Yes, but my mind balks at the concept of suffering any minor in game issue cash wise due to my net sucking. I gotta hoard man, what if.. one day, they patch it to make gold useful? Then where will we stand? Exactly!
I died so few times on my Cleric that I ended up having to junk all my old injury kits once I hit 30.
- The Four Horsemen of the Apocalypse (2017, colorized)
Yes, but my mind balks at the concept of suffering any minor in game issue cash wise due to my net sucking. I gotta hoard man, what if.. one day, they patch it to make gold useful? Then where will we stand? Exactly!
I died so few times on my Cleric that I ended up having to junk all my old injury kits once I hit 30.
Same, just tonight it was acting up.
Also, that hellhold skirmish thing with the pit demon is pretty good fun. Even when you get stuck with a group who thinks the game works like a traditional MMO.
0
Big Red Tiebeautiful clydesdale style feettoo hot to trotRegistered Userregular
I think the injury kits would have made a lot of sense as a crafted item, possibly along with potions. They missed an opportunity at making a more interesting economy.
All of the consumables are a bit odd, especially the way they are the only thing gold is really used for. Most of them seem designed to just take up spots in your inventory and have binary functions like injury/skill kits, and portable altars. It's like a paper-thin fake mini-economy meant to interact solely with gold so that players are tricked into thinking that they're actually finding wealth as they play the game, where the only actual wealth is in the form of AD.
When you're at a campfire, you should see two buffs under your character portrait. One is the ability buff, and the other is a healing countdown. I've seen quite a few in-instance campfires that do not have the healing effect at all.
yeah like, i'll stand by it for 5 minutes and it won't even work. i dunno why, so i just always use kits now (though i rarely die)
I've had this, too. It counts down, as if you are going to lose it, but then once it gets all the way down the injury never goes away and the counter just jumps back to 3 minutes and bugs out, constantly resetting to 3 minutes.
I gave up and just keep some kits. Fortunately, as a GF, I die rarely. That, or I am just good about not standing in the red shit. But mostly I think it's because I am a GF (that shield is pro at giving you plenty of time to GTFO).
yeah like, i'll stand by it for 5 minutes and it won't even work. i dunno why, so i just always use kits now (though i rarely die)
I've had this, too. It counts down, as if you are going to lose it, but then once it gets all the way down the injury never goes away and the counter just jumps back to 3 minutes and bugs out, constantly resetting to 3 minutes.
I gave up and just keep some kits. Fortunately, as a GF, I die rarely. That, or I am just good about not standing in the red shit. But mostly I think it's because I am a GF (that shield is pro at giving you plenty of time to GTFO).
Is it just me, or does it seem like your hitbox is slightly bigger while holding the shield up?
So, first time going into Maw of the Dragon instance (Level 34~) and we have a solid group. Every slot is occupied by a unique class, so we should theoretically have this down.
There's literally no issue on trash packs. The second boss was a minor problem when the Cleric got knocked into the pit and died. The rogue also fell through a hole in the map on the way to the third boss, but whatever - chalk it up to beta shenanigans.
Get to Chartilifax (who the hell names these things?) and the only strat we're aware of is kill the Hellfire Magi as they spawn. We beat on the boss for about 10% of it's health and a few imps spawn. Cleric tosses out a heal and immediately gets all aggro and complains. Dies. Battle rez him and we handle things until the boss is down to 80%. Hellfire Magi spawn. 2 at a time. We all die as we try to deal with their quick-acting Hellfire circles while the dragon's spewing poison breath all over the place.
Round 2: Better job, we got Chart down to 70-something and those Warrior-type demons spawn WITH Hellfire Magi and Imps. Cleric goes down first, and it's a bloody mess from there.
Round 3: Got the dragon down to under 50%, but mobs keep spawning the whole time. Cleric finally bites it from some unlucky red circle placement, plus the constant imp adds on him. The rest of us manage to stay up for a while, but ultimately, we all run out of potions. The teleporting-demon types stopped spawning, but Hellfire Magi and Imps are constant. I feel like if we managed to get it down to 25%, we would've had those giant shocktroop demons out, too.
Moral of the story? They need to fix Cleric aggro, or raise GF aggro because marking targets and having the feats that give me 100% extra aggro on marked targets does shit all. Reduce the spawn rates, the group spawning, or the health of mobs in that fight. No one is going to want to spend time doing low-level dungeon content that is this difficult when it's better to just level past it, since the gear will be outleveled at some point.
