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  1. #101
    Community Member btolson's Avatar
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    Primal Scream: can we look at the 5 charges on this?

    Considering Draconic Breath in DI is getting infinite charges (and its CD cut in half), perhaps Primal Scream can go the same route? Scream is much weaker than Breath. Perhaps increase its CD to 20 seconds to compensate for removing charges.

  2. #102
    Community Member btolson's Avatar
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    Some other Fury thoughts

    T1 Tunnel Vision - the bonus damage doesn't amount to much. Scale it with melee power?

    T2 Injury - the bleed also needs to scale, and if it doesn't stack, also have a die increase since it ticks at most every 2 seconds, presumably.
    - Also, I seem to recall that the Shaken portion has an unlisted save on it. Please remove it, or describe it. I feel it's a DC your average barb won't ever be able to land.

    Overall survivability in this Destiny is bad for melee. You get 100 hitpoints, compared to other destinies that grant a fair amount of PRR (LD/blitz, DC, US) or dodge or incorp or other % defenses. I'm not sure what the best thematic solution is atm. However, some healing amp in the cores seems like a good start. Perhaps also replace the current +HP with +%HP? Something needs to done on this front, this is the easiest destiny to die in. Increasing its DPS alone won't make it a viable destiny for non-ranged toons in difficult content.

  3. #103
    Community Member Grailhawk's Avatar
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    Quote Originally Posted by btolson View Post
    Overall survivability in this Destiny is bad for melee. You get 100 hitpoints, compared to other destinies that grant a fair amount of PRR (LD/blitz, DC, US) or dodge or incorp or other % defenses. I'm not sure what the best thematic solution is atm. However, some healing amp in the cores seems like a good start. Perhaps also replace the current +HP with +%HP? Something needs to done on this front, this is the easiest destiny to die in. Increasing its DPS alone won't make it a viable destiny for non-ranged toons in difficult content.
    Right we need to not forget that Blitz gives 30 PRR or Capped Dodge!

  4. #104
    Community Member lyrecono's Avatar
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    Quote Originally Posted by btolson View Post
    Some other Fury thoughts

    T1 Tunnel Vision - the bonus damage doesn't amount to much. Scale it with melee power?

    T2 Injury - the bleed also needs to scale, and if it doesn't stack, also have a die increase since it ticks at most every 2 seconds, presumably.
    - Also, I seem to recall that the Shaken portion has an unlisted save on it. Please remove it, or describe it. I feel it's a DC your average barb won't ever be able to land.

    Overall survivability in this Destiny is bad for melee. You get 100 hitpoints, compared to other destinies that grant a fair amount of PRR (LD/blitz, DC, US) or dodge or incorp or other % defenses. I'm not sure what the best thematic solution is atm. However, some healing amp in the cores seems like a good start. Perhaps also replace the current +HP with +%HP? Something needs to done on this front, this is the easiest destiny to die in. Increasing its DPS alone won't make it a viable destiny for non-ranged toons in difficult content.
    Quote Originally Posted by Grailhawk View Post
    Right we need to not forget that Blitz gives 30 PRR or Capped Dodge!
    Agreed on the tunnel vision, it's outdated.
    As for survivability, the devs could add some dr/-, it currently only has 1 in a second tier, costing 3 points.
    What about adding dr1/- to the 5&6 tiers and the last (2) cores?
    Quote Originally Posted by FlimsyFirewood View Post
    I play a guy with a two-hander not just in this game, but in every game that has 'em.
    Quote Originally Posted by J-mann View Post
    Not to derail the thread, but then can you make 2hf NOT suck so much compared to 2wf or swf?
    Quote Originally Posted by FlimsyFirewood View Post
    8 pages in, that train has already sailed. The dead horse is canned into cat food by now.

  5. #105
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    Devs are trying to make bow users to use more shiradi instead of fury ED so they add adrenaline shot to shiradi! Effectively Devs aren't creating anything new, just repeating the same mechanics, making all very similar, wow, you are so creative! LOL!

