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07-01-2007, 01:13 AM
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"Blizzard of Woz"
Character: Wozamil
Guild: Retired
Server: Permafrost
Posts: 514
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Re: Thoughts on the GU36 changes?
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Originally Posted by Mahgnus
HAHA... think i got you topped tho .... was tanking AoFlame last night and around 10%ish i was being a frecking tard and used that. Lets just say i fell though the earth and there was 23 pissed off ppl  . So that is no longer on my bars 
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Thankfully, I was solo when it happened to me. TBH, I was told it could happen but didn't believe it, so I was trying intentionally to do it.
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07-02-2007, 09:50 AM
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Something witty!
Character: Back around
Guild: None Yet
Server: Unrest
Posts: 3,005
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Re: Thoughts on the GU36 changes?
LOL - Nice little bug there.
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07-02-2007, 02:56 PM
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GNOMETHROWER
Character: Mahgnus
Server: Splitpaw
Posts: 614
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Re: Thoughts on the GU36 changes?
Quote:
Originally Posted by MeridianR
LOL - Nice little bug there.
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ya, I /bugged that right after it happened.
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07-02-2007, 03:05 PM
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Something witty!
Character: Back around
Guild: None Yet
Server: Unrest
Posts: 3,005
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Re: Thoughts on the GU36 changes?
You figure that would be something that could be caught during testing, but hey I guess not : /
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07-02-2007, 07:04 PM
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Quest Addict
Character: Steel Battleguard
Guild: Desecration
Server: Crushbone
Posts: 136
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Re: Thoughts on the GU36 changes?
Done some testing lately and thought i might as well post what i have noticed so far post GU36.
The past month and half i have been specced 4/4/8 STA/AGI and 4-4-8-1 INT, before update 36 trample was a roll of the dice if you kept it in the zone, especially if you have some wild guildees getting you in trouble. I liked the spec the best out of a dozen or so specs and seemed the best tanking/agro/power cost spec. When 36 came out, i tried the free respec to 4-4-8-6-2 STA and 4-4-8-7-2 INT to test changes in both lines. Having Hammer ground work on any weapon rocks on STA 2nd line, but the 1 minute recast timer flubs up recast on other 2nd line abilities. Joust or legionaire smite are reset to 1 min recast if you use hammer ground, 30 secs if you use one of them instead. SOE needs to fix that bug or make hammer ground seperate timer, whichever they want to do on it. Melee and health increases work the same as before and divine aura actually is pretty nice with the bug fix on mitigation and the 10 min recast mod.
The Int line however, still needs some work. Legionaire smite and spell crits work very nice, but the revised heal crit change is very lackluster. Reducing by roughly 1/3rd of our possible heal crit for a nonscaling low amount of resists needs to be tweaked. Going off of memory, 7 ranks in heal crit gives you 43% heal crit and 175 extra to all your spell resists(roughly 25 per point spent). IMO, they should put a simple calculation in, for 1st point spent in line you recieve 3 resists X level with a additional resist point added per rank, capping at 10 resist per level=700 to all spell resists for a level 70 person at 8 ranks or 210 to all resists for a level 70 person with 1 rank. 200 max resist is a joke if you want to entice people to go this spec. Reflect i found very little use with in PVE situation. Sure, it reflected a few herioc/solo mobs spells/combat arts, but the epic mobs are almost all specials that dont fall into professional or npc racial catagory. Toss in a 12 sec or so AOE immunity for PVE paladins and increase the recast to balance out and we may have more interest.
Currently, the last 2 days i respecced to 4-4-8-7-2 AGI and 4-4-8-6-2 STA, and I am loving the changes. Joust has a few bugs to work out but it is great to use on breaking snares/roots to get to mobs, used carefully it is my favorite ability on pulls, mobs turn to you on porting and scouts have hteir backs instantly. The 15 meter range is just past their agro range on almost all mobs. The 40% Trample is great, no need to worry about loss of mount or if you want to cast a illision on you(nice to be a taller illision as a dwarf in raids when you really dont want to see ogre ass the whole time). At work at the moment, but the 4th line at 7 ranks i believe gives you a 7% change on sucessful melee attacks to proc a 4 sec knockback immunity(not sure if horse still required on this as there is still some flavor test that needs removed on the kos aa line desriptions) plus around 12 defense. I am rtesting this with 7 points but will probably reassign to more on joust if i dont see a benefit. My suprise favorite is Lance on the end line. I believe there is something bugged with the mount calculation(even on horse it says if not on horseback in combat text). The initial hit cannot be parried/reposted by the mob(great against pesky yellow/orange mobs), does a decent up front damage(averaging around 1.4K) with a DOT that hits for me on the average of 180 per tick every 4 secs for 36 secs. Has a snare component(hard to see if it applies being as the dot/other damage practically breaks it immeditely). It is on a 45 second recast timer and i use this right after my 2 taunts for maximum damage for the duration of the mob.
