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Old 06-15-2008, 10:26 AM   #3496 (permalink)
Flight
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Originally Posted by DJk_zero View Post
If it's the tier 1 parts, they drop off the group instances adjacent to the resource zones, but only in a lvl 40 - 49 seed.


There is no confirmed drop of Yeti Bile in EU; no idea about US. Are there Yetis in any of those instances ? I know about Ice Crocodiles etc




They really need to do a whole load of work on the Mage classes. Their magic system is the most retarded thing I have ever seen.


With Demos, what they did was reduce Magic Rating by 8 levels (4 points a level). So a 57 PoM has higher MR than a 64 Demo. MR is what is used to calculate mobs damage taken by level and resists etc.

Then they gave Demos a one hour duration 'buff', which brings their MR back to the level it should be. There is one buff for each Feat Tree (Electrical or Fire), which are mutually exclusive - you can't have both buffs up at the same time. There is a feat in the middle of the general tree which makes the buff work for both types, at 5 points.


When you lose that buff, all of a sudden you are 8 levels lower than you actually are. You suddenly start hitting targets for about 5% of your real damage. And you have to spend 5 Feat Points in the middle of the General Tree to be able to use both Feat Trees.

Thats just scratching the surface. Demos need a whole load of work. Yes I know they can put out good AE damage at cap, that doesn't mean everything is fine with them.
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Old 06-15-2008, 10:48 AM   #3497 (permalink)
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Quote:
Originally Posted by Pyros View Post
At 80 I can hardly one round people anymore without burning every single cooldown, and even then it's not a 100% one hit.
That's basically how tempests are too. Many, many classes actually. Bears and demos in my guild also have the "buff up and blow your load" playstyle and can 1-shot quite a bit. Demo not as much but the fact my bud commonly gets an entire group of any size to ~15% hp pretty much makes up for the fact it's not always a 1-shot heh. :P
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Old 06-15-2008, 10:53 AM   #3498 (permalink)
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Once people get the hang of identifying what direction a combo ends, and triple shielding it then throwing on Active Blocking. Much of the one Shotting wil lgo away.

The shielding is kinda over kill while leveling up so I don't think people played with it much,it certainly makes a difference though in reduction if you can triple stack a shield before something hits you. Problem then of course in group PVP is that you shield that guys hit leaving yourself open from the other two directions for his buddy.

Though hopefully your active blocking helps out a bit there. I dunno I have been using it quite a bit , playing around with it and it's a huge boon once you become fairly efficient at managing them.
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Old 06-15-2008, 11:09 AM   #3499 (permalink)
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Stacking shields is only effective against rangers that don't melee so far.
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Old 06-15-2008, 11:25 AM   #3500 (permalink)
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Stacking shields is only effective against rangers that don't melee so far.
We're starting to try to shield sides for DW barbarians currently, lets you "tank" cyclone of steel, then switch it back. I've seen an idiot shielding front on my HoX, I landed fire lance for like 600, then I used burn to death and he took like 3k with the combo alone.
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Old 06-15-2008, 11:47 AM   #3501 (permalink)
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Originally Posted by Pyros View Post
We're starting to try to shield sides for DW barbarians currently, lets you "tank" cyclone of steel, then switch it back. I've seen an idiot shielding front on my HoX, I landed fire lance for like 600, then I used burn to death and he took like 3k with the combo alone.
huh, heavy center is by far the best for a mass pvp fight, theres like 4 classes that have their highest dmg combo as center... reactive shielding is almost impossible in this game because by the time you see the cast bar for the combo its to late... outside of 1v1 anyway.
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Old 06-15-2008, 11:55 AM   #3502 (permalink)
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huh, heavy center is by far the best for a mass pvp fight, theres like 4 classes that have their highest dmg combo as center... reactive shielding is almost impossible in this game because by the time you see the cast bar for the combo its to late... outside of 1v1 anyway.
Yeah I guess, but I tend to mix one burn to death between every hard hitting combo. Changing your shields just before a barb launches his cyclone of steel is quite possible though, when you see a DW idiot running around swinging the air, it's a barb and if you don't switch, or evade/active block, you're gonna die pretty much. So you HAVE TO pay attention. It's also much easier to see a melee coming to you, than a caster throwing AEs in your general area.
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Old 06-15-2008, 12:05 PM   #3503 (permalink)
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I'm glad I don't have to worry about most of that shit. I'm too darn old and slow to be switching shields around, etc. As a ToS, my primary function in GvG PvP is to *KEEP MOVING AT ALL TIMES* while keeping my two PBAEs cranking, turning-and-burning (turning fast towards the on-going melee and dropping the cone HoT), keeping group HoT up, deciding when to burn the insta-biggie-heal, keeping moving, etc.