    ED tree should focus on enhancing you class enhancement tree this way bow users would be naturally draw to it. Some examples:
    Shiradi T6, select: Elemental mastery : Your elemental arrow dice is d10 instead of d8, on vorpal a burst of 20 (d10+3) elemental dmg, scales 100% to spell power, DC (10 + character lvl + dex/wis/int modifier for half dmg). Adds a bit of AOE wich bow users lacks.
    Tower sentinel : While on archer focus stance, add+3 stacks on crit hit, decay rate is now 5 secs. This makes archer focus dmg boost meaningfull before mobs gets too close and while on the move.

    Make adrenaline overload to work only in the 1st arrow and targeted mob, this way the synergism with manyshot and IPS isn't that OP.

  6. #106
    Community Member DaviMOC's Avatar
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    Quote Originally Posted by Celender View Post
    Devs are trying to make bow users to use more shiradi instead of fury ED so they add adrenaline shot to shiradi! Effectively Devs aren't creating anything new, just repeating the same mechanics, making all very similar, wow, you are so creative! LOL!

    ED tree should focus on enhancing you class enhancement tree this way bow users would be naturally draw to it. Some examples:
    Shiradi T6, select: Elemental mastery : Your elemental arrow dice is d10 instead of d8, on vorpal a burst of 20 (d10+3) elemental dmg, scales 100% to spell power, DC (10 + character lvl + dex/wis/int modifier for half dmg). Adds a bit of AOE wich bow users lacks.
    Tower sentinel : While on archer focus stance, add+3 stacks on crit hit, decay rate is now 5 secs. This makes archer focus dmg boost meaningfull before mobs gets too close and while on the move.

    Make adrenaline overload to work only in the 1st arrow and targeted mob, this way the synergism with manyshot and IPS isn't that OP.
    I like what they doing. Any untrained eyes would never guess that the tree is mainly used by ranged not barbarian style melee toons.

    By the name, the art and some side bonus its clear that bow users are not intended to be there at all.

    Its odd however how a melee mechanic ( raging) does lock out another main melee mechanics( defensive stances) but only stop ranged from using precison stance that is not that relevant to ranged builds considering the benefits of adrenaline rush.
    Last edited by DaviMOC; 06-07-2019 at 06:45 AM.

  7. #107
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    Quote Originally Posted by J-mann View Post
    Shiradi definitely needs more rp to compete with ld and blitz. Even with the buffs I have a hard time seeing myself using Shiradi over LD as LD gets more RP, Boosts, Shorter CD boosts, and better defenses. Shiradi could also use some consolidation and buffing on the wellspring line, its way too many ap for little to no benefit for now. Can we also get some scaling for stormrage? its ok at 20, pathetic at 30, and you will see this issue with several ED abilities. And I will agree with others that some druid important dcs (evocation and conjuration) would be nice for Primal. As for Fury.... im not really a fan of the mechanics behind it so I dont really use it but I cannot see many using Fury made Placid even with the buff as it cancels out basically the whole rest of the destiny. If your going to us fury made placid why not just be in LD or DC?
    Yes. I've been pleading the same case for SD for ranged rogues in the Martial thread. At least Shiradi is getting some 200% RP boosts and a nice new DPS boost ability. SD is getting comparatively very little of anything, with the same bad Epic Moment. I had not asked for more RP but instead was pushing for some other DPS help and/or defense, along with a fix to the Moment. I was afraid to broach the subject, but since you have... it seems that they've decided that +24 RP from an ED is going to be a hard limit. If so, then Blitz offers a far superior increase in RP to SD or Shiradi, as you stated. And more PRR, which us squishy types really need!! The difference in ranged power between SD/Shiradi and LD is +12. That's simply not nearly enough of a draw to leave Blitz behind.

    By the way, I can get +20 RP and +5% Double shot from a 4 piece Crackshot Negotiator set. Why do 4 filigrees give me almost as much increase in base DPS as committing to an entire ED? Does that seem balanced to everyone?
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  8. #108
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    Quote Originally Posted by DaviMOC View Post

    Its odd however how a melee mechanic ( raging) does lock out another main melee mechanics( defensive stances) but only stop ranged from using precison stance that is not that relevant to ranged builds considering the benefits of adrenaline rush.
    Rage is an all-in type of attack, there is no defense involved.

  9. #109
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    I wanted to come by here and give my 2c.

    Nice work with Shiradi. Getting a Furyshot equivalent on a tree that has some neat CC abilities sounds cool enough. Cool enough to pull me away from actual Furyshots? Guess I'll have to try and find out.

