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Old 05-30-2008, 01:25 PM   #2251 (permalink)
Pyros
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Demonologists seems to be the most underpowered to me, but might be just a matter of perception, I perfect them all the time in PvP, and in PvE they don't seem to be very strong. Assassin doesn't seem very good in higher levels either, but might have been bad speced people. Everything else looked fine or OP.
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Old 05-30-2008, 01:25 PM   #2252 (permalink)
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Quote:
Originally Posted by Twobit Whore View Post
At low levels I would say Bear Shaman. I died more times from 1-15 on that class than I did on multiple others combined.
I found Bear Shamans slightly weak at low levels but they mature at L15, L25, then L40 (if I remember). I didn't die many times though, took about 4 hours to finish Tortage with a Bear Shaman.

According to the official polls, the least played class is the Necromancer. Whether that means weakest or not is up for debate.
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Old 05-30-2008, 01:26 PM   #2253 (permalink)
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The Conqueror group rez is insane in pvp. Last night our group fought a group 6 levels higher. We had a conqueror, one of each healer, and a couple of dps, and we never died. Every time the healers would get taken down the conqueror would res them. Every time they'd focus fire the conqueror he'd mitigate it all with 3 healers healing him.

It was probably a 15 minute battle, which eventually drew to a close because we couldn't kill them (6 level difference) and they couldn't kill us.
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Old 05-30-2008, 01:26 PM   #2254 (permalink)
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Quote:
Originally Posted by Pyros View Post
Demonologists seems to be the most underpowered to me, but might be just a matter of perception, I perfect them all the time in PvP, and in PvE they don't seem to be very strong. Assassin doesn't seem very good in higher levels either, but might have been bad speced people. Everything else looked fine or OP.
But Demos are one of the few classes that can solo 3+ mobs at once of equal level, and the best AE DPS in the game later.
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Old 05-30-2008, 01:34 PM   #2255 (permalink)
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Originally Posted by Necrolyte View Post
But Demos are one of the few classes that can solo 3+ mobs at once of equal level, and the best AE DPS in the game later.
Thats the problem with this game, demo's are god awful at low lvls, constantly dying because they do similar damage to tos, but without heals or light armor.
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Old 05-30-2008, 01:34 PM   #2256 (permalink)
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Quote:
Originally Posted by Necrolyte View Post
But Demos are one of the few classes that can solo 3+ mobs at once of equal level,
Uh there are many classes that can easily kill 3 mobs of equal level. Even as a bear shaman I have no problem with 3 mobs 3-4 levels higher. And compared to a ToS or PoM that is weaksauce.
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Old 05-30-2008, 01:35 PM   #2257 (permalink)
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But Demos are one of the few classes that can solo 3+ mobs at once of equal level, and the best AE DPS in the game later.
The only classes that can't are rogues, at least from what I've seen. So that doesn't make them very good, as for AE DPS, I guess, but I'd like to see if they can actually outdps ToS for AE damage.

Either way, they looked very weak in pvp. One trick pony with their root thing, the kb isn't enough for their low single target dps to kill anything. They're like one of the class I'm sure of beating in 1vs1 as a HoX.
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Old 05-30-2008, 01:39 PM   #2258 (permalink)
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endgame ideal group, easily, no way around it.

All three soldiers
AE Rez. Group Life taps. AE Damage Reduction. Stun procs. Casted Stuns. Casted Snares. Knockdowns.

Necro, PoM, ToS
Massive AE Damage, Casted Stuns, AE knockdowns, stacking healing, invuln. "Oh Shit" buttons.


Necro is hard to level but their AE at the end is ridiculous.


Also, if you're even in the ballpark with these combos either side is unkillable. There is absolutely no real strategy to the game except mashing abilities. Unlimited stamina across the group, etc. AE rezzes are sorta gross. They should make dark templars auras cancel the ability to ae rez and cut down on AE heal. in endgame pvp they are caster hunters, group healers and lifetap providers.