So, first time going into Maw of the Dragon instance (Level 34~) and we have a solid group. Every slot is occupied by a unique class, so we should theoretically have this down.
There's literally no issue on trash packs. The second boss was a minor problem when the Cleric got knocked into the pit and died. The rogue also fell through a hole in the map on the way to the third boss, but whatever - chalk it up to beta shenanigans.
Get to Chartilifax (who the hell names these things?) and the only strat we're aware of is kill the Hellfire Magi as they spawn. We beat on the boss for about 10% of it's health and a few imps spawn. Cleric tosses out a heal and immediately gets all aggro and complains. Dies. Battle rez him and we handle things until the boss is down to 80%. Hellfire Magi spawn. 2 at a time. We all die as we try to deal with their quick-acting Hellfire circles while the dragon's spewing poison breath all over the place.
Round 2: Better job, we got Chart down to 70-something and those Warrior-type demons spawn WITH Hellfire Magi and Imps. Cleric goes down first, and it's a bloody mess from there.
Round 3: Got the dragon down to under 50%, but mobs keep spawning the whole time. Cleric finally bites it from some unlucky red circle placement, plus the constant imp adds on him. The rest of us manage to stay up for a while, but ultimately, we all run out of potions. The teleporting-demon types stopped spawning, but Hellfire Magi and Imps are constant. I feel like if we managed to get it down to 25%, we would've had those giant shocktroop demons out, too.
Moral of the story? They need to fix Cleric aggro, or raise GF aggro because marking targets and having the feats that give me 100% extra aggro on marked targets does shit all. Reduce the spawn rates, the group spawning, or the health of mobs in that fight. No one is going to want to spend time doing low-level dungeon content that is this difficult when it's better to just level past it, since the gear will be outleveled at some point.
Plainly your control wizard wasn't taking the imps seriously enough if they were killing your cleric.
Imps are like candy!
Delicious infernal candy.
I still think that's one of my favorite fights. You really need to work together to peel and kill the adds while either ignoring or letting someone face tank the dragon. It is legitimately difficult, though, I agree.
Guardian Fighter continues to amuse, though after some experimentation with my new skills, I ended up going back to the default early game set up.
It's just too handy to have a gap closer, aoe taunt, three charge interrupt, cleave and shield bash. All my bases, they are covered!
This game is amusing at the moment, but it would be nice to see Cryptic release something that isn't decidedly average. Some of the paywalls are rather frustrating.
So, first time going into Maw of the Dragon instance (Level 34~) and we have a solid group. Every slot is occupied by a unique class, so we should theoretically have this down.
There's literally no issue on trash packs. The second boss was a minor problem when the Cleric got knocked into the pit and died. The rogue also fell through a hole in the map on the way to the third boss, but whatever - chalk it up to beta shenanigans.
Get to Chartilifax (who the hell names these things?) and the only strat we're aware of is kill the Hellfire Magi as they spawn. We beat on the boss for about 10% of it's health and a few imps spawn. Cleric tosses out a heal and immediately gets all aggro and complains. Dies. Battle rez him and we handle things until the boss is down to 80%. Hellfire Magi spawn. 2 at a time. We all die as we try to deal with their quick-acting Hellfire circles while the dragon's spewing poison breath all over the place.
Round 2: Better job, we got Chart down to 70-something and those Warrior-type demons spawn WITH Hellfire Magi and Imps. Cleric goes down first, and it's a bloody mess from there.
Round 3: Got the dragon down to under 50%, but mobs keep spawning the whole time. Cleric finally bites it from some unlucky red circle placement, plus the constant imp adds on him. The rest of us manage to stay up for a while, but ultimately, we all run out of potions. The teleporting-demon types stopped spawning, but Hellfire Magi and Imps are constant. I feel like if we managed to get it down to 25%, we would've had those giant shocktroop demons out, too.
Moral of the story? They need to fix Cleric aggro, or raise GF aggro because marking targets and having the feats that give me 100% extra aggro on marked targets does shit all. Reduce the spawn rates, the group spawning, or the health of mobs in that fight. No one is going to want to spend time doing low-level dungeon content that is this difficult when it's better to just level past it, since the gear will be outleveled at some point.
The strat we used was that me (GF) and a GWF were on add duty non stop. Was still a long fight, was still a lot of adds, but we managed it. Some battle rezes were required.
However, after that once, I haven't gone in again. And not a chance in hell I'll pug that one on my cleric. The encounter needs tuning. I'm not expecting it. Several things need tuning. I'm not expecting that, either.
