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Re: [Pending Update] Current State of Classes and Abilities
Posted: Mon Jan 05, 2015 2:52 pm
by Penril
Azarael wrote:I missed Stop Runnin' somehow when I was setting them. Will be fixed in next. Run 'n Shoot should cast on the move, though.
You are correct sir. Sorry bout that.
Stop Runnin is the one that doesn't work.
Re: [Pending Update] Current State of Classes and Abilities
Posted: Mon Jan 05, 2015 3:37 pm
by Azarael
Seems like buffs screw up if you leave scenarios with them active. I had a Healing Hand on me which lasted way longer than it should have when I left.
Re: [Pending Update] Current State of Classes and Abilities
Posted: Mon Jan 05, 2015 3:42 pm
by Luth
I tested guard damage in the sc today, while we were getting spawn camped:
- i could block guard damage, the block effect shows as "You blocked ***'s attack.", instead of "You blocked your guard." (or something like that)
- Guardblock/parry is still very rare
- as azarael said, there are high mitigation numbers in the log (e.g. you get hit for 200 damage, 600 mitigated); if this is correct, the original hit would be 1600 damage
- Guarddamage in still seems very high. I wonder if you guard a lowlevel player, you maybe get the guard damage as if he wouldn't have the bolster buff, or something like that.
I think the general "squishiness" of the tanks comes also from the high dot damage.
Also: The SWs "Vengeance of Nagarythe" damage buff seems to work on autoattacks (as it should), but the damage buff through slayer / choppa class mechanic still doesn't.
Autoattacks in general are working now very nicely:
- you don't have to manually activate it (activates through right klick on the enemy or skill usage), deactivates when the target is dead (maybe also when you change the target, didn't test this)
- detaunts now deactivate the aa so the detaunt debuff is not instantly removed, however dots still remove it
Edit: big thanks to Nalgol

Re: [Pending Update] Current State of Classes and Abilities
Posted: Mon Jan 05, 2015 3:49 pm
by OldPlayer
Ironbreaker
Grudge Unleashed often starts its CD, but does not consume Grudges nor provide AP.
Re: [Pending Update] Current State of Classes and Abilities
Posted: Mon Jan 05, 2015 5:48 pm
by Sulorie
Azarael wrote:Seems like buffs screw up if you leave scenarios with them active. I had a Healing Hand on me which lasted way longer than it should have when I left.
It does not heal you. It is just a visual bug.
But occasionally I get renown ticks while standing in town after leaving sc. My char does an AA animation without a visible target and maybe kills ghosts. xD The RR gain is real.
Re: Current State of Classes and Abilities
Posted: Mon Jan 05, 2015 6:19 pm
by Azarael
Updated.
Re: Current State of Classes and Abilities
Posted: Mon Jan 05, 2015 7:32 pm
by Luth
The "Auto-Switch to player target" option from the addon
LoyalPet seems to work, if someone needs help with rebellious pets.
Edit: "Call War Lion" is not useable on the move.
Re: Current State of Classes and Abilities
Posted: Tue Jan 06, 2015 3:55 am
by Nishka
Vicious Slash deals damage and interrupts casting. This ability's IDs are 8009 (base) and 3195, 3214, and 3494 (all the same debuff).
Does it really interrupt casting? Because I tried to interrupt sorcs casts without any visible success. Or maybe you interrupt casting, but animation plays anyway?
Re: Current State of Classes and Abilities
Posted: Tue Jan 06, 2015 11:15 am
by Nishka
A few issues/bugs and might want to check&add:
morale works only by manually clicking on the morale panel. Hotkeys/sequences aren't working for some odd reason
morale skills make critical hits
guarding someone is the best way to suicide your tank, incoming damage is abnormal. At least it's not a one-shot anymore.
Twisting auras prevents your action points regeneration
Re: Current State of Classes and Abilities
Posted: Tue Jan 06, 2015 8:08 pm
by taccr
Something feels extremely wrong with guard. The damage is very spikey and if combat log is right, it can crit. You pretty much drop now from 2k -> 1k -> dead, especially against Sorcs/BWs.