Blinding Sand was just nerfed
Solandri - Heavens Tear
Posts: 2,843 Arc User
New skill description at level 10 is:
15% decrease in accuracy and cast speed (formerly -75% to accuracy)
Single target (formerly AOE)
Every 8 str increases attack rate and cast speed decrease by 1%
Every 8 dex increases attack rate and cast speed decrease by 1%
Edit: Not sure what the attack rate thing is, since the skill doesn't decrease attack speed.
Also looks like a major nerf to Tree of Protection, although mine is only level 1 so I dunno what the higher level versions are like.
Overall, it looks like they tried to make genie str and dex more desirable stats. Previously mag and to a lesser extent vit were much more important.
15% decrease in accuracy and cast speed (formerly -75% to accuracy)
Single target (formerly AOE)
Every 8 str increases attack rate and cast speed decrease by 1%
Every 8 dex increases attack rate and cast speed decrease by 1%
Edit: Not sure what the attack rate thing is, since the skill doesn't decrease attack speed.
Also looks like a major nerf to Tree of Protection, although mine is only level 1 so I dunno what the higher level versions are like.
Overall, it looks like they tried to make genie str and dex more desirable stats. Previously mag and to a lesser extent vit were much more important.
Post edited by Solandri - Heavens Tear on
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Comments
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Am i correct when i say the genie mag stat is kinda useless now? Cause it seems that way to me.0
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Yep. All mag's good for now is energy regen... and most would prefer having higher energy to begin with (aka more vit) than just waiting less time to be able to use a second skill.
Oh and Tree is no longer a 60% HP boost and 25% heals when maxed, but a 30% HP boost ad 20% heals. And while it may have a lower energy cost now, the stamina it eats is pretty horrible now.0 -
Yep. All mag's good for now is energy regen... and most would prefer having higher energy to begin with (aka more vit) than just waiting less time to be able to use a second skill.Oh and Tree is no longer a 60% HP boost and 25% heals when maxed, but a 30% HP boost ad 20% heals. And while it may have a lower energy cost now, the stamina it eats is pretty horrible now.0
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2% heal per tick.
It's a freaking 16% heal in total now?
How does the new 'small heal' heal stack up?0 -
Many skills have been nerfed with this update besides tree of protection.
Extreme poison had it's duration reduced from 10 seconds to 6 seconds and I believe Lightning chaser doesn't work 100% anymore.
PS: I believe you posted in the wrong section.Forum trolls are **** beings who find pleasure in picking on other forum users,trying to bully them. Probably kids or antisocial people, feeding themselves with burgers,chips and soda, 23/7 in front of a PC, they are trying to release their frustration through moronic posts. My advice for them is:get a life (girlfriend,job,pet) or visit a **** site to release your anger and hate due to lack of parental love in childhood. Have fun!0 -
I think this sucks how bad they've gone and "Fixed" (read Neutered) the Genies...
Just started playing with the Genie a couple of weeks ago... glad I did not invest too much into it...Zetarana - Arcane Veno
Nephandus - Arcane Wizard
Faction: Nocturne0 -
Vitenka - Dreamweaver wrote: »2% heal per tick.
It's a freaking 16% heal in total now?
How does the new 'small heal' heal stack up?
It works so "Well" *cough* That I went and got the skill that instantly gives you 800HP instead...0 -
They gave us tools to restat our genies, but what about the skills people leveled to synergize with genies skills or the permanent decisions to go with demon or sage based on genie skills? They keep changing the game which keeps pissing us off.Be kind: Help the GMs to depopulate the servers.0
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so we can finally say in all truthfulness.. that genies are useless?
..It is feeling that way.Q - How to win on Perfect World?
A - Throw money at it.0 -
Vitenka - Dreamweaver wrote: »2% heal per tick.
It's a freaking 16% heal in total now?
How does the new 'small heal' heal stack up?
Previously at level 1 and 40 dex it gave 25% per tick with a 15% increase to max hp. So 2*0.25*1.15 = 57.5% overall heal @ 85 energy.
At level 10 it was a 60% increase, so 2*0.25*1.6 = 80% overall heal @ 140 energy.
Now at level 1 and 40 dex it supposedly gives 2% + 5% per tick. @ 60 str the hp buff lasts 2 ticks and gives 12%+30% = 42% hp buff.
So 2*0.07*1.42 = 19.9% overall heal @ 70 energy.
Extrapolating, at level 10 it would give 20% + 5% per tick. @ 60 str the hp buff lasts 2 ticks and gives 30% + 30% = 60% hp buff.
So 2*0.25*1.6 = 80% overall heal
So at best, it'll work the same as before, just cost a ton more stamina. The skill is a lot less effective at lower level (but still costs a ton more stamina).