So, first time going into Maw of the Dragon instance (Level 34~) and we have a solid group. Every slot is occupied by a unique class, so we should theoretically have this down.
There's literally no issue on trash packs. The second boss was a minor problem when the Cleric got knocked into the pit and died. The rogue also fell through a hole in the map on the way to the third boss, but whatever - chalk it up to beta shenanigans.
Get to Chartilifax (who the hell names these things?) and the only strat we're aware of is kill the Hellfire Magi as they spawn. We beat on the boss for about 10% of it's health and a few imps spawn. Cleric tosses out a heal and immediately gets all aggro and complains. Dies. Battle rez him and we handle things until the boss is down to 80%. Hellfire Magi spawn. 2 at a time. We all die as we try to deal with their quick-acting Hellfire circles while the dragon's spewing poison breath all over the place.
Round 2: Better job, we got Chart down to 70-something and those Warrior-type demons spawn WITH Hellfire Magi and Imps. Cleric goes down first, and it's a bloody mess from there.
Round 3: Got the dragon down to under 50%, but mobs keep spawning the whole time. Cleric finally bites it from some unlucky red circle placement, plus the constant imp adds on him. The rest of us manage to stay up for a while, but ultimately, we all run out of potions. The teleporting-demon types stopped spawning, but Hellfire Magi and Imps are constant. I feel like if we managed to get it down to 25%, we would've had those giant shocktroop demons out, too.
Moral of the story? They need to fix Cleric aggro, or raise GF aggro because marking targets and having the feats that give me 100% extra aggro on marked targets does shit all. Reduce the spawn rates, the group spawning, or the health of mobs in that fight. No one is going to want to spend time doing low-level dungeon content that is this difficult when it's better to just level past it, since the gear will be outleveled at some point.
Plainly your control wizard wasn't taking the imps seriously enough if they were killing your cleric.
Imps are like candy!
Delicious infernal candy.
I still think that's one of my favorite fights. You really need to work together to peel and kill the adds while either ignoring or letting someone face tank the dragon. It is legitimately difficult, though, I agree.
Guardian Fighter continues to amuse, though after some experimentation with my new skills, I ended up going back to the default early game set up.
It's just too handy to have a gap closer, aoe taunt, three charge interrupt, cleave and shield bash. All my bases, they are covered!
Same boat. I've tried to use other skills; the leap/mark, the knockdown/knockback, etc., but in the end cleave, tide of iron, the closer, enforced threat and griffon's wrath are just too good. Villain's Menace is my basically number 1 Daily, with me going back and forth between hoping to make the massive knockdown and supremacy of steel useful. Issue with the knockdown is the windup is so long mobs move out of it and supremacy of steel requires stuff is hitting you, which A.) isn't always easy as a Guardian and B.) when you have a lot of enemies hitting you, making supremacy of steel useful, your Guard lasts about a whopping 2 seconds before you are running like a monkey.
Edit: I swap Knee Break and the encounter knockdown for enforced threat and griffon's wrath in PvP. That's about it. Also, I am only 47 on Lakor, so maybe some of the final level of powers will hold a position more useful to me than the starting 5.
That mid level knockback/prone ability seemed useful until I traited it and the knockback ended up further than I could reach without using the intercept at will, which is an okay ability I'm sure I'd love in pvp, but doesn't charge my guard meter when I'm soloing big guys.
On my wizard I adore all the powers I got, they're all super neat, but on this guy I'm more enjoying wading into battle and admiring my fancy plate mail.
That mid level knockback/prone ability seemed useful until I traited it and the knockback ended up further than I could reach without using the intercept at will, which is an okay ability I'm sure I'd love in pvp, but doesn't charge my guard meter when I'm soloing big guys.
Yeah, the usefulness of it is that it's almost impossible to block. I can use it to knock down other Guardians who are Guarding with that ability, which is nice to get some good damage in. It's also nice when your gap closer is on CD and that pesky wizard is off doing his thing, since it has a small range.
But I agree, the starting lineup are the best, IMO. All I've done since is throw at least 1 point into every other power, to make sure I have them all if I needed one, max out the starting lineup and then put 2-3 points in other powers that seem useful. Some I regret, but as long as the ones I am using the most are maxed no point worrying about a respec. Biggest issue right now is how some of our feats are broken (i.e. Shield Defense, which is supposed to add AC... not only does it not add AC, but it doesn't add to mitigation either, so it's not like it still works just doesn't show it. It's straight up broken.).