So to sum it up, SOE needs to look at the 2nd line recast timer of hammer ground, tweak joust on porting in the ground/off a cliff, double check AGI line on text/ requirements of a horse pertaining to Lance and the 4th line down. Will do some more testing(esp when they toss the 5 free respec card into the live servers). Have fun all and talk to you later...:-)
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07-02-2007, 08:26 PM
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"Blizzard of Woz"
Character: Wozamil
Guild: Retired
Server: Permafrost
Posts: 514
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Re: Thoughts on the GU36 changes?
The only issue I have with hammer ground is the stun is worthless against epics, and the damage output is relatively low. It's alright to open on a group encounter then switch to legionaire's or joust depending if I'm still mounted or not. I do like the casting time on all second rank abilities of 1 second so there's really no worries about timing it with my auto attacks. As a raider I probably wouldn't go down the Agi line to Lance especially since the snare doesn't affect epics once again. The damage output is decent enough on it, however, it wouldn't make up from the lack of DPS I would get with spell crits. As often as I proc different things, especially my axe of war, I am kinda married to spell crit.
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07-03-2007, 11:34 AM
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Quest Addict
Character: Steel Battleguard
Guild: Desecration
Server: Crushbone
Posts: 136
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Re: Thoughts on the GU36 changes?
Quote:
Originally Posted by Wozamil
The only issue I have with hammer ground is the stun is worthless against epics, and the damage output is relatively low. It's alright to open on a group encounter then switch to legionaire's or joust depending if I'm still mounted or not. I do like the casting time on all second rank abilities of 1 second so there's really no worries about timing it with my auto attacks. As a raider I probably wouldn't go down the Agi line to Lance especially since the snare doesn't affect epics once again. The damage output is decent enough on it, however, it wouldn't make up from the lack of DPS I would get with spell crits. As often as I proc different things, especially my axe of war, I am kinda married to spell crit.
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I see your point Woz, that is why I am testing for a few weeks this line, if i am in offense mode/dps gear setup, i have seenhigher numbers with the full AGI/STA spec over my previous AGI/STA/INT spec. Granted i don't have Avatar gear, but i have quite a few proccing items on me and the difference between them critting and not critting havent seemed that big yet. Biggest change I have seen so far is in group/solo play where the heriocs are more affected by the AGI line. Last night was helping some guildees in Den of Devourer on a old claymore update and was racking up around 2 K dps on zone. EOF instances were around 1.5 K dps on COV/OOB and Kaldim was close to 2 K.
For the gear i have right now, i think the full AGI line helps me more than INT, when i pick up some more gear with avoidance on it and more proccing items, i will probably go back to the 3 way split. Right now, I am having way too much fun with the full AGI/STA split..:-)
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07-04-2007, 03:57 AM
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Visitor
Character: Glacien
Guild: Kindred
Server: Everfrost
Posts: 91
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Re: Thoughts on the GU36 changes?
If you really want to have fun go hit up Lyceum. I havent been able to get in there with the group I would like since we run stuff like that on our off days(grouped with a Fury and Necro last run  ) I havent been able to really see what you can do but even with that crappy group setup I had about a 2k zonewide and broke 4k on a couple encounters. 
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07-04-2007, 06:18 AM
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-=-=-=-=-=-
Character: Boli
Guild: Mythic Legion
Server: Runnyeye
Posts: 522
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Re: Thoughts on the GU36 changes?
I tweaked my AAs last night to my (most likely will be) final build. STA 44862 INT 445 AGI 444; sure I've lost some spell crits and I only have 20% on trample; but the new changes on divine aura are fantastic... just going fom a 15min reuse to a 10min recuse means I'm fireing that off more and more.
Joust is fantastic tho... its been a while since I've had so much fun with a single ability; that alone is worth the change... just have to make sure I only use it on flat ground - noting by the proiblems people have been having.
But although I'm only testing on instances and not raid and my gear is correspondly lower I've been having mucho fun rocking those instances. In fact due to the undead in each zone I topped the unrest and blackscale on a zonewide parse
In short since I tweaked from sta 44882 int 4487 to this build I hold agro *much* better the loss of spell crits is easily overshadowed by the big help trample gave me. all in all I consider my tanking and dps holding ability to me very much increased with little loss (lost 80 health *sigh*)
This is one happy pally 
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07-04-2007, 06:50 PM
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Regular
Character: timmeh
Guild: ascendant
Server: unrest
Posts: 304
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Re: Thoughts on the GU36 changes?
Quote:
Originally Posted by Glacien
If you really want to have fun go hit up Lyceum. I havent been able to get in there with the group I would like since we run stuff like that on our off days(grouped with a Fury and Necro last run  ) I havent been able to really see what you can do but even with that crappy group setup I had about a 2k zonewide and broke 4k on a couple encounters. 
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I had a 4k zonewide spiking to 8k when I had my fireball out of ass and inflated parse abilities up. This was with only a dead rat monk in my group. I was using a small spoon as a weapon.
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