Shruggles. A properly feated dark templar will 1 shot any non-healing caster ~80% of the time due to resists and diceroll procs.

Last edited by Horse : 05-30-2008 at 01:41 PM.
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Old 05-30-2008, 01:51 PM   #2259 (permalink)
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A level 80 Ranger can solo groups of 5-6 level 80 with ease with a bow spec which is what you should be using for leveling.

Start the fight by laying down your trap and then mezzing one. If there are any ranged attackers in the group, target them first. Pop your Focus Fire, Critical Aim and Mark Target on the one you are killing, then use a Heartseeker.

90% of the time that one combo will kill the mob, not even necessary to snare it.

Now the mobs come running at you, and 1-2 get caught in the trap. Heck right there if it is a 4 mob pull, everything is CC'ed. 1 mob = dead, 2 = trapped, 1 = mezzed.

Pick your next target, use Salvo 5 which should kill them and now you are down to 2.

When they get to you, line them up and use immolation which is an AE fear if they are next to each other. Both of them get feared for 10 seconds, burn one down during fear, target the 2nd one, pin down and kill him as he runs back to you snared the whole way.

If there are 5-6 mobs it doesn't work any differently. By the time all the CC's are done most of the group will be dead anyway and you can just tank it while finishing off the rest. At level 80 in bows you would also have your knockdown to add to the CC.

Seriously if you have a mez, a root trap, an AE fear, a knockdown, a one combo kill in Salvo, and focus fire/critical aim which will burn down just about anything right away and you can't kill 4 mobs at once you need to just reroll anyway.
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Old 05-30-2008, 02:08 PM   #2260 (permalink)
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Class adjustments inc:

Hello fellow Age of Conan players!

As was mentioned yesterday, I wanted to take the time to inform you all as to what we are currently working on in regard to the Demonologist and Necromancer classes specifically. While we are still actively looking at other class adjustments on a regular basis, these two classes are the ones with the largest number of planned improvements.

We are currently aware that both classes are having difficulties at various levels, so this first round of improvements is intended to ease the leveling process in addition to increasing the general fun-factor of normal gameplay.

Please note, all these adjustments will be reviewed after testing to determine if additional alterations are needed. So, with that in mind, this list is subject to change.

Demonologists

* The duration of Protection of Set will be substantially increased.
* The maximum damage absorbed before Protection of Set fails will be increased to be more in line with damage dealt in leveling scenarios. Additional survivability increases are also being evaluated.
* Players will gain a visible debuff to indicate when Protection of Set has run out of absorbable damage.
* The base splash damage dealt by Fires of Gehenna, Hellfire Stream, Shockstrike, and Shock will be substantially increased.
* The amount of damage dealt by most damage sources will be reevaluated.
* The cooldown of Inferno of Ahmner and Shockblast will be reduced to 2.5 seconds to match the casting time of Fires of Gehenna and Shockstrike.
* The Archmage feat will be moved to tier 2 instead of tier 3 in the Mage general tree to make it more easily accessible to varying builds.
* All crowd control will have a significantly reduced chance to break from damage dealt by pets.
* Fiery Torment (Rank 1) will be introduced at level 30 instead of level 45.
* The casting time of certain long-duration buffs will be reduced.
* The run speed of pets will be increased significantly.
* Various bugfixes and alterations to existing feats and abilities; for example, decreasing the casting time of Detonation.


Necromancers

* The duration of Runed Flesh will be substantially increased.
* The maximum damage absorbed before Runed Flesh fails will be increased to be more in line with damage dealt in leveling scenarios. Additional survivability increases are also being evaluated.
* Players will gain a visible debuff to indicate when Runed Flesh has run out of absorbable damage.
* The mana cost of all ranks of spells will be significantly reduced.
* The damage dealt by Necromancer nukes will be reviewed and the amount inflicted and duration may be increased on specific ranks and spells.
* The base splash damage on core Necromancer single-target spells will be added or increased.
* The amount of periodic damage affected by absorb shields in PvP will be reviewed.
* All crowd control will have a significantly reduced chance to break from damage dealt by pets.
* The Archmage feat will be moved to tier 2 instead of tier 3 in the Mage general tree to make it more easily accessible to varying builds.
* The casting time of certain long-duration buffs will be reduced.
* The run speed of pets will be increased significantly.
* Some issues in regard to melee pets having difficulties following moving NPCs will be improved.
* Various bugfixes and alterations to existing feats and abilities.


