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Old 10-09-2018, 03:29 AM   #1
Caith

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Please provide all Fighter related feedback here. Please remember to be specific, including the name and tier of any relevant abilities, any relevant zone or target information.
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Old 10-09-2018, 03:43 AM   #2
Caith

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Fighter
  • Level 110 Fighter's have had the ability Bulwark of Order added to their spellbook. Bulwark of Order protects the fighters group from the powerful chaotic energies used by heroic and and raid boss encounters.
Monk
  • Decreased the damage of Dragonfire V by 35%.
Guardian
  • Increased the base damage of profession abilities by 8%.
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Old 10-10-2018, 06:30 AM   #3
Ingerimm

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General:
  • Why are you pushing the guards again? Are you serious?
This is the class with the most defensive tools, most aggro tools, the only one that takes a massive advantage out of their single focus, and also one of the classes that can do the most damage, thanks to the new ethereal rune, as it's the guardian of almost everyone possess a taunt or posi aggro of their abilities and also on their epic buffs and thus cause massive damage almost everywhere through the rune.

In addition, most of these abilities are upgradeable in the "quality", which in turn increases the added damage done by the new ethereal fighter class rune.


Paladin:
  • The Prestige ability "Faith" still does not work properly since PoP Beta has not been fixed.
  • The figther cures are useless in zones with encounters from level 118, here you should think about it again.
    Why should we spend AA points if these abilities are only effective a few times and in the solo and low level instances? There is no real reason for this, everyone can cure with potions and cure items more levels of detrimentels, why we should not do it with our class cure abilities? That makes no sense ...
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Old 10-10-2018, 05:49 PM   #4
Tomshindo

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This decrease isn't disappointing at all, on the contrary it's a matter of course. Way too strong. ( I'm a Monk btw)

Aside from that, I'd be delighted if Outward Calm with the Monk rune is looked into and fixed.
It doesn't seem to work properly as no-breedthrough ward.
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Old 10-10-2018, 07:04 PM   #5
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I don`t belive another straight nerf for Dragonfire will solve the issue - they will close the gap once they obtain more potency throughout CD.

It is the hilarious up to 58hits per mob you get while clicking a button ONCE - rather address that issue.

During AoM a reasoning was made that autoattack and singular high hits shouldn`t be the majority of the parse, if you want to parse high you have to press those buttons.
How Dragonfire works atm is the prime example how something shouldn`t have been designed in the first place.

Please consider.
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Old 10-10-2018, 08:24 PM   #6
Ingerimm

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  • I cannot find this new ability in my paladin spellbook.
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Old 10-11-2018, 07:24 AM   #7
Dolgrin

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The root problem for monks is not DF, it is that all other are CA do nearly no damage.
After taking away autoattack damage nothing is left, because there was no real compensation.

Removing DF from my last zonewide raid parse, make a new calculation, mostly every CA is around 1-2% of total damage, anything else is passive, AA or Ascension.

Taking all this in account, with this DF nerf, i can start autoattack and wait for procs and Ascension surges.

In an economic way, if a monk was a 2-button player before, it is now a 0-button player.
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Old 10-11-2018, 04:44 PM   #8
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If I remember right Fervor does not apply to taunts, does it?
So taunts are cut half down and we are 2 years back.
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Old 10-11-2018, 05:53 PM   #9
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You still get taunt damage and damage on silent threat/dragon rage. If you're not hitting buttons other than DF, you're Monking wrong
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Old 10-11-2018, 05:57 PM   #10
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Is there a particular reason interrupt on jumping was added to CAs? After 15 years, it's gonna be a heck of a habit to break and lore-wise makes no sense. We already have to time autoattack while casters get wands, why this change too? Also, as a tank, sometimes you really need to cast AND jump up on something for positioning. Longer cast CAs were a great time to do that as you wouldn't lose as much threat/dps transitioning to a new location
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Old 10-12-2018, 02:58 AM   #11
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Monks are still doing fine after nerf, and Berserkers are still surviving with borrowed time for dps.
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Old 10-12-2018, 08:00 AM   #12
Earar

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deleted
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Old 10-12-2018, 05:12 PM   #13
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So Guardians that are already parsing as T1 Dps get even more of a boost ? have you actually seen the dps that guardians do at present before even making these changes ?

yet again you are making the balance of tanks out of line so gaurds are king of defence and dps why the hell bother having zerkers/bruisers/pali in game ?

only sk and monk were doing ok on dps and you just nurf monks .. again , remove the 35% from dragonfire or boost proffesion for brawlers by 30%$ to make the other combat arts worth casting
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Old 10-12-2018, 05:21 PM   #14
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The game seemed much more capable of balance when auto attack was a factor that penalized button mashing. I have yet to see an equalizer via buttons for some of the auto attack classes that went by the way side. An i am certain without the ethereal event rune for taunt damage, i would have a huge waste for a class at the moment. Maybe I am missing something for my own benefit but at this point I am at a loss
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Old 10-13-2018, 09:52 AM   #15
Wimble

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RA RA GO GUARDIANS its about time they saw the sunlight!!!

*I, am not a guardian...
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Old 10-13-2018, 05:14 PM   #16
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wy can people not just ask for there class to be looked at or come up with ways to improve there class guardians finally get a bit of a boost that they needed and instantly its I don't play that class so they should be nerfed
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Old 10-14-2018, 03:35 PM   #17
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umm they changed that in KA iirc for fevor to effect taunts
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Old 10-14-2018, 05:41 PM   #18
Ingerimm

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The Tank Check, with Bulwark of Order is not a good idea in the current form of ability.

