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Re: Patch Notes 18/04/2025

Posted: Fri Apr 18, 2025 6:04 pm
by leftayparxoun
tefnaht wrote: Fri Apr 18, 2025 3:41 pm And +10% crit chance is way better then 240 Toughness(somewhere -50-80 damage on each hit)...
Realistically the buff will be between +180 and +204 for 5 or 9 Mastery points in the tree respectively.

For most ST abilities in the game, that's a 54-61 dmg reduction while against AOE attacks it can be as low as 14. Still, very usefull when the number of incoming hits is too high like in orvr. Especially if there is no other TOU buff in the party (e.g. KOTBS aura)

Zealots new crit buff from Lunacy will always be +10% but it does not stack with Boost II or Boost V procs (e.g. Sorc Onslaught or Magus Sov). It will still be great for all the other dps classes though.

Re: Patch Notes 18/04/2025

Posted: Fri Apr 18, 2025 6:05 pm
by PROsiak
leftayparxoun wrote: Fri Apr 18, 2025 6:04 pm Zealots new crit buff from Lunacy will always be +10% but it does not stack with Boost II or Boost V procs (e.g. Sorc Onslaught or Magus Sov). It will still be great for all the other dps classes though.
You sure about the stacking? Last time i checked SM's self crit buff for 10% worked with Boost proc from Bloodlord set.

Re: Patch Notes 18/04/2025

Posted: Fri Apr 18, 2025 6:43 pm
by vitaka
live4treasure wrote: Fri Apr 18, 2025 3:30 pm To be fair, Archmage's damage output even with the Radiant Gaze bug was not higher than an equally geared dps. Usually a bit below unless you get into a funnel situation and have the archmage constantly spam radiant lance, thereby exposing themselves to pulls and so on. As far as I'm concerned, it was a feature, not a bug.

As of now, though, I expect the class' dps to be severely gutted. I would hope perhaps the ability to get an instant 5 stacks as a proc of some kind returns in some form. It felt far more engaging gameplay-wise then the very, very, very slow process of gathering 5 stacks in an aoe scenario, because you could quickly get the point where you could make a decision on which 5 stacks effect to generate for your team. And if it felt that much more fun than the regular gameplay loop of the class, then I would argue it should be a benchmark to strive for.

I hope the dev team takes this into account when we get to the final stretches of the healer patch.
I agree with this.

- [24153] Radiant Gaze no longer builds Tranquility points per target hit when using Radiant Burst.

This one small change gutted the DPS AM in WB settings. The ability to rapidly build up the mechanic via Radiant Gaze had zero impact on small-scale or roaming, but was pivotal to being semi-viable in the WB setting. Even then, the AOE DPS AM was not close to the damage potential of a real DPS, but what it lacked, it made up for in utility through Mistress of the Marsh, Dispel Magic, AOE debuffs, and an extra person who can rez.

Now, the damage potential got hit so hard as it takes forever to build up Tranquillity, and the only DPS way to do it is mostly through single target DOTs which do not matter in a WB play. There's now zero reason to bring a DPS AM into a WB, while as a single-target roamer, it remains as overturned as it is.

Re: Patch Notes 18/04/2025

Posted: Fri Apr 18, 2025 6:48 pm
by leftayparxoun
PROsiak wrote: Fri Apr 18, 2025 6:05 pm
leftayparxoun wrote: Fri Apr 18, 2025 6:04 pm Zealots new crit buff from Lunacy will always be +10% but it does not stack with Boost II or Boost V procs (e.g. Sorc Onslaught or Magus Sov). It will still be great for all the other dps classes though.
You sure about the stacking? Last time i checked SM's self crit buff for 10% worked with Boost proc from Bloodlord set.

Took a look at the database. Sapping Strike's buff is granting melee crit instead of generic crit as the tooltip implies. Therefore as it is now it should indeed stack with Boost V (but not with Linis granting melee crit).