In addition to this list of changes, we are looking at the technical issues that currently limit pets from zoning with players. We are actively working on a solution to issue; however, it will be addressed in a future patch beyond the changes listed above. Additional changes in regard to the way periodic damage applies to breakable crowd control are also being evaluated.

Hopefully this gives you some insight into some of the many changes we have planned for the near future! We look forward to hearing your feedback on these changes and also the continued state of these and all other classes. As mentioned in my previous post, we regularly read the sticky feedback threads in all class forums and very much appreciate the reports of issues with the various classes.

Thanks for reading!
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Old 05-30-2008, 02:22 PM   #2261 (permalink)
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Shruggles. A properly feated dark templar will 1 shot any non-healing caster ~80% of the time due to resists and diceroll procs.
What ability is one-shotting casters?
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Old 05-30-2008, 02:25 PM   #2262 (permalink)
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Quote:
Originally Posted by Mippo View Post
A level 80 Ranger can solo groups of 5-6 level 80 with ease with a bow spec which is what you should be using for leveling.

Start the fight by laying down your trap and then mezzing one. If there are any ranged attackers in the group, target them first. Pop your Focus Fire, Critical Aim and Mark Target on the one you are killing, then use a Heartseeker.

90% of the time that one combo will kill the mob, not even necessary to snare it.

Now the mobs come running at you, and 1-2 get caught in the trap. Heck right there if it is a 4 mob pull, everything is CC'ed. 1 mob = dead, 2 = trapped, 1 = mezzed.

Pick your next target, use Salvo 5 which should kill them and now you are down to 2.

When they get to you, line them up and use immolation which is an AE fear if they are next to each other. Both of them get feared for 10 seconds, burn one down during fear, target the 2nd one, pin down and kill him as he runs back to you snared the whole way.

If there are 5-6 mobs it doesn't work any differently. By the time all the CC's are done most of the group will be dead anyway and you can just tank it while finishing off the rest. At level 80 in bows you would also have your knockdown to add to the CC.

Seriously if you have a mez, a root trap, an AE fear, a knockdown, a one combo kill in Salvo, and focus fire/critical aim which will burn down just about anything right away and you can't kill 4 mobs at once you need to just reroll anyway.
Not playing on a PVP server but sounds like you just outlined the next areas to be nerfed for this class..
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Old 05-30-2008, 02:45 PM   #2263 (permalink)
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Quote:
Originally Posted by Vonsid Darktower View Post
So what class seems to be the most underpowered?

I wanna give that class a shot tonight and do things a bit backwards, hopefully it'll help me gain more interest based off of the challenge
As of right now, HoX is looking to be completely weak mid game. I'm 23~ and having trouble recently.

Hox has high damage, but very low survivability. They have to stay in melee range to do damage and have long combos, while only having 1 root that breaks on damage. Very much kitable and avoidable.
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Old 05-30-2008, 02:51 PM   #2264 (permalink)
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What ability is one-shotting casters?
Ether Incenerate is godly with +unholy dmg added to it. Does like 800+ dmg if you land it at level 48 or so. High end I imagine it scales even higher. Not really a one shot though more like a 80% health.
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Old 05-30-2008, 03:10 PM   #2265 (permalink)
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Those demo changes are wonderful. I wasn't having any trouble with the class(besides group instance mana issues), but the buffs are still nice. Especially the extended Protection of Set. FFS I hated renewing that every 5 minutes.
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