    Removing Spirit: great move. Not sure about the new duration of the abilities that used to cost spirit, as I haven't tested them yet, but I'm certain it's a move in the right direction. That resource was painful to manage, even when you did get everything right.
    I'd love a way to keep the tree form up longer than the current plans, mostly because I can unfavorably compare it to Blitz that can keep it up basically indefinitely, but comparing any epic moment to Blitz when it comes to melee DPS will almost certainly do so unfavorably.
    If possible, could we increase the resiliency aspect of the form? Give it a bunch of temp HPs when size increases, give it more PRR? (Blitz gives 30 semi-permanently. 50 for 30 seconds sounds a wee bit out of place)
    Imagine, if you will, a caster druid, wanting to take the Epic Moment of the destiny most closely associated with their class, only to read that all it does is help them lightly tap on the enemies' heads for 30 seconds.
    I'm asking this because I've been a first-lifer Druid going on an Epic journey before, and it took ages of going through destinies that helped me in absolutely no way at all to get to an actual caster destiny that would help me channel fire and storms. Sad experience for a player new to epics.
    Of course, if offered an actual caster tree form, I'd be in the purest bliss, but I understand this ED pass is mostly a stat rewrite - I'm not expecting you to put so much work on something like this.

  10. #110
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Default Just One Thing

    Some tree enhancements don't benefit warforged, self forged, and bladeforged..... please fix that!

  11. #111
    Community Member DaviMOC's Avatar
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    Quote Originally Posted by Celender View Post
    Rage is an all-in type of attack, there is no defense involved.
    Yeah. I know well the explanation but game wise it dosent fit. Its a melee focused mechanic that works more against melee playstyle than ranged playstyle.
    We could argue that adrenaline rush shouldnt be appliable to any ranged attack too than. There is little on being raged in a all-in state that could help in a bow shoot. Actually it could be worse by reducing aiming and concentration.

  12. #112
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    Quote Originally Posted by DaviMOC View Post
    Yeah. I know well the explanation but game wise it dosent fit. Its a melee focused mechanic that works more against melee playstyle than ranged playstyle.
    We could argue that adrenaline rush shouldnt be appliable to any ranged attack too than. There is little on being raged in a all-in state that could help in a bow shoot. Actually it could be worse by reducing aiming and concentration.
    I agree! That is why I said adrenaline rush should be nerfed, only 1st arrow(no doubleshot or triple shot) and targeted mob gets the damage boost or even better, be melee only.

    By keeping fury a melee ED, devs can focus on making meaningful changes to shiradi and shadowdancer instead of copying and pasting.

  13. #113
    Community Member Avocado's Avatar
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    Quote Originally Posted by Steelstar View Post
    Hello! This is an early look at the Epic Destiny Pass currently slated for Update 43. (The second Sharn raid is coming before this, so there's still a bit of time before this reaches Lamannia). A few notes about this pass, before we get to details:

    We had a few primary goals in the Epic Destiny pass, compounded by a very slim time-frame of 3 weeks for principal changes.
    • First and foremost, try to put each Destiny in a place where it's worth using for at least some builds.
    • Fix bugs and remove things that hinder fun or usability
      • You'll notice that every Epic Moment that required you to do weird things to charge it up no longer requires that.

    • Improve the ability for people to play in Destinies that match their Archetype (ranged characters in Shiradi, etc) without significantly hindering the current ability for people to play in Destinies that don't (casters in Shiradi, etc)


    Like we said above, the timeframe was slim. We didn't hit everything we would have liked to, and there are still abilities within individual Destinies that still probably aren't worth taking. We're listening for feedback here, but our ability to act on it is similarly time-restricted; we're unlikely to further revamp whole trees or add completely new skills at this time, but we may be able to make number tweaks and fix outstanding bugs.

    That said, this is the thread for Primal Sphere Destinies, so let's dive in. Be sure to check out the other Sphere threads when you're done, as well as the topic on new Epic Past Lives coming with these changes.

    Fury of the Wild
    This is a Pretty Good destiny in its current state, but not enough Melees found reason to stick with this one vs. Dreadnought. We'd especially like Two Handed Fighters to hang out here, so we added some spice for them. Please note that "Two Handed Fighting Style" does not include Natural Weapon Style (aka Wolves, Bears, Trees).

