Mara and WL have tree restriction tooJustDust wrote: ↑Sat Mar 23, 2019 8:30 pm 1. Do you play the class/archetype that uses the set you want to talk about?
-playing sw, rr 81
2. What perspective do you speak from (solo (ganking, pugging in WB), organized WB or small scale player) ?
What is your experience with the class in question?
-solo, small scale, wb, expierenced in all.
3. Your feedback:
- Why set/set bonus is bad/overperforming;
Like the SH and my SW collegue above, would like to mention that the 6 piece need tweaking, its proccrate is terrible low. This needs to be changed into something useful, like 10% chance on every attack, to procc a armor debuff or something like that.
7pc per se isnt a bad boni, but cmon guys why do range dps have class restriction on their 7pc, while mdps does not, that makes no sense. This bonus should be universal useful for all ranged dps speccs.
Invader Set Feedback
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In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
Re: Invader Set Feedback
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- Posts: 35
Re: Invader Set Feedback
Im write this for my perspective Tank S&B
1. Do you play the class/archetype that uses the set you want to talk about?
Tank KOBS S&B 81 RR.
2. What perspective do you speak from (solo (ganking, pugging in WB), organized WB or small scale player) ?
Pug WB, SCE.
3. Your feedback:
2nd bonus Strenght should Initiative
6 pc bonus Mending Wounds. On block 10% chance to restore 500 health points and gain 50 ap.
This bonus is bad for KOBS, this is some kind mirror Stay Focused aura.
10% on Block is too low, should be 25-30%
1. Do you play the class/archetype that uses the set you want to talk about?
Tank KOBS S&B 81 RR.
2. What perspective do you speak from (solo (ganking, pugging in WB), organized WB or small scale player) ?
Pug WB, SCE.
3. Your feedback:
2nd bonus Strenght should Initiative
6 pc bonus Mending Wounds. On block 10% chance to restore 500 health points and gain 50 ap.
This bonus is bad for KOBS, this is some kind mirror Stay Focused aura.
10% on Block is too low, should be 25-30%
Sanctispiritus Crusader Kobs
Relah AM
Relah AM
Re: Invader Set Feedback
Do you play the class/archetype that uses the set you want to talk about?
Witch elf rr75.
What perspective do you speak from (solo (ganking, pugging in WB), organized WB or small scale player) ?
Solo, smallscale.
Feedback.
4 piece bonus: 5% reduced chance to be parried for a WE does very little for them since a WE should always attack from the flank.
7 piece bonus: Is frankly totally useless, WE already got a tactic with the same function, Sharpened Edge.
Suggestions of changes:
Invader Thighbinds (Boots)
Remove disrupt and morale gain.
Make it be 30 melee power instead.
Invader Vilecord (Belt)
Remove parry and dodge.
Make it be 2% melee critical chance instead.
Invader Lifeshard (Jewelry)
Instead of 12 strength and 27 wounds make it 27 strength and 12 wounds or initiative.
Suggestion to set bonuses 1.
Invader 4 piece bonus should be changed to 3% melee critical chance instead.
Invader 7 piece bonus should be changed to: 10% chance on hit to gain 100 melee power for 7 second, will not refresh itself.
Suggestion 2.
Invader 4 piece bonus would give 60 melee power.
Invader 7 piece bonus would give 5% melee critical chance.
So reasons why I suggest this is as follows.
Witch elf is a damage dealer that needs to have gear that works towards that goal.
Witch elf is a pure damage dealer as it gets, they have very low armor and zero party buffs (except morale 3) so they should have that special extra to even be considered into a group.
Present stats and set bonuses on the Invader set hold no light against vanq/sentinel mix for WE.
Why I suggested the change to boots, belt and jewelry is because I think its healthly for a game to give players a choice to either go for the full set or mix between other sets and their pieces.
The game become more interesting that way.
My suggetions of change will give the set more synchronization between the set bonuses.
As it stands at the present moment, Witch elfs probably only get the Invader pieces for appearence's sake.
Witch elf rr75.
What perspective do you speak from (solo (ganking, pugging in WB), organized WB or small scale player) ?
Solo, smallscale.
Feedback.
4 piece bonus: 5% reduced chance to be parried for a WE does very little for them since a WE should always attack from the flank.
