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Author Topic: Patch 1.110 is headed to Pendragon 9/29! [Locked]
ArcApt  1 star
Posts: 52
Registered: 2006-2-15 16:57:37
unameit67 posted:

For those making negative comments about Enchanters, you obviously haven't a clue. Play one then tell me all about it. The pets are still week compared to our counter parts.

- We have a pet that duel wields and on rare occassion toss out a garrote (Friend).
- We have a pet that casts a dd and a dd/snare. But somehow, someone forgot that casting a dd after a dd/snare breaks the snare (Companion).
- A pet that heals, but rarely will save you from anything (Ally).
- A caster pet that yes, can cast a dot that interrupts every tick. The one pet that is worth something (Zealot).
- Tank pet that basically hits just a tad harder than the healing pet (Compatriot)



And you're note even telling it all:

- Friend dual wields like 10% of the time (they don't teach celtic dual at pet schools, not even 25% OH swing rate...), in fact this is only marginally better than the 10% rate of a poor magic dmg proc on ally/friend.
- The addition of the ordinary nuke to the companion(which formerly could only dd+snare) when they "buffed" pets was a straight nerf to one of the enchanter's best pets. Still probably the best to this day in an 8man...
- the ally heals for 143hp iirc, with an incompressible 4s cast time, when someone in the chanter's group or chanter himself is at less than 40% hp. The bad hp regen buff it gives is more useful in fact.
- the zealot doesn't interrupt on every dot tick anymore, it disappeared at the same time as for the necro dots. Also that pet's heat debuff nuke is energy-based, so the pet never nukes on his own debuff.

Basically choosing between friend/ally/compatriot is just a damage type pick: one is has a piercer, the other a mace, the last one a sword. They all resist about the same, despite the friend having a self AF which is supposedly better than the naturalist's baseline one(you nearly can't tell the difference in pve).
DarkPCK  2 stars
Title: Got to go house is on fire.
Posts: 457
Registered: 2003-12-14 12:38:01
ArcApt posted:

- the zealot doesn't interrupt on every dot tick anymore, it disappeared at the same time as for the necro dots.


Tested more recently and incorrect.

 

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DoorknobMLF  3 stars
Posts: 627
Registered: 2008-3-2 09:16:57
By the way, I'm on Pendragon testing a few things out. The buff NPC in NF gives me +140 stats. I'm pretty sure that's up from what it used to be isn't it? Up from 130 I think.

 

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DoorknobMLF  3 stars
Posts: 627
Registered: 2008-3-2 09:16:57
And if anyone from Mythic is reading this. A lot of information seems to be missing when right-clicking on spells. For example, mousing over the amnesia spells that a Ment has, it shows the small spell information over the mouse, but if I right click then nothing happens. Lots of other spells are like this too. I assume you guys are aware of this and still have some database work to do before it goes live.

Also I'd request that we can turn off the mouse-over spell info widgets. I think its a very nice feature especially for new players, but there comes a time that you become familiar enough with your character that its kind of redundant to display all the information about each of the spells you have whenever you mouse over the quickbar. Most of the time players will use /qbinds or quickbar number keys, but when you do need to click on a spell it takes up more room on the screen to display information that you don't need to see.

 

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Eaderbreca  1 star
Title: Rift Kingdom ASM
Per aspera ad astra

Posts: 93
Registered: 2005-1-3 12:26:05
I'm extremely excited about this Patch. Yay!
Oh cannot wait !!!

 

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Windwalkr  1 star
Title: Camelot Vault Staff
Senior Mentor

Posts: 180
Registered: 2002-7-26 11:47:42
DoorknobMLF posted:

wind, what on earth are you talking about. This doesn't make wardens a utility powerhouse, sorry, not until they get their spec points adjusted.



Uh what? Wardens already got more spec points once for a shield spec line that obviously didn't turn out that well. A group-utility powerhouse doesn't need Slam (nerfed anyways), Parry, or melee spec. So you can even have 50 in both utility lines and have 6s PBT, red resists, red celerity, and a 667 delve ST heal.

If you want to be a little more versatile for small-mans, there are a ton of split spec options that lower Regr/Nurt a tier, and get you 23-35 Shield and a enough melee to cope.

So I'm completely baffled at that statement. Wardens already have more spec points then pretty much any other utility class in the game. (And now being secondary healers, probably have more utility then pretty much any other class in the game now too.)


DoorknobMLF posted:

And no I don't think the nerf to Bards is reasonable. How can you say they play so many roles? Once they hit a group all they do is spam AoEmez and run around hitting insta's to try and interrupt.



Speed6 & CC are already 2 *primary* roles that requires 2 separate classes in both Albion & Midgard! Each of these roles would thus grant them a guaranteed spot in a FG alone! They can still heal decently on top (Major Heal is worth casting too you know!), and interrupt, and de-mess...not to mention playing songs! (you know, as a music class and all! )

Believe it or not, but many people who tried Bards complain that they simply have too much to do, and too much responsibility resting on their shoulders.

 

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Phelong1
Title: Making Love not Hate
Posts: 20
Registered: 2005-6-3 00:32:26
Windwalker


About wardens, everything you listed they can do could be done before this patch, yes even heal. All they did was buff warden's single target heal which frankly didnt need it. Why?


A warden's role isnt to stand back and cast spells. This is why warden celertiy is on such a short range and why Warden's were given shield. So that they could be up front fighting. So how does a quick strong heal impact warden's who are playing up close to the enemy? I'm not saying Warden's shouldnt ever heal, but I expect heals from our bards more than our wardens.


The people who wanted this change want to replace a druid with a warden. But I dont really get dropping a druid for a warden to be a healer even with greaters. PBT runs power. Greaters run alot of power. The Warden will have power issues even with greater power myths. Hell I have power issues casting majors and running chants.


Also if a warden is in the back healing he isnt providing anyone with celerity is he? Actually a great number of abilities that a warden has will be useless to a stand back healing warden. RR5 is now worthless, as is grapple, heal proc, celerity, All of the BM styles, not to mention it really dimishes the impact of BG if your druid is BG'd by your warden and you have nobody else to heal, putting both healers right next to each other ready to be aoe'd interupted.


So whats the point of taking greaters from Bards? I just dont see the benifit. Give it to wardens fine, but dont take them from a class that will get more use from them. Its like taking greaters from Shamens and giving them to valks.

 

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Psychodaze
Posts: 5
Registered:
Anyone know when this patch will be added to Ywain?
maltwood
Posts: 9
Registered: 2010-4-14 10:13:20
xelrecx posted:

Looks nice at first glance.. Finally fixing my fletcher, maybe i can sell some bows again. Hib I think needed a rooting caster, but both root and stun in baseline on same toon is gonna be a lil OP.



Does this mean cabbys are gonna get baseline stun?
ProstheticBrain
Posts: 10
Registered:
Bards should get some kind of single target and group shout heal , maybe 30% heal or something , on a 10 min re use timer , that would be in line with them being a healer hybrid.

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