    • Cores each add an additional +2 Damage with Two-Handed Weapons (along with what they currently do)
    • Fury made Placid is reduced to a 2% chance on no save. Healing scales with Melee Power. Gain +10% Doublestrike and +20 PRR and MRR while in this state.
    • Unbridled Fury no longer requires charging. (Keeps its 5 minute cooldown).
    • You can now use Unbridled Fury while under Antimagic.
    • NEW: T1: (Multiselector with Boulder Toss): Boulder's Might: Requires being in Two-Handed Fighting style to use (i.e. no Natural Fighting). 5[w] attack, 6 second cooldown. Rank 2 and 3 add +1 and +2 Critical Multiplier on that attack. (3 Ranks, 1AP Each)
    • NEW: T5: Devastating Blow (+1 Critical Multiplier on 19-20 with Melee weapons) (1 Rank, 2AP)
    • NEW: T5: Strong Swings: +10 Melee Power. While fighting in Two Handed Fighting style, this is instead +25. (1 Rank, 2AP)


    Primal Avatar
    This is another Fairly Weird tree. There's things we didn't hit that I'd still like to (the complex spell that is Tsunami, in particular) but the primary thing we tried to do was to make it more accessible and less frustrating by eliminating the Spirit Charge mechanic. Before, it was very difficult to perform well in this tree if you couldn't min-max Spirit regeneration; that should no longer be a concern. Tree Form still isn't amazing, but that's unfortunately something that'll need to get addressed another time. (At the very least, you should get to use it more reliably and longer in most cases).
    • Spirit Charges no longer exist in this tree.
    • Strength of Spirit is now a Passive granting +20 Universal Spell Power. (The tree still grants +10 Melee and +4 Ranged Power per core).
    • Primal Travel no longer costs Spirit, and now has a 90 second cooldown.
    • Mighty Among Spirits no longer reduces Spirit Decay (as Spirit no longer exists), and instead grants +15 MRR (in addition to the +20 HP it currently gives).
    • Eternal Return no longer costs Spirit.
    • Walk With Spirits is no longer a toggle. On activation, you gain its effects for 30 seconds. It now has a 4 minute cooldown.
    • Spirit Boon (both versions) no longer requires Spirit.
    • Avatar of Nature no longer requires Spirit. Each of its Sizes now lasts for 6 seconds, except for the largest, which lasts for 12 and then shuts off the Form. It now has a 5 minute cooldown.
    • Summer Smoke, Supple as Spring, and Chill of Winter are now applied more efficiently, should cause fewer performance issues, and should no longer get stuck on players - Like Bard Auras, the effects are re-applied every few seconds and expire after some time. These now only apply to party members (sorry, this was important for performance reasons).


    Shiradi Champion
    This tree is alright for casters and not great for ranged characters in its current state. A lot of the Bow users are pulled over by Fury right now, so we gave it a bit of that power to make Shiradi a more viable choice for them. We don't want to take Fury away from bow-users entirely (or Shiradi away from casters), just to make Shiradi a viable choice for ranged weapon characters.
    • The first five cores (replacing their existing attack/damage bonuses) add +1 to hit and damage with ranged weapons.
    • Favorable Winds and Fey Power scale with 200% Ranged Power.
    • Stay Frosty's cold damage scales with 200% ranged power.
    • Stay Frosty now passively provides its +3/+6 Spot and Listen
    • Stay Good's light damage scales with 200% ranged power.
    • Rainbow's random damage scales with 200% ranged power.
    • Added clarifying language to Double Rainbow to indicate that its effects may scale with Melee, Ranged, or Spell Power depending on the origin of effects it finds.
    • Whirling Wrists also grants +2/4/6% Doubleshot.
    • Wild Shots scales with 200% Ranged Power.
    • Rain of Arrows no longer requires charging.
    • Rain of Arrows now has a 3-minute cooldown.
    • Rain of Arrows' damage scales with 200% Ranged Power.
    • Rain of Arrows now costs 1AP.
    • Rain of Arrows' tooltip now properly reflects its 20% of application per second (previously read 10%).
    • Tea With the Queen now costs 1AP.
    • Track also debuffs fortification by 2% per stack
    • Stand & Deliver now alson grants +1mult on 19-20 with Ranged weapons
    • In The Weeds adds +3 PRR and +3 MRR per stack.
    • NEW: Horizon Shot (T6): Your next shot with a Ranged or Thrown weapon has +400% damage and +16 to its Critical Threat Range. 30 second cooldown. (1 Rank, 1AP)
    I nice list of changes, can THF get more glancing blow damage from this tree too? And make adrenaline work of all mobs when cleave. I imagine this will require some drastic code change, which may not be possible.

