+ Reply to Thread
Page 1 of 3 123 LastLast
Results 1 to 10 of 26
  1. #1
    THE Conjy aniathor's Avatar
    Join Date
    Dec 2008
    Posts
    1,492
    Character
    Aniathor
    Guild
    Fatalibrium
    Server
    AB

    Default Broken Conjuror Mechanics Thread

    It's rather sad that I felt the need to create this thread, but instead of bombarding SOE on official forums about things we all know need to be fixed, I want to tackle major issues there, and keep the other mechanically broken issues organized and here. I will forward this thread to official once I feel that anything constructive could come of it. I am sure that there are many other broken mechanics that are negatively effecting game play which I encourage people post here so I can update the thread. Please do not post things based on pure speculation or things that simply do not matter.

    BROKEN MECHANICS AND OBVIOUS OVERSIGHTS PROVEN BY FACT 3/31/14

    DUMBFIRES IN GENERAL:
    • Do not benefit from specific item effects which increase specific potency types, and/or not worded exactly as follows:
    Increases "X" of caster by "Y"%
    X cannot include: specific types of potency (elemental potency for example) & stats that do not appear in character window ("outgoing spell damage" for example)
    Y cannot be effected by raid members


    COMMUNION:
    • Classified as an "Ordination" spell, therefor not hostile, and does not proc hostile effects (I.E. Planar Wrack) on the initial cast. Necromancer counterparts, like Undead Horde, are disruption based, and proc their class abilities on the intended target limit. In the case of Horde being a "green" spell, it can proc hostile abilities on the entire encounter.
    • Aimlessly runs around on targets that the spell is not cast on. This bug can commonly be seen on the Psyllon'Ris fight, and on Andreis the Culler adds. I feel that it's related to the targets being linked in a sense.
    STONESKIN/S
    • In a previous game update, mostly directed at tanks, stoneskins were modified to only trigger when dmg >X amount of max hp was inflicted on targets in order to prevent them from being wasted from minor dmg being inflicted. Minor dmg such as "Death Feild" from \aITEM 547369369 2001133843: Pearl Ring of Death\/a render our stonekins nearly useless. Other encounter specific dmg that inflicts X amount of dmg based on % of power spent also make our stoneskins useless. This has been the case for years, and the effect is continuing to be added to current content.
    CABILIST'S COVER
    • This ability's description reads as if it is intended to have a 20% chance for our pets to intercept magic dmg received by the summoner, but it does absolutely nothing. I cannot find empirical proof that this spell has ever worked. It potentially could be an amazing and useful ability if it worked as the description reads.
    OFFENSIVE ONSLAUGHT
    • This "offensive" pet stance enhancement found in the Shadows tree does not modify the potency amount that the relatively recent change added. It does nothing at all.
    ENERGY CLASH
    • A potentially fantastic green which falls under "Pet Damage" and therefor has all of the lovely bugs that are involved with that line of dmg. The major problem with it, which happened with the "pet proc nerf", it cannot proc anything, even though we have to cast it. Conjuror greens are terrible, but considering this cannot proc abilities like planar wrack, and is not fully modified by things which do not modify pets, it's not viable to spec it.
    SHADOWSTEP
    • Does not inflict dmg unless it is the first attack our pet deals to its target. It's just flat out broken.
    UNFLINCHING SERVANT
    • According to the tool tip, it simply "Stifles" your pet, yet no stifle immunity can break its dreaded grasp, lol. Planeshift makes our fire pets immune to "stifle", but not the stifle involved with this ability. I even tested sanctuary, and other healer immunities, nothing can break this "Stifle".
    VAMPIRE BATS
    • Just isn't effected by ability mod at all.
    SCOUT/TANK/HEALER PETS
    • This is just not something most raiders personally care about, and would rather the attention be kept on making our mage pets work, but it's something that people, especially new players, bring up constantly and is a valid problem that should be addressed. These pets are just completely useless. They do not fall in line with any relevant content, do not make proper use of their own reuse, and lack a viable auto attack.
    Last edited by aniathor; 04-05-2014 at 11:37 PM.