Since most of the PvP gangs know who I am - and will target me first without fail - movement is key, in case you missed that part. The only time I'm standing still is when it's looking a bit grim and I blow my 15-minute-cooldown level 80 ToS ability (immune to knockdown, knockback attackers, +electrical damage).

In the extremely rare instance of bad guys actually leaving me alone, the fight is over so fast that none of that shield-moving crap would matter anyways (Hint: Don't leave an enemy ToS alone in any PvP fight or you will lose).
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Old 06-15-2008, 01:56 PM   #3504 (permalink)
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So uh...does anyone know a good place to farm resist gear at 80? Just did Aztel's and that fire guy destroys my face. Everyone talks about the necros, but Suth is no joke.
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Old 06-15-2008, 02:00 PM   #3505 (permalink)
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So uh...does anyone know a good place to farm resist gear at 80? Just did Aztel's and that fire guy destroys my face. Everyone talks about the necros, but Suth is no joke.
crafted gear is by far the best resist gear
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Old 06-15-2008, 02:00 PM   #3506 (permalink)
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Originally Posted by Gilgamel View Post
So uh...does anyone know a good place to farm resist gear at 80? Just did Aztel's and that fire guy destroys my face. Everyone talks about the necros, but Suth is no joke.
Think some 6man bosses are kinda untuned, 4k AE is hardly in-line with the rest of the instance.
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Old 06-15-2008, 02:05 PM   #3507 (permalink)
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Anyone have feat build advice for leveling up a necro?
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Old 06-15-2008, 02:07 PM   #3508 (permalink)
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Can anyone point me to a place that gives detailed descriptions of Necro feats? There isn't a sticky in the main forum and their search is god-awful.
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Old 06-15-2008, 02:51 PM   #3509 (permalink)
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Talking about Cyclone of Steel, Barbs need fixing. Cyclone of Steel is bugged in that sometimes getting later ranks of it doesn't overwrite earlier ranks in the skill book. The thing is they don't share a common cooldown, so you can spam it.

Given the DPS feat tree is largely based around improving Cyclone of Steel, its very OP.

If you get ganked by it count how many times its hit you.

Last edited by Flight : 06-15-2008 at 02:54 PM.
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Old 06-15-2008, 03:49 PM   #3510 (permalink)
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Quote:
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Talking about Cyclone of Steel, Barbs need fixing. Cyclone of Steel is bugged in that sometimes getting later ranks of it doesn't overwrite earlier ranks in the skill book. The thing is they don't share a common cooldown, so you can spam it.

Given the DPS feat tree is largely based around improving Cyclone of Steel, its very OP.

If you get ganked by it count how many times its hit you.
As far as I know all ranks of CoS have a different cool down. I'm not sure sure if it's intended or not, no mention has ever been made about it. Considering you have about a 4 second window to stop a 3-combo CoS and a 5+ second window to stop a 4-combo CoS and essentially erase all damage it does, I'd hesitate to say it's OP. Ya, it hits a lot and does a lot of damage, but because of the way the combat animation works, if you interrupt the barbarian during any point of the combo it takes away all the damage dealt before that point during the combo as well.

I think it all boils down to Funcom obviously not spending enough time actually designing all these ideas they had. Both the combo and casting system are cool in theory, but they apparently didn't do the necessary balancing, testing or in-depth designing that's required for complicated/new game mechanics like that.
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