    Can whirling wrists add more bow attack speed please (stacking like 20%). Bows are very limited compared to other ranged builds because of attack speed (similar to THF). They dont have endless fusilade like crossbows and they dont have massive doubleshot potentials like shurikens who through faster and can throw up to 8 shurikens. And they also dont hit much harder anymore.

  14. #114
    Community Member lyrecono's Avatar
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    Quote Originally Posted by Celender View Post
    Rage is an all-in type of attack, there is no defense involved.
    Quote Originally Posted by DaviMOC View Post
    Yeah. I know well the explanation but game wise it doesn't fit. Its a melee focused mechanic that works more against melee play-style than ranged play-style.
    We could argue that adrenaline rush shouldn't be applicable to any ranged attack too than. There is little on being raged in a all-in state that could help in a bow shoot. Actually it could be worse by reducing aiming and concentration.
    Precision shouldn't work while raging, from a logical stand point but from a meta standpoint, the bonus to hit and fort bypass is crazy good compared to the only thing that does work with barbarians, power attack, a paltry 22 damage with a -11 to attack (on a horc/wf barb), in this day and age with such high AC on mobs, it's hard to justify taking this, power attack needs to have it's damage boosted to 1 per point of bab and no penalty to hit.
    Or have the dev team create barbarian class feats (like the fighters armor and combat dc feats), that boost rage with added damage and bonus to hit.



    Quote Originally Posted by Avocado View Post
    I nice list of changes, can THF get more glancing blow damage from this tree too? And make adrenaline work of all mobs when cleave. I imagine this will require some drastic code change, which may not be possible.

    \
    People have already brought this up, both cordo and steel have said that they are taking a look at thf (in respect to gaining blitz and adrenaline charges).
    At this moment 2hf, cleaves and glancing blows are considered broken by the community. one of the reasons many 2hf players used the LD instead of fury was the terrible recharge rate of adrenaline charges, 33% chance on a vorpal is worthless on a 2h weapon, they attack to slow, glancing blows don't get crits (thus no vorpals), double strike (wich the dev team has been pushing a lot on us) doesn't apply to glancing blows or cleaves, nor do additional hits from cleave generate chaarges.

    This is why fury was used by ranged toons a lot more, their greater attack rate and working doubleshot allowed them to generate those charges far faster (much faster then 2hf)
    Quote Originally Posted by FlimsyFirewood View Post
    I play a guy with a two-hander not just in this game, but in every game that has 'em.
    Quote Originally Posted by J-mann View Post
    Not to derail the thread, but then can you make 2hf NOT suck so much compared to 2wf or swf?
    Quote Originally Posted by FlimsyFirewood View Post
    8 pages in, that train has already sailed. The dead horse is canned into cat food by now.

  15. #115
    Community Member Strambotica's Avatar
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    Not sure if someone already say this, but if Shiradi Champion is intented for Ranged types, could you add Intelligence to the Stats options?
    Intelligence based Mechanic Rogues and Artificer could see this ED like an option.

  16. #116
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    Please, come up with another way to increase Shiradi dps other than adding adrenaline to it. Increase: RP, Elemental arrow dmg, AOE attacks and more synergism with ranger and rogue abilities (as the vast majority of ranged build use those classes).

    If your objective is to make bow users leave Fury behind, it doesn't make sense to add adrenaline to Shiradi, is like change my GF's name so I think I am dating another girl!



    Quote Originally Posted by lyrecono View Post

    This is why fury was used by ranged toons a lot more, their greater attack rate and working doubleshot allowed them to generate those charges far faster (much faster then 2hf)
    I will repeat, nerf Fury for ranged. The synergism between adrenaline and IPS/manyshot is what makes Fury ED so attractive for ranged. Maybe another solution: ranged/thrown atk does not recharge adrenaline or it recharge at slower rate.