  2. #2
    THE Conjy aniathor's Avatar
    Join Date
    Dec 2008
    Posts
    1,492
    Character
    Aniathor
    Guild
    Fatalibrium
    Server
    AB

    Default Re: Broken Conjuror Mechanics Thread

    I posted the stoneskin problem on official, in my broken summoner mechanics post because I feel that it is a simple fix that was clearly overlooked some time ago, and would be something that could be feasibly changed soon. The devs are trying to push new content, so I don't want to ask for too much all at once. It will just get tl,dr'd.

  3. #3
    Member
    Join Date
    Oct 2013
    Posts
    36
    Character
    Anunnaki
    Guild
    nah
    Server
    FreeNagaFrost

    Default Re: Broken Conjuror Mechanics Thread

    One issue I noticed (it has apparently been a problem for some time?) is an error message in certain fights. On fights like Zlandicar and Andreis, when you are supposed to be burning down the level-less adds that spawn (blue/green mobs on Andreis and the bone piles on Zlandicar) it occasionally says "PET MUST BE IN COMBAT TO USE SOULBURN/ELEMENTAL BLAST" when trying to use either of those abilities. It doesn't always happen, but occasionally does (even though the pet is clearly in combat.) Its more of a bug than anything, but I figured if would be useful to post that here.

  4. #4
    THE Conjy aniathor's Avatar
    Join Date
    Dec 2008
    Posts
    1,492
    Character
    Aniathor
    Guild
    Fatalibrium
    Server
    AB

    Default Re: Broken Conjuror Mechanics Thread

    Ahh yes. This happens because your pet must be in combat with the named in order to attack the adds because they are "white npc con" and considered non hostile which do not cause them to be engaged in combat. If you send your pet at the named, and it engages in combat with it, it will be able to attack the adds. This is more of an encounter specific problem for everyone, than specifically a conj problem, but a valid point considering our pets must be "hated" and in combat in order for certain abilities to work.

  5. #5
    We Always Prevail!
    Join Date
    Sep 2007
    Posts
    1,174
    Character
    Andarielle
    Guild
    The BlackHand
    Server
    Splitpaw

    Default Re: Broken Conjuror Mechanics Thread

    Hydromancer/Ooze Crawler don't have the additional benefits that our three main pets have (i.e the Mage pets Potency boost, etc) and their abilities aren't Master level - in addition to the plethora of other reasons why they are useless.

    Our Offensive Stance for our pet is virtually redundant.

  6. #6
    You aint first your last
    Join Date
    Jan 2011
    Posts
    69
    Character
    Mrmacky
    Guild
    Most interesting man
    Server
    Guk :*(

    Default Re: Broken Conjuror Mechanics Thread

    Not to mention the pet having to stand ontop of the named on every fight

  7. #7
    THE Conjy aniathor's Avatar
    Join Date
    Dec 2008
    Posts
    1,492
    Character
    Aniathor
    Guild
    Fatalibrium
    Server
    AB

    Default Re: Broken Conjuror Mechanics Thread

    I think the hydromancer pet should come out with communion like it used to if u spec it, and cast an AE ward/blocker. Let's be real here, that's probably asking too much.

  8. #8
    Senior Member
    Join Date
    Oct 2007
    Posts
    987
    Character
    Meshuggahx
    Guild
    Server
    Splitpaw

    Default Re: Broken Conjuror Mechanics Thread

    Not sure if anyone said anything about it before, but does elemental unity does anything? haven't managed to parse the dmg proc from it for long time now.. has it been changed to something else?


  9. #9
    THE Conjy aniathor's Avatar
    Join Date
    Dec 2008
    Posts
    1,492
    Character
    Aniathor
    Guild
    Fatalibrium
    Server
    AB

    Default Re: Broken Conjuror Mechanics Thread

    Yes elemental unity works. It casts a reactive encounter dmg proc on ur pet every time u cast something called elemental vestament, which then can be read in ACT as Force of the Elements.

  10. #10
    Senior Member
    Join Date
    Oct 2007
    Posts
    987
    Character
    Meshuggahx
    Guild
    Server
    Splitpaw

    Default Re: Broken Conjuror Mechanics Thread

    Quote Originally Posted by aniathor View Post
    Yes elemental unity works. It casts a reactive encounter dmg proc on ur pet every time u cast something called elemental vestament, which then can be read in ACT as Force of the Elements.
    ok thanks, was sure i'm looking for elemental vestment proc instead.


Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts

Sponsor Ads