Also, for you Rogues... does all Rogue armor have a collar of some sort? Made mine last night, but the hair clipping with that collar is going to drive me nuts, so I am wondering if it makes the most sense to remake with new hair or what.
So what powers should I use as a rogue if I want as much AoE as possible?
Still level 30, so I haven't checked everything out yet (and would rather not spec me into a dead-end as respecing is out of the question).
Totally agree on the bread and butter abilities of the GF. I see some value of trading them out at certain times (boss fights vs trash mobs, solo vs groups, or PvP vs PvE).
Supremacy of Steel is fantastic for big groups when soloing, or even in a dungeon right before you use your AoE taunt. You can let some of the mobs just plink themself to death on you. The cone knockback/prone encounter ability is also good for similar situations because of the huge AoE (trade it out for that charging attack, the interrupt is too awesome to pass up).
So what powers should I use as a rogue if I want as much AoE as possible?
Still level 30, so I haven't checked everything out yet (and would rather not spec me into a dead-end as respecing is out of the question).
Our AOE's are:
Blitz
Path of Blades (which is nice because it works as both single target and multi target equally as well)
Whirlwind of blades
And dazing strike technically has a tiny one if you want to count it.
Pretty much for any fight, I would say 2-3 of the players need to be on the constant look out for and destruction of adds during a boss fight. The other guys are focused on keeping the bosses attention or dpsing him. And from what I understand GW aggro isn't that great? but Rogue seems to fit well to keep boss constantly dps'ed
Oh one mistake clerics make a fair bit, is that the dodge away from the players trying to help them. GWFs in particular are usually on add duty, but it's hard to clear them if you keep running away from us. Not sure if that's the same for rogues or guards.
Annoying thing with bosses is that most of them do Angry Red Stuff so often that I can't really use my high damage at-will, or I lose the mobility I need to dodge stuff.
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Big Red Tiebeautiful clydesdale style feettoo hot to trotRegistered Userregular
that's why i respecced out of duelist's flurry
i use deft strike and interrupt it to use wicked reminder and impact shot when they're up, combined with action rush it lets you get your AP back really fast while staying mobile
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I died so few times on my Cleric that I ended up having to junk all my old injury kits once I hit 30.
- The Four Horsemen of the Apocalypse (2017, colorized)
Same, just tonight it was acting up.
Also, that hellhold skirmish thing with the pit demon is pretty good fun. Even when you get stuck with a group who thinks the game works like a traditional MMO.
I think it takes 5 minutes to nuke an injury?
- The Four Horsemen of the Apocalypse (2017, colorized)
It's dumb- 5 minutes will turn a major injury into a minor injury, or cure a minor injury.
Could only get rid of it by using an injury kit.
Open beta :P
I've had this, too. It counts down, as if you are going to lose it, but then once it gets all the way down the injury never goes away and the counter just jumps back to 3 minutes and bugs out, constantly resetting to 3 minutes.
I gave up and just keep some kits. Fortunately, as a GF, I die rarely. That, or I am just good about not standing in the red shit. But mostly I think it's because I am a GF (that shield is pro at giving you plenty of time to GTFO).
Is it just me, or does it seem like your hitbox is slightly bigger while holding the shield up?
That place may be a more toxic environment than the League forums. Which is saying a lot.
Seriously, I don't think I saw a single reasonable post.
There's literally no issue on trash packs. The second boss was a minor problem when the Cleric got knocked into the pit and died. The rogue also fell through a hole in the map on the way to the third boss, but whatever - chalk it up to beta shenanigans.
Get to Chartilifax (who the hell names these things?) and the only strat we're aware of is kill the Hellfire Magi as they spawn. We beat on the boss for about 10% of it's health and a few imps spawn. Cleric tosses out a heal and immediately gets all aggro and complains. Dies. Battle rez him and we handle things until the boss is down to 80%. Hellfire Magi spawn. 2 at a time. We all die as we try to deal with their quick-acting Hellfire circles while the dragon's spewing poison breath all over the place.
Round 2: Better job, we got Chart down to 70-something and those Warrior-type demons spawn WITH Hellfire Magi and Imps. Cleric goes down first, and it's a bloody mess from there.
Round 3: Got the dragon down to under 50%, but mobs keep spawning the whole time. Cleric finally bites it from some unlucky red circle placement, plus the constant imp adds on him. The rest of us manage to stay up for a while, but ultimately, we all run out of potions. The teleporting-demon types stopped spawning, but Hellfire Magi and Imps are constant. I feel like if we managed to get it down to 25%, we would've had those giant shocktroop demons out, too.
