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Old 10-10-2016, 12:26 AM   #1
Caith

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Please post any feedback, questions or bugs for Ascension classes or Ascension abilities.
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Old 10-12-2016, 05:59 AM   #2
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Are there any plans to convert normal class debuffs to the same damage type as the ascension class? If not then using an ascension class that does not match aready may reduce solo damage potential by up to 33% (will probably have less effect in groups and almost none in raids)
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Old 10-12-2016, 02:50 PM   #3
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{possible bug} when i am in my ascension(arcane form) some of my abilties are not fully changing to magic damage type this is specific to any ability that has a dot or mutilple hits. ill post examples of this once beta is back up.
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Old 10-12-2016, 03:33 PM   #4
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example

[IMG]

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Old 10-12-2016, 03:35 PM   #5
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Uncle the top line of that combat art depends on your melee weapons damage type. if you read the ascension buff it says that it does not convert damage that depends on weapon damage type
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Old 10-12-2016, 07:49 PM   #6
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Might be minor but the Spell Elemental Conduit changes everything to cold, but the icon is fire. Thoughts on making the icon something colder then the flaming body?
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Old 10-12-2016, 09:04 PM   #7
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ok i get that but if thats that case it shouldnt cahnge the dot then imho
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Old 10-12-2016, 10:14 PM   #8
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Ok, reading comprehension was a bit slow there. I see the spell icon placeholder comments. Sorry.
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Old 10-12-2016, 11:31 PM   #9
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Not a big fan of the fervor and potency buffs. They are just so.... small? Ya, small is the right word. For someone that has between 10k-20k potency, what good is 18 potency? Same goes with the fervor.
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Old 10-12-2016, 11:45 PM   #10
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What 18 point potency buff are you talking about?
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Old 10-13-2016, 12:00 AM   #11
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Here's a few examples. Maybe I just don't understand or I'm reading it wrong. Is it base potency? To spells maybe?
[IMG]
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Old 10-13-2016, 12:10 AM   #12
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Zues has a good point. What does Potency "gained" mean. Is it just a straight up 18% added potency or?
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Old 10-13-2016, 12:42 AM   #13
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That, just like on prestige tab, increases the amount of potency you gain from all other sources. So it means you gain 18% more potency from a specific source. If you had 1000 potency from an item, this would make that item give you 1180 instead.
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Old 10-13-2016, 02:34 AM   #14
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Thanks Caith. In that case - woot!!!Smile
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Old 10-13-2016, 02:45 AM   #15
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Oops on the level 101? Can we expedite the research time for testing purposes?

[IMG]
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Old 10-13-2016, 12:08 PM   #16
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Etherflash doesn't seem to do anything apart from sometimes teleport.

[IMG]

Are they intended not to get reset from ethereal runes and aura of immolation?
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Old 10-13-2016, 03:26 PM   #17
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Since questions are allowed here, I am asking what ascension class would be suitable for a ranger? I guess I am so used to rangers having nothing but combat arts that even thinking spells baffles my mind.
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Old 10-13-2016, 04:36 PM   #18
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These abilities are not applying crit chance. They do not crit.
(1476372744)[Thu Oct 13 11:32:24 2016] YOUR Stone Hammer hits training dummy for 10315740 disease damage.
[IMG]
fervor and potency seems to be applying, but not crit chance
also, the casting time on these abilities is abysmal. please reduce for QOL purposes. a 2 second base would be optimal. i understand the long reuse, as they are exceptionally powerful, but the casting time should not be that high. (would be at 3s with 100% cs, i was at 70)
its also just stone hammer. i went to thaumaturgist and septic strike does its job
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Old 10-13-2016, 05:35 PM   #19
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I've just tested Etherflash on beta and it worked for me. It is a PBAoE, then teleports you to your friendly target (if you have one).

Found the issue, it has to do with testing with a GM toon, have this fixed for the next beta build.

No they will not reset.

Stone Hammer has a few flags that allow it to ignore parry chance, block, etc, it also had no proc and no crit enabled on accident. Those have been fixed.
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Old 10-13-2016, 05:39 PM   #20
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Will brew of readiness not reset them either? So far they dont.
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Old 10-13-2016, 09:34 PM   #21
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caith can we get a more details about this COMBAT MIT being placed on mobs and how abnilites like geomancer level nine ability eroision decrease COMBAT MIT by 4.5 will effect heroic and raid mobs cause the few heroics ive bothered to detect weakness on had upwards to 2500. and when do we expect the real abilites to go in for testing

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Old 10-13-2016, 10:26 PM   #22
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I have question about levelling ascention does it go to level 2 ,3 4, ect automatically or do you need to go do some thing to level to next level I am a 110 % on my toon exp wise ie the bars full but its still at lev 1 if any on could tell me would be great I cant see any thing explaining the level jumps?.
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Old 10-13-2016, 11:43 PM   #23
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Reuse the Beta Ascension draughts once you have enough ascension XP and it well give you the next level.
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Old 10-14-2016, 12:15 AM   #24
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I agree the casting times on these are to long.

[IMG]

Haven't been able to get get this to tick over 5 stacks.
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Old 10-14-2016, 12:20 AM   #25
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are the debuffs/ and buff going to stack oon these??

what excactly dose brittle armor(elementist level 7) DO ??

still wondering about combat mitigation

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Old 10-14-2016, 01:04 AM   #26
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Ethershadow Assassin does not work with Fiery Blast /sadpanda, Im assuming this is the a same mechanic to manaburn except it crits?

[IMG]

[IMG]
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Old 10-14-2016, 05:17 PM   #27
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Combat mit is just that, mitigation. NPC encounters reduce damage based on how much mitigation they have. Decreasing their mitigation reduces how much damage they mitigate.
You are using the final ascension abilities, barring tweaks I make for balance/bugged functionality.
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Old 10-14-2016, 05:19 PM   #28
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They all stack from different casters, so yes.
Brittle armor wasn't displaying the value for its triggered mitigation debuff, it is fixed in the next beta build.
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Old 10-14-2016, 05:21 PM   #29
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Scripted damage events do not record on Fiery Blast unfortunately. That won't be changing in any short term. Yes, the base functionality on Ethershadow Assassin is very similar to manaburn.
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Old 10-14-2016, 06:15 PM   #30
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Please adjust some of the cast times to make them more useable for classes that spike around a certain proc (fervor, particularly). Scouts are at a disadvantage when it comes to using these abilities, especially when in comes down to timing autoattacks, and timing around procs that are only up for 6-8 seconds. Using these abilities as they are now may not even be an increase in dps if they take so much time out of our normal rotation.
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