7 piece bonus: Is frankly totally useless, WE already got a tactic with the same function, Sharpened Edge.
Suggestions of changes:
Invader Thighbinds (Boots)
Remove disrupt and morale gain.
Make it be 30 melee power instead.
Invader Vilecord (Belt)
Remove parry and dodge.
Make it be 2% melee critical chance instead.
Invader Lifeshard (Jewelry)
Instead of 12 strength and 27 wounds make it 27 strength and 12 wounds or initiative.
Suggestion to set bonuses 1.
Invader 4 piece bonus should be changed to 3% melee critical chance instead.
Invader 7 piece bonus should be changed to: 10% chance on hit to gain 100 melee power for 7 second, will not refresh itself.
Suggestion 2.
Invader 4 piece bonus would give 60 melee power.
Invader 7 piece bonus would give 5% melee critical chance.
So reasons why I suggest this is as follows.
Witch elf is a damage dealer that needs to have gear that works towards that goal.
Witch elf is a pure damage dealer as it gets, they have very low armor and zero party buffs (except morale 3) so they should have that special extra to even be considered into a group.
Present stats and set bonuses on the Invader set hold no light against vanq/sentinel mix for WE.
Why I suggested the change to boots, belt and jewelry is because I think its healthly for a game to give players a choice to either go for the full set or mix between other sets and their pieces.
The game become more interesting that way.
My suggetions of change will give the set more synchronization between the set bonuses.
As it stands at the present moment, Witch elfs probably only get the Invader pieces for appearence's sake.
Re: Invader Set Feedback
can only quote that, switch onslaught 4pc bonus with 7pc invader bonus or change it to a dmg bonuswonshot wrote: ↑Sun Mar 10, 2019 10:59 pm 1. Do you play the class/archetype that uses the set you want to talk about?
Brightwizard rr 81 on RoR. BW rr 80 Vanilla AoR
2. What perspective do you speak from (solo (ganking, pugging in WB), organized WB or small scale player) ?
What is your experience with the class in question?
Organized guildwarband, Realm-Warfare, pug scs
3. Your feedback:
- Why set/set bonus is bad/overperforming;
- How it should be fixed/changed (real solution/alternative).
The core issue:
Sorc/BW 7piece invader imballance in terms of way of getting the proc in largescale (AoE)
- Sorc have Icespikes with 0 cooldown and 65feet range. (spamable)
- BW have Detonate with 10sec cooldown, 100feet range but 20feet wide. (distruptable on maintarget and no spread=no proc, not spamable, requires 1additional GCD due to ignite have to be on the target first so double the chance of getting distrupted)
Basicly for a proc you want asap(!) Sorc have it easier to fish for their proc while building their classmechanic as they are clashing in the open fieldfights, while BW might have a slight advantage in prebuilding in a lordroom defens, but LoS might cancel out this advantage 9/10 times. Overall the proc is something you want up with alot of uptime, to make up for what else you might be sacrificing in terms of gear mixes, if you dont benefit from the 7th piece you might aswel slot an other item from an other set for its individual stat combination or a 2piece bonus combination along with it.
Tier set progression issue:
As long as Onslaught have the 4th piece "Boost V" proc, every future set have to compare with this proc since mainstats are easy to softcap anyways. So pre Invader 4piece onslaught + Conq boots + belt was still a better damage output setup, over the two newer sets despite they were higher tier with more armor/stats on them. (issue here is onslaught having an overtuned dps value that raw stats couldnt make up for)
The critchance/critdamage proc needs to be either continuously added on sets for them to compete with Onslaught, or it needs to be taken off onslaught and the sets can go into the Vanq direction of just having 4% damage as an end-setbonus
Scenario spec singletarget Boilingblood /WoP routation with Invader:
Sorc/BW have alot of snap burst with their spells hitting simultanious, doing your routation on a target and hoping that one of the dots proc your 7piece in neither fun for you as a caster, or for the target you are about to burst. It makes the class even less relyable in terms of premade rdps I would assume, so I cant see what sort of role this proc is trying to fulfill on invader for sorc/BW. It is currently imballanced between the two realms in terms of largescale, and for pugging it just adds to the problem of random oneshots. 6v6 I cant really tell, but my first impression is that this is not too desireable over other classes.