I take it from the lack of discussion or complaint, that nobody is really surprised that Blinding Sand was nerfed?0 -
Solandri - Heavens Tear wrote: »I take it from the lack of discussion or complaint, that nobody is really surprised that Blinding Sand was nerfed?
Not really, TBH. I mean, everyone knew about it, everyone discussed it, what else could they possibly choose if they were going to nerf. Hell, I bet this was probably first in the list.b:chuckle0 -
Isala - Sanctuary wrote: »Not really, TBH. I mean, everyone knew about it, everyone discussed it, what else could they possibly choose if they were going to nerf. Hell, I bet this was probably first in the list.b:chuckle
guess archers QQ too much ehI'm King_Solomon, from Heaven's Tear server.
If you're willing to join another online game, do NOT join any game hosted by K2 NETWORK. Wanna know why? See BBB complaints.0 -
Seems more like it would be nerfed for the pve impact than the pvp impact. PvP still had a way to hit quite often.
I have to say, this patch really ticks me off, given how much spirit I dumped into genie skills, and leveling them, not to mention the fact I was using two genies and can only restat one of them. The 3 mil my second genie took is basically all my unmaxed skills right now.
For the lack of discussion on Blinding Sand, I think it's that we all just have skills we used on a more consistent basis so haven't gotten to those complaints yet. When it comes to tree 10, what it says for me is 115 energy, 200 stamina (bugged, tested it to be 600 sta), increases max hp by 30% for 5 seconds, restores 20% of max hp every 3 sec, every 2 str adds 1% more max hp, every 60 str adds 1 sec to the duration, every 8 dex adds 1% health recovery. So with my old genie now that had 5 str, 55 vit, 60 dex, 43 mag it went from an 80% heal to a 62% heal.
It's no longer as an good economic choice though, a 62% heal works out to 1863 hp for 540 coin (at .8 coin/stamina, going market rate is 2.5/sta, but I'm good at getting my own). However, it's still cheaper than potions (and jiazozi) so it might be useful.
Blinding sand on the other hand will be tough. At level 10 it's a 15% decrease. With a max Befuddle of 70% it would require 120 dex or 60 str/dex to get to 30% for a full reduction against mobs. With 25 energy every 8 seconds though, you would need regen of 3.125/sec to sustain it, which would come out to 107 magic.0 -
Brael - Dreamweaver wrote: »When it comes to tree 10, what it says for me is 115 energy, 200 stamina (bugged, tested it to be 600 sta), increases max hp by 30% for 5 seconds, restores 20% of max hp every 3 sec, every 2 str adds 1% more max hp, every 60 str adds 1 sec to the duration, every 8 dex adds 1% health recovery. So with my old genie now that had 5 str, 55 vit, 60 dex, 43 mag it went from an 80% heal to a 62% heal.Blinding sand on the other hand will be tough. At level 10 it's a 15% decrease. With a max Befuddle of 70% it would require 120 dex or 60 str/dex to get to 30% for a full reduction against mobs. With 25 energy every 8 seconds though, you would need regen of 3.125/sec to sustain it, which would come out to 107 magic.0
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Maintaining it indefinitely really depends on what you're using it for. I can't exactly use it to duo Wurlord in 2-2 anymore. I could probably still use it in a squad, but it would result in a bit of a delay between each pull.
A magic genie with 60 str, 60 dex, and 107 magic should be doable as well but it would take 184 points (plus the best gear) which is still a very high genie that few are going to see. I suppose though that you can cut down what's needed drastically by having multiple people with the skill. Two with the skill should be able to sustain it, and just switch off when one needs energy.
As for tree, I just put a quick spreadsheet together to work it out. If anyone wants it, it's here. All it does is lets you put your genie stats in, and then gives you the percent of heal you'll see along with your cooldown on the skill based on the skill and energy regen you have. I don't know how the energy costs work per level, so that's always based on level 10. Regardless, since you can't go under a 60 sec cooldown, that part won't be off too much unless you have a high level tree with really low magic.0 -
Isala - Sanctuary wrote: »It works so "Well" *cough* That I went and got the skill that instantly gives you 800HP instead...
Which skill is that?Too often we loose sight of life's simple pleasures. Remember, when someone annoys you, it takes 42 muscles in your face to frown, BUT, it only takes 4 muscles to extend your arm and slap that mother#$@%#^! upside the head.0 -
IceJazmin - Heavens Tear wrote: »Which skill is that?
It's labeled as "Last Stand" in the description. If that's the right name for it. I've never seen a "Last Stand" skill before this.
EDIT: AKA Essence Penetration, it seems.0
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