  17. #117
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    Quote Originally Posted by Celender View Post
    Please, come up with another way to increase Shiradi dps other than adding adrenaline to it. Increase: RP, Elemental arrow dmg, AOE attacks and more synergism with ranger and rogue abilities (as the vast majority of ranged build use those classes).

    If your objective is to make bow users leave Fury behind, it doesn't make sense to add adrenaline to Shiradi, is like change my GF's name so I think I am dating another girl!

    I will repeat, nerf Fury for ranged. The synergism between adrenaline and IPS/manyshot is what makes Fury ED so attractive for ranged. Maybe another solution: ranged/thrown atk does not recharge adrenaline or it recharge at slower rate.
    I would like to agree with Celender on this for a few reasons. 1: there is no point in creating something that is done better in another tree. That means that now you force the 'meta' to change trees, not just bow users or the like. People will either still prefer the powerhouse in Furyshots, or change things up to add Rainbow + weaker furyshot.

    I would consider changing the idea from your 'almost-always-crit-rage-power-attack-with-the-strength-of-a-thousand-horses(400% dmg)' to something that better fits into a Ranger ranged fields. Instead of just copying the ability, and modifying it.
    Is it possible to make a separate attack, on a 22 second cooldown. That is an attack of itself, or adds to the next attack if the coding causes issues in gameplay.
    What would fit well within the Ranger realm, but still not compromise the identity of FoTW, yet still appeal to Ranged characters but not empower Casters too much:

    Idea 1) Add your new T6 ability 'Fey Shot' that, instead of being a fury shot, has the following profile:
    Only affects the first arrow/bolt/ranged weapon attack that hits, applies to all targets it hits. (similar to a lot of other abilities that work that way now). Has a 22 second cooldown (To let the fairies gather again around you, as they are the ones that enchant your ammo/attack with the fey powers). Can include a spellpoint cost if you desire: Up to 20 spellpoints.
    Description of affect: Your attack becomes untyped upon dealing damage (similar to Ruin? essentially adding untyped damage flag on hit would work coding-wise) through the power of the Fey. Your attack splits when it hits the foe, damaging the enemy 4 times instead of once (similar to lightning bolt arc?), and all side affects/weapon affects (like Elemental Arrows, or weapon Evil damage/Acid burst, etc.) are increased in damage by 50%, applying each of the 4 times. (in numbers theoretically; if you hit the mob for 200 damage piercing + 325 damage Acid from Elemental Arrows + 6 damage acid from your AcidBurst weapon, it would turn into something like: 4[200 piercing + 325[1.5] acid + 6[1.5] acid] -> 800 + 1950 + 36 = 2786 damage, untyped.
    Where as, if you are using adrenaline shot these are your benefits:
    200 -> X400% damage -> 800 damage -> +95% chance of CRITS for [x4]? damage, giving 2400 damage, and throw in your Doubleshot %, lets assume you doubleshot once, so you roll another attack for 240, repeat the process, 240 X 400% + crit [4x]?, giving 3840 additional damage. Now lets assume you are also getting your acid damage, this converts to 325 + 6 additional acid damage, giving 331 additional damage, x2 for 2 attacks, so lets assume 662. Your total Fury attack hits for 2400+3840 pierce + 662 acid = 6240 piercing and 662 acid
    Now, this would compete with Fury because the effect is similar in nature, but applies more elemental type damage then actual physical damage. If you are more MAGICAL ranged, you would prefer Shiradi. If you are more PHYSICAL CRIT ranged, you would prefer Fury. It is also unique in that it provides UNTYPED damage, so that you bypass all types of damage reduction with the attack, adding in a niche ability that flows well with the tree's nature.
    You could possibly expand this to apply to the first 'spell cast damage' as well. Just to allow its usefulness for 'casters' in shiradi.
    But as described, you now have a chance with the attack to gain the 7% chance elemental damage from randomness, applied at a 6x affect if you get lucky, as well as giving the RANGERS 'I bypass all your damage reduction!' ability temporarily.

    This seems very balanced to me (theoretically), and favors the Shiradi style as opposed to the brute Fury style.