Solution suggestions:
- Easiest fix would be to change the 7piece proc around a core abiltiy, or an other specline based of what the devs want the set to fulfil. will it be a singletarget set, go left tree. if you want it to be largescale(since forts/invader is largescale) go right masterytree.
- Core abilties that could replace the proc requirements: Rain of fire + pit of shades, Surging pain + Scorched earth etc.
- For the sake of easier set tiers, replace onslaught and invader "boost" procs with flat damage like on Vanq
- In an attempt to tacle the overpowered class mechanic of Sorc/BW add the 7piece setbonus as a damage boost when the player is staying in combustion range between 50 - 90. That will spiece up the gameplay so these classes no longer just sit at max classmechanic and get outhealed for a massive bonus, it will add more deepth to the class' and potential for good players to stand out more for succesfully jungling their class mechanic better.
Re: Invader Set Feedback
i have a feedback on my 68 rr magus, i dont understand why bw/sorc have a crit 7th piece bonuses THAT strong while magus/engi are limited to mastery buff especially since well.....bw/sroc crit potential should not get buff....ever... you should prob swap bonuses between archtype. Give maus/engi a crit buff and sorc/bw a mastery buff to make even the meccanics or simple give a more even effec to both cuz no way this is balanced : Now i get why all those bw are rushing fortress....
also 2 striketroguth effect /bonus are reduntant, keep one of the 2 change the otehr with something else maybe 5% crit since magus/engi again lack all the crits bw/sorc have. (basically bw/sorc is the dream set of every rdd) .
also 2 striketroguth effect /bonus are reduntant, keep one of the 2 change the otehr with something else maybe 5% crit since magus/engi again lack all the crits bw/sorc have. (basically bw/sorc is the dream set of every rdd) .

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- Posts: 42
Re: Invader Set Feedback
1. Do you play the class/archetype that uses the set you want to talk about?
Brightwizard rr 80
2. What perspective do you speak from (solo (ganking, pugging in WB), organized WB or small scale player) ?
What is your experience with the class in question?
Organized guildwarband, Realm-Warfare, aoe cac spec
3. Your feedback:
- Why set/set bonus is bad/overperforming;
the first problem of this set is the stats . i have 1800 hit point less with this set than in full vanquisher and for a bw who have no armor its huge difference . with this set our pool life can only take 8 explosion at full combustion . with vanquisher it s 10
another huge gap is with crit percent (5 % bonus lost is huge when crit is one of our major dps). the striketrough bonus is cool and 10 feet bonus should be working even on self aoe (scortched earth for example . i dont see any difference with this bonus in targeting people with it).
the 7 piece bonus should be on all abilities and not only dot spec. the only aoe is on 10 sec and could easily be disrupt
- How it should be fixed/changed (real solution/alternative).
Change toughness bonus by wound bonus .
fix 10 feet on all abilities even self targeting aoe (annihilate scortched earth )
make 7 piece proc on all abilities or on aoe tree spec.
Change strikethrough for 5 % crit or give more on pieces .
Pyrosius Kane BW 80
Brightwizard rr 80
2. What perspective do you speak from (solo (ganking, pugging in WB), organized WB or small scale player) ?
What is your experience with the class in question?
Organized guildwarband, Realm-Warfare, aoe cac spec
3. Your feedback:
- Why set/set bonus is bad/overperforming;
the first problem of this set is the stats . i have 1800 hit point less with this set than in full vanquisher and for a bw who have no armor its huge difference . with this set our pool life can only take 8 explosion at full combustion . with vanquisher it s 10
another huge gap is with crit percent (5 % bonus lost is huge when crit is one of our major dps). the striketrough bonus is cool and 10 feet bonus should be working even on self aoe (scortched earth for example . i dont see any difference with this bonus in targeting people with it).
the 7 piece bonus should be on all abilities and not only dot spec. the only aoe is on 10 sec and could easily be disrupt
- How it should be fixed/changed (real solution/alternative).
Change toughness bonus by wound bonus .
fix 10 feet on all abilities even self targeting aoe (annihilate scortched earth )
make 7 piece proc on all abilities or on aoe tree spec.
Change strikethrough for 5 % crit or give more on pieces .
Pyrosius Kane BW 80
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