstrate the nerfs with a detailed video but I'm not sure if it's worth my effort, is the dev…
Bug: Borrowed time passive doesn't work (Doesn't heal when I have full sparks), tested with rank4 borrowed time. Video: https://www.youtube.com/watch?v=OnXKZdQR_B8 Also HR dmg is nuts, SW dmg is trash, we need our base dmg to be increased not individual encounters that no one uses.
I've tested Soulbinder on preview vs max cleric. I used all the "buffed" encounters, I used my old rotation, I tried to mix things. The closest I got was taking 40% HP from the cleric when he was AFK, I had pets on that buffed my power to 50k. I couldn't even kill an AFK cleric, our base damage needs to be increased, this…
Can this change be reverted back to its old state? This is an insane NERF. The skill was used to flush out stealth rogues, it wasn't a damaging skill, it was an indicator of where the rogue is and preventing the "first strike" passive they have to do more dmg on unsuspecting SWs. Thanks.
I mentioned this could be the possibility. On preview the dungeon queue just like you described (Tank, Healer, DPS). This means they have the structure to use this in pvp if they wanted. Part of me wishes the first change that will come from this is force every team to have HEALER. for PUGS vs PUGS, a healer on every team…
Yep, I agree, it is the only class that has true variety, it can go pure glass cannon or it can go pure tank. HRs deserve a buff in dmg, but a huge nerf in CC, thank god elven bug got fixed and we can actually counter their stupid stuff now, but during NCL when elven infinite DOT existed and you had to go negation, HRs…
Yes, clearly I'm some biased person who rolls classes by their FOTM, and not someone who endured by using the weakest class during the only NCL pvp season WITH avalanche boon. Nothing I say is biased, I state facts, you can go sort the leaderboards by kills and look who has the highest K/D (TR) then ask any GF on the first…
Do you not realize you just literally repeated what I said? GF+OP = tank+healer + 3dps, that is exactly what I suggested, but instead make divine protection be bound to 1 guy, which will then actually make sense for GF to stack aggro and be a true tank with the help of OP protecting him. As things stand now, it's not even…
Nothing you said is as game breaking as divine protection is, everything you listed can be easily countered by careful kiting, careful CC and careful planning. If anything it will require pallies to pay extreme attention on who to place their buffs on and when to activate their debuffs on, it will require them to pay…
That's not a problem, TR kills GFs, any 2 players that focus fire can kill a GF, even a cleric+1dps can clear a GF, try saying the same about a pally (TR vs pally? ROFL, even +5dps vs pally and he can tank for days if he's not HAMSTER).
AP cleric gain is already nerfed (you can check on preview), and even if pally still has other insane abilities, we can still clear AROUND him, but when 5 members are immune (especially with the meta of 5v5 at mid) it makes things impossible to clear. None of the examples you've brought should even be in this thread tbh,…
How so? We are reaching the end of this mod, we know these are the facts: 1. T2 dungeons can be cleared with only GF as tank +4dps. 2. T2 dungeons can be cleared with only Cleric as healer + 4dps. 3. T2 dungeons can be SOLOed by a single GWF. At the beginning of the mod pallies seemed essential, but that was before guild…
I'm not trying to sound anything, there are ZERO details about the class balance. Why don't you leave my thread and go post somewhere else to cater to your post count?
Or even a better solution, make divine protection be bound to 1 class only, so let's say in dungeons he can bind himself to a GF which will aggro the mobs and will still allow for a strong combo, but making entire full parties immune is ridiculous, we've been playing like this for months and nothing was done about it.
Was there a BIS gwf in the group? you have to understand that whatever buffs the SW was getting (GF+DC usually buff their dmg but alot) a GWF would benefit from the same thing and scale better. SW needs to setup his combos, build his sparks and whatnot, meanwhile GWF attacks the fastest in the game and has no setup, also…
Yes you will do 100mil if literally no one else does any damage, doesn't mean a thing. I solo queue a lot as GF and I do top dmg if no GWF is present, sometimes I see SWs do 70mil+ but that's what happens in pugs where you open extra portals and provide more juice for the SW to kill with TT.
Get rid of the class and roll something else, the class was meant to do T2 dungeons for free 2 play players, it wasn't meant for PVP with it's ebola bubble daily.
Stop spewing nonsense, every killer class atm has a CC combo, no matter if you have elven or not you will be locked out during the entire combo. TR: Courage breaker -> Smokebomb -> wait 5 sec while throwing daggers -> shocking = CC combo. CW: Choke -> Repel -> Ice knife/oppressive (could be the other way around) ->…
Just to be clear, you can deflect a prone, but not deflect while proned. If you want to remove all prones from the game, it will change the game drastically, the great thing about prones is that the opponent can't cast his abilities, but while stunned they can (TR ITC comes to mind, GWF unstoppable, oghma's artifact),…