Moral of the story? They need to fix Cleric aggro, or raise GF aggro because marking targets and having the feats that give me 100% extra aggro on marked targets does shit all. Reduce the spawn rates, the group spawning, or the health of mobs in that fight. No one is going to want to spend time doing low-level dungeon content that is this difficult when it's better to just level past it, since the gear will be outleveled at some point.
Steam: TheArcadeBear
Was fun to do the favor of the gods at logging in this morning and dinging 20.
Plainly your control wizard wasn't taking the imps seriously enough if they were killing your cleric.
Imps are like candy!
Delicious infernal candy.
I still think that's one of my favorite fights. You really need to work together to peel and kill the adds while either ignoring or letting someone face tank the dragon. It is legitimately difficult, though, I agree.
Guardian Fighter continues to amuse, though after some experimentation with my new skills, I ended up going back to the default early game set up.
It's just too handy to have a gap closer, aoe taunt, three charge interrupt, cleave and shield bash. All my bases, they are covered!
They can't seem to get a handle on what's causing these.
The strat we used was that me (GF) and a GWF were on add duty non stop. Was still a long fight, was still a lot of adds, but we managed it. Some battle rezes were required.
However, after that once, I haven't gone in again. And not a chance in hell I'll pug that one on my cleric. The encounter needs tuning. I'm not expecting it. Several things need tuning. I'm not expecting that, either.
Same boat. I've tried to use other skills; the leap/mark, the knockdown/knockback, etc., but in the end cleave, tide of iron, the closer, enforced threat and griffon's wrath are just too good. Villain's Menace is my basically number 1 Daily, with me going back and forth between hoping to make the massive knockdown and supremacy of steel useful. Issue with the knockdown is the windup is so long mobs move out of it and supremacy of steel requires stuff is hitting you, which A.) isn't always easy as a Guardian and B.) when you have a lot of enemies hitting you, making supremacy of steel useful, your Guard lasts about a whopping 2 seconds before you are running like a monkey.
Edit: I swap Knee Break and the encounter knockdown for enforced threat and griffon's wrath in PvP. That's about it. Also, I am only 47 on Lakor, so maybe some of the final level of powers will hold a position more useful to me than the starting 5.
On my wizard I adore all the powers I got, they're all super neat, but on this guy I'm more enjoying wading into battle and admiring my fancy plate mail.
Yeah, the usefulness of it is that it's almost impossible to block. I can use it to knock down other Guardians who are Guarding with that ability, which is nice to get some good damage in. It's also nice when your gap closer is on CD and that pesky wizard is off doing his thing, since it has a small range.
But I agree, the starting lineup are the best, IMO. All I've done since is throw at least 1 point into every other power, to make sure I have them all if I needed one, max out the starting lineup and then put 2-3 points in other powers that seem useful. Some I regret, but as long as the ones I am using the most are maxed no point worrying about a respec. Biggest issue right now is how some of our feats are broken (i.e. Shield Defense, which is supposed to add AC... not only does it not add AC, but it doesn't add to mitigation either, so it's not like it still works just doesn't show it. It's straight up broken.).
So if the hair clippings annoying you might wanna re-make.
Still level 30, so I haven't checked everything out yet (and would rather not spec me into a dead-end as respecing is out of the question).
Supremacy of Steel is fantastic for big groups when soloing, or even in a dungeon right before you use your AoE taunt. You can let some of the mobs just plink themself to death on you. The cone knockback/prone encounter ability is also good for similar situations because of the huge AoE (trade it out for that charging attack, the interrupt is too awesome to pass up).
Our AOE's are:
Blitz
Path of Blades (which is nice because it works as both single target and multi target equally as well)
Whirlwind of blades
And dazing strike technically has a tiny one if you want to count it.
Oh one mistake clerics make a fair bit, is that the dodge away from the players trying to help them. GWFs in particular are usually on add duty, but it's hard to clear them if you keep running away from us. Not sure if that's the same for rogues or guards.
Using impossible to catch along with a few other things basically means rogues can solo these guys forever.
i use deft strike and interrupt it to use wicked reminder and impact shot when they're up, combined with action rush it lets you get your AP back really fast while staying mobile
!!!!▓▓▓▓▓Gravy?▓▓▓▓▓!!!!!!
!!!!!!▓▓▓▓▓▓▓▓▓▓▓▓▓!!!!!!!!!
of doom