    Idea 2) Change the current epic moment to be a temporary power buff rather then the current gimpy 'if you stand on them, you have a 'chance' to deal an extra 100 damage every 6 seconds'. Something along the lines of: Your attacks now have 60% doubleshot (stacking) and a 20% chance on hit (ranged or spellcast 50% chance?) to deal 1d100 random elemental damage [scaling 100% spellpower AND/OR 200% ranged power]. Lasts for 30 seconds, and has a 5 minute cooldown.
    This would replace the current
    (wiki) "Rain of Arrows: Active Ability: (Cooldown: 5 minutes) Call upon a thousand invisible fairies to rain pointy wooden death around you! Every second for thirty seconds each enemy around you has 10% to take 10d100 damage. Damage may consist of up to 10 damage types."
    It benefits casters in that casters can get the randomness of the Shiradi as it was once before during this time of epic moment, as well as giving ranged the benefit of this epic moment, without being so overpowered.
    If you feel that the numbers are a little too strong here, consider increasing the cooldown time, so that this ability becomes a 'I need to choose when to use this wisely".

    Why I feel this is a good change: Currently the fey epic moment is really only useful in becoming an epic 'fire shield' type aura that hits for a tickle here and there. Very dependent on being within enemies "I strike you, you die" range. It becomes more of a "if I were a tank, I'd use that" kind of ability. Changing it to the suggested way now gives more of the Shiradi style ranged/magical feel, as well as the randomness of the Shiradi and the fey.
    It fits well into the Ranger subclass, as well as the side class of Druid, giving the druid a more useful version of offensive magic with the fey.

    FAQ: But what about all of the Magic Missle spammers meta?
    A: Its only for 30 seconds. If you go into this tree to become a magic missle spammer for random effects and huge spell hits for that 30 second epic moment, why not? Seems balanced, though stronger then it would be on a druid.

  18. #118
    Community Member Duhboy's Avatar
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    We can all universally agree that 2HF is broken. Especially when compared to single weapon fighting.

    Greater Single Weapon Fighting: Your Single Weapon Fighting bonus is increased to a +30% Combat Style bonus to attack speed and an additional +2 Combat Style bonus to Melee Power, for a total of +6 Combat Style bonus to Melee Power. You now apply 50% more of your appropriate ability score to your damage.

    SWF beats 2HF in speed and power in individual hits (not glancing blows) such I may have a possible solution to 2HF.

    Have Greater 2HF apply 100% more of your appropriate ability score to damage. That's all.
    Shaox xKahn of Orien server

    ~Let me in....

  19. #119
    Community Member
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    Oct 2017
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    Forgive me if this has been said, I skimmed the thread looking for this suggestion but didn't see it.

    What would really make shiradi synergize well with AA would be competitive DCs and extended vorpal range for proccing. I do not think this would be terribly unbalanced given how much dps an archer gives up to focus on the AA DC's, and the loss of unbridled by going shiradi. I like the changes to shiradi, though I agree with comments that a 30s cooldown is waaay too long.

    I personally would like to see Shiradi as a tree that goes well with DC/CC archers, leaving FotW the DPS archer's ED of choice. Thus, shiradi becomes a competitive by being good at uniquely different things.

    Ok. I'm going back to my introvert hidy hole. Thats enough forum posting for me. xD

  20. #120
    Community Member Neo-Masamune's Avatar
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    Jun 2015
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    80

    Default Nooooooooo!

    Quote Originally Posted by Celender View Post
    Please, come up with another way to increase Shiradi dps other than adding adrenaline to it. Increase: RP, Elemental arrow dmg, AOE attacks and more synergism with ranger and rogue abilities (as the vast majority of ranged build use those classes).

    If your objective is to make bow users leave Fury behind, it doesn't make sense to add adrenaline to Shiradi, is like change my GF's name so I think I am dating another girl!





    I will repeat, nerf Fury for ranged. The synergism between adrenaline and IPS/manyshot is what makes Fury ED so attractive for ranged. Maybe another solution: ranged/thrown atk does not recharge adrenaline or it recharge at slower rate.


    No man! dont say that! my favorite class is Arcane Archer and you are saying them to ruin the fun! NO NERF! please! NO!
    Sete notas musicais
    Em harmonia a soar
    Criam tudo que existe
    O fogo a terra a água e o ar

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