The ability Bulwark of Order needs some adjustments in my opinion.

On the one hand, the Bulwark of Order ability and the right time to use it requires a lot of concentration. Many players will get a massive problem with this. But this is feasible for a good tank with a bit of practice, but also stressful in the long term.

Problems are the following:

1. The ability requires about 32000 mana => If the tank is in the required moment without mana, the group / the raid is dead
2. The ability can not be applied under control effects, that is, when stun, stifle, mesmerize, charm and fear from the tank => the group / the raid is dead

If you want to introduce this ability so firmly, it should at least not require mana and be applicable under any control effects. And the application of this ability may not be interrupted, after all, this has a cast time of 1 second.
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Old 10-14-2018, 05:49 PM   #19
Uncle

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another glaring issue i can see with this is Server LAG. imho should be a static buff on tanks that persists though death in cause it goes off while a tank has died[/quote]
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Old 10-15-2018, 01:25 AM   #20
Towkin

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I wonder if it would be possible to revitalize the older AA trees so that they are once again viable for your choices as a tank/that class. It would be kinda cool to have to look through and make sure that each choice was made well.
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Old 10-15-2018, 09:08 AM   #21
Ingerimm

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As for the cures of the paladin class, here are some comments as well. There are also other tank classes with cures only these can surely speak for themselves.

First, we paladins theoretically have 4 cures, with 3 ("cure spells", "zealous smite" and "aura of the crusader") coming from the AA tree and one (castigate) being a basic skill.

Functioning in the moment 2 partially (castigate and aura of the crusader), when we talk about the higher or new heroic and raid content. Because the cure amount is limited by the low cure level now more than before.

It can not be understood that paladins can now use our cures only in solo content, especially since there are potions, with which everyone can cure, no matter what class or there are even items which have activatable groupcures and far more levels of detrimentals cure as our tank class cures.

I would ask you to put our class cures back into full working order and raise the cure level accordingly.
Otherwise it makes as mentioned often no sense to select this in the AA tree. The problem is that it also lacks useful alternative abilities in the AA trees.

Furthermore, for example, the cure "cure spells" has also been an indirect AoE taunt, because only when effects have been cured, an AoE taunt were caused, in theory with the new ethereal class rune a corresponding damage is inflicted.

Only this ability can not cure any effects in the described content, so the dependent effects on the cure are useless and in addition one does not need any taunt effects in the solo content.

So it would be nice if either our cures are restored to function by raising the potential cure level, or these skills are replaced by other mind tank capabilities, such as stone skins or aggro snaps and aggro bounds.

Thx in advance
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Old 10-15-2018, 05:21 PM   #22
Golum

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Howdy! Loving the new stuff so far. One request; the plate tank shield from the SIG line, can we add MIT?
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Old 10-15-2018, 08:28 PM   #23
Ingerimm

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So now here's another detailed description of the paladin prestige ability "Faith" and the things that have not worked since the changes a year ago.

1. Triggered when hit, damage proc "Shock of Faith" on the ability "Faith" does not trigger.

It should be noted that there is the same proc in the extension "Faith's Aura" where it works, only the integrated "Shock of Faith" of the main ability "Faith" does not work.

2. The second extension of the main skill "Faith" => "Faithful Retaliation", which triggers the proc "Faith's Retaliation", proc with the wrong amount of damage. This is displayed correctly in a mouse over, but the real damage caused is ridiculous.

(1539587693) [mon Oct 15 09:14:53 2018] YOUR Faith's Retaliation hits a radiant guardian for a critical of 126483 divine damage.
(1539587697) [mon Oct 15 09:14:57 2018] YOUR Faith's Retaliation hits a radiant guardian for a critical of 128631 divine damage.
(1539587715) [Mon Oct 15 09:15:15 2018] YOUR Faith's Retaliation hits a radiant guardian for a critical of 138537 divine damage.

3. The built-in tooltips and descriptions of the ability "Faith" and all enhancements to the ability still have the original wording and are therefore wrong after all the changes, a year ago now.

If it's up to me, I'd be willing to reintroduce the real reflection, as ability once was.

This change in damage proc's works only conditionally, completely unreliable and is partly ridiculous in the amount of damage.
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Old 10-15-2018, 10:36 PM   #24
Earar

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I don't want more spells

no more room. Yeah I'd rather have a buff in offensive stance if in group or idk ... but no moe spells or CA

we have too much. plus if u add clickies, potions, charms .. no more room for more spells
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Old 10-15-2018, 10:42 PM   #25
Ogdinmar

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I agree no more spells. its going to be hard enough with the new ascension spells. Just and idea: add it to the offensive and defensive stances. obviously the damage trigger would have to be reworked some for it being up all the time, but it wouldn't require another hotbar slot.
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Old 10-16-2018, 01:10 AM   #26
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Nope. They only fixed the bug that taunts didn't use more than 10k Pot. Fervor doesn't work on taunts so we are back to KA days. Unless you can outDPS T1 DPS of course Smile
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Old 10-16-2018, 08:54 AM   #27
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I'd much rather it was a permanent buff, myself.
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Old 10-16-2018, 09:58 AM   #28
Earar

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with the fighter rune, though threat isn't affected by fervor .. damage on the abilities is.


and tbh ... last expac .. hate wasn't much of anissue, and even less since we have the fighter rune. so I think we can deal with it
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Old 10-16-2018, 10:47 AM   #29
Dolgrin

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The KA adjustment was that all potency applied to taunts, without a potency cap (can't remember the exact number) before.
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Old 10-16-2018, 11:12 AM   #30
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It was 10k before.
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