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  • Another test run. Again with two TRs testing different builts. We did a tong run with me testing a Scoundrel built and the other Tr switching between Sabo (mobs) and Exec (bosses). This time, things went much smoother (which makes me think that the previous awful FBI run was likely an exception/bad group). Both TR builts…
  • I just did a test FBI run with 2 TRs both above 17K ... it took about 40 minutes ... It used to be about 15-20 minutes depending on the group, and I bet it still is for group with normal dps classes :( First test is discouraging
  • I know that the AP black is a relic, what I don't know is the logic behind it. Was LA deemed OP at some point during the beta test? :P If they didn't nerf the DF bleed damage like they said then there may be some hope, maybe enough hope for me to actually give it a try To be fair, I haven't tried to re-spec and run a few…
  • Again how is getting left in the dust by 45% more damage by a "support" class is awesome? And the difference between 14.8k and 17.5k is not that great. It would be if you compared 1k with 3.7k, but at about 15k level the difference between IL does not have as much impact Also how long would someone be happy by being…
  • I would add the Duelist Fury to the list of the most serious nerfs. Even if you resorted to the Lurker Assault, SOD, Duelist Fury old combo then you'll do far less damage than before because: -Duelist fury final combo now only does 6 attacks, instead of 9 (33% nerf) -Duelist fury bleed damage is reduced by 40% Of course…
  • No offense but the SWs' dps has been nerfed for some time now, leaving them mainly the role of support in endgame content. Moreover you said it yourself that you are not even specced for dps. And yet a solely dps class (I repeat TRs have no other role) with about 2.7k less gear than your SW was left in the dust by over 45%…
  • Thank you for the input. But how is it encouraging to TRs? A non fully dps specced SW did 45% more damage than a pure dps (there is no other role) TR. I would guess that a fully dps specced SW would double that, and a GWF, HR or GF would humiliate the TRs much much further.
  • Because math doesn't lie, I admit that I haven't yet tried to figure out a new built yet that would make TRs deal the same damage as the top dps class (since TRs don't have a role other than dps, they need to match the dps of the top dps class in order to be invited to groups). However if you would be so kind, find a BIS…
  • Giving TRs a second role in groups, other than dps, could bring TRs back to the game. Possible ideas: -Introduce randomly placed traps in all dungeon that are lethal (1-shot) and can only be disarmed by TRs -Introduce special locked chests that can only be picked by TRs (giving rewards to the whole group) -Introduce…
  • TRs have been the least desired class for over 11 mods in the game, with no option of having another role other than dps ... while CWs were the best dps in game for about 5 mods, very respectable dps in the rest of the mods and can always join groups as non-man-dps support MOFs. There is no comparison here Anyway lets just…
  • You claim that TRs were doing 300% higher damage than classes such as GWFs, provide the evidence please. This is BS. On the other hand I can provide you with links of GWFs and GFs melting bosses in seconds, for a span of SEVERAL mods now ... TRs not adjusting to hardship? PLEASE don't make me laugh, TRs were the least…
  • Did you try this guy's built on your end game TR? Did your TR gave end game GWFs a hard time trying to get paingiver from you? Were your OP and CW EVER without a role in the endgame content? Not to mansion that even suggesting that the OPs were ever destroyed is unheard off. Getting re-balanced from unkillable gods to…
  • For now I wont even bother to test my TR in an endgame run ...The math of the changes is damning (unless they managed to botch the implementation/coding) When I first read the changes I was shocked. The nerfs would be far less severe even if they were implemented by a spiteful 10-year old, pay-to-win PVPer that got…
  • You know ... you could have just banned all PVE TRs, you would have achieved the same result without going through the problem of pretending to balance the class. Congratulations!! Mission accomplished!! Personally I won't be running game content with my TR anymore. I can have a VASTLY easier life with my other alts (you…
  • Only this recent mod TRs became viable DPS classes again. Moreover If everyone believed that TRs without even high gear did ridiculous damage then why are they not invited in groups? TRs have 75% deflect severity and the other classes 50%, so a 25% difference and it really hardly matters in PVE, I'll trade it any time for…
  • OK first of all, do you see TRs complaining and asking the nerf of GWFs who by they way are statistically the best DPS class since MOD 5/6. Moving past this, lets see what you are saying. Deflect is a stat, if you want high deflect just use the proper gear, ability stats and enchantments, also its pretty much useless in…
  • Fair enough, I think most TRs would be fine with that. I never stack dailies and could still compete and often surpass end-game GWFs in mod 13/14. That being said, what matters the most nowdays in end-game content is the 4 supporting classes, my TR could melt bosses with one group and strangle with another group.…
  • OK apart from asking for a class reroll, we should tell you why we think that the changes are terrible for PVE TRs. At this time I’ll only comment on the at-will and encounter changes. Stealth changes: Mostly irrelevant for PVE, Stealth is mainly used for initiating attacks and abilities such as SoD. PVE TRs stay stealthed…
  • To sum it up. TRs were waiting for a tweak to allow them to compete with other DPS classes for almost 10 MODs now. Finally afters years of waiting they are punished for still being around and not quitting their class. Why is this? I would guess that devs only care about PVP. Why don't you put a disclaimer at the character…
  • Another "funny" idea for making PVE TRs desirable in MOD 15 end-game groups: - Don't count the TRs as party members but as companions instead! Thus each of the 5 members of the group could trade their normal companion for a player TR companion/sidekick LOL. If this proves to be more efficient than their normal bonding…
  • Or locked reward chests at the end of the dungeon that only a TR can pick. LOL That would be an interesting way of forcing people to invite TRs in end-game content. Seriously though, I suspect that they are basing their "balancing" decisions on the notion such as "what is good in PVP must be good in PVE too" and "end-game…
  • Please, do EVERY class a favor, and share with us the metrics and statistics upon which you based your "balancing" decisions. It would be most appreciated by everyone. Also seriously consider the implementation of a "token" that allows the conversion of a class to a different one, you could even put this new token on the…
  • If you gave every TR the option to convert his/her character to another class, how many end game PVE TRs do you think would be left in the game? I am talking about a complete conversion (campaign progression, equivalent gear etc). Just something to think about ...
  • Well it "was" the best way to start a fight against a group of mobs in combination with first strike and WoB. It was not that hard to time it correctly and not let it proc on something else. This is simply a nerf, the change doesn't really protect you against timing it badly. Now even you time it correctly you'll just do…
  • I think we are finding some common ground. But just to clarify, I think TRs will need a damage boost if they loose the piercing damage NOT because they suffer in PVE (I hardly lose paingiver on my TR, except from some cases of 16k+ gwfs with lightining weapon enchants. TRs have a bad PVE rep because most TRs are mainly…
  • Increase the recharge speed of the stealth meter and significantly upgrade the damage and effects done by encouters and at-wills from stealth
  • Setting an IL limit for PVP ques has been suggested before, but they can work around it by removing their gear before the que and putting it back on once the match starts. Unless players are made unable to change gear in PVP, which is not very realistic either, since some players may want to change gear for legit reasons.
  • Then how about applying the limit only to the PVP ques? One a day sounds harsh, but remember that a group of five will still be able to reject the que five times.
  • I was reffering to a new solo que that is going to be implemented on the next mod. Players who join random PVE ques will get a bonus reward in the end.
  • News update, the legendary lld mark finally did drop on the 84th run. Is this good, for a player to have to go through a repetitive time-consuming non-fun process 83 times (it dropped on the 84th) without anything to so for for his/hers time and effort? This is a rhetorical question ... no need to answer ... So the real…