Will bugreport it and see if it's the description or the effect that is wrong. Thanks.

Re: Patch Notes 18/04/2025

Posted: Fri Apr 18, 2025 6:49 pm
by Helwer
you guys are funny

Re: Patch Notes 18/04/2025

Posted: Fri Apr 18, 2025 7:43 pm
by Alubert
tefnaht wrote: Fri Apr 18, 2025 3:41 pm
Alubert wrote: Fri Apr 18, 2025 3:21 pm I am now looking at the RP after the changes and it seems to me that the composition of the group with 2xRP possibly will be quite playable.
Cool vs. dok convenant
20 sec with snare immun :)
Group members within 50 feet of your Runic Conduit will instantly be freed from any snaring effects and for the next 10 seconds, group members within 50 feet of your Runic Conduit have their Toughness increased by 240

As I understand - just remove active snare and gives 10 sec Toughness buff. Every rune\ritual has instant and continius part, so it's just a cleance targeted to snares, not a immun. And +10% crit chance is way better then 240 Toughness(somewhere -50-80 damage on each hit)...
Not really. I run over shamy puddle with "immunity" text :)

Re: Patch Notes 18/04/2025

Posted: Fri Apr 18, 2025 11:46 pm
by Ruin
Question To DEV/Balance Team:
Does this pach concludes the Healers Balance Part?

Re: Patch Notes 18/04/2025

Posted: Fri Apr 18, 2025 11:57 pm
by Ruin
leftayparxoun wrote: Fri Apr 18, 2025 12:56 pm To clarify for people who might misunderstand what the change means:
Rune of Battle can only be used on a non-stealthed player and a player can only be affected by one Rune of Battle at a time.
Each Rune of Battle can still hit 24 players like before. What's changed is that you cannot place it on the same target as another Runie.
For example in a hypothetical group with 12 Runies, they can still use 12 RoBs at the same time (each hitting up to 24 enemies every tick) if each caster places their RoB on themselves.

Effectively this is a non issue as long as long as there are more people in the frontline than Runies (0 impact on regular dps RP for wb)
This change is a mayor change to AOE DPSing as a RP!

what happens if a player cast this skill on a target who already have RoB? will it behave like Res ability? meaning will it allow the cast time to take place and then inform the caster it failed?

Also, now it requires an equal number of allies to Casters to have this ability do the same work as previously it could on 1 player

If it's meant to be used on the caster then i is a melee ability and works just like chppa furious somping but with a 2 sec cast time (i would love to hear what would choppass say if they had to cast, it for that long, DPS WP now deal with this prcise problem with Divine impact)

If it's meant to be used on caster as you say this would change RP from range dps to Melee with 2, 2sec castable abilities (grminirs fury) that are unusable in melee

This change makes this skill useless in any organize environment.

There is no REGULAR DPS RP IN A WB SETTING.

Re: Patch Notes 18/04/2025

Posted: Sat Apr 19, 2025 2:13 am
by Demonito
The +5ap cost is not that bad, considering we no longer have to refresh the ritual
-50feet range is a huge nerf
Even if pinky was the best for zeal healers, it's sad to remove the 2 other rituals visuals

If any dev is reading:
Even more now that range is lowered, would be nice if we could always see the rituals from our party
With effects displaying on self only you can't see any but your
(+ playing on destro, to remove magus puddles)

edit: Also if 2 nexus are too close they get visual / fonctional bugs
Ruin wrote: Fri Apr 18, 2025 11:46 pm Question To DEV/Balance Team:
Does this pach concludes the Healers Balance Part?
Let's hope so :roll:
Shamy is the only one I liked the changes
Playing the 3 healers on destro, dok is the main victim imo, dps and shield dok feel awful to play.

Re: Patch Notes 18/04/2025

Posted: Sat Apr 19, 2025 5:34 am
by normanis
can ppl who create addons make pve addon what anounce what boss abilities will be used? somthing like dmb (if thats possible offc)
to make chap22 popular.