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Everything posted by Pwca

  1. Log-in bug is getting worse, it seems. It sometimes takes me 8 attempts to get into the game.
  2. I don't think Hot Foot has ever worked on ranged basic attacks, making Phantom Feints useless for ranged characters that don't have a ranged snare in their class arsenal. Reactive Barrier, on other hand, has worked in the past (still working on Live). I hope they didn't intentionally change something.
  3. Pwca

    Archdruid Talent Choices

    Edit: Oops, didn't click on last talent screen above. Seems you're running Stormcaller. Nice build, nonetheless. Thanks again for posting it.
  4. Pwca

    Archdruid Talent Choices

    Thanks for the feedback. I think I'll try out some combinations of gear and disciplines before committing some of those final points. With decent Nature penetration, Banshee might be fun. I had been focusing on healing disciplines to offset the lackluster support power, but I'll probably wind up with 2/3s damage, 1/3 healing.rather than an even split. Most of my time/essence generation in the healing tray is spent dropping orbs anyway. I'll look into Leeching Seed. I may need the extra defensive skill since my mobility is a bit limited (Half-Elf), and I have the extra slot from the racial. Could be nice when combined with either Wee One (Pixie) or Haunt (Banshee). Too many appealing choices! Thanks again.
  5. As a former member of Servants of the Shroud (all-shade guild on Mourning), I endorse this message.
  6. Hey, all: I'm currently trying to figure out where to put my last 15 points for my Archdruid talents. The choices are (current training in parentheses): Thick Skin: Improves Physical Armor by 1% (4/5) Foresight: Improves Critical Healing Chance by 1% (0/5) Yielding Roots: Improves Control Defense by 10% (0/3) Embedded Spores: Improves Critical Hit Defense by 3% (0/3) Ironwood Skin: Improves Physical Armor by 2% (0/3) Magic Dance: Improves Personal Healing Modifier by 1/5% (1/3) Dream Away: Improves Critical Healing Amount by 5%) (0/3) Loved by the Sun: Improves Healing Bonus by 2% (0/3) Leeching Seed (0/1) Yielding Roots and Leeching Seed aren't really under consideration. Ironwood Skin and Loved by the Sun seem to be obvious choices. I initially was leaning toward talents that work in both trays (e.g., Magic Dance, Embedded Spores) and would improve my survivability. However, since adding Friar to the build, my Critical Healing numbers are better than I anticipated. Hence my confusion. Any help you can lend would be greatly appreciated. Thanks.
  7. Pwca

    Item Wipe

    Wouldn't the wooden board exploit demand a wipe anyway? Not that I fully understand the exploit, mind you.
  8. More resists or faster dodge-pip regeneration for leather would be nice. I would just like to see health tied to class/race/con instead of the armor itself.
  9. I'd rather see them reduce the amount of health attached to plate (and armor in general) than have them nerf one tree.
  10. You give up a lot of damage, not only from the Dirge tree but also from the Caltrops debuff (if you're using Agent Provocateur). In return you get improved survivability, better uptime on targets, easier target switching, and easier resource generation. Combined with okay-ish damage, a pistol Dirge can be a fairly decent utility/dps build -- using Plague Lord or Shield Breaker, for example. Rapier is better for solo play, but in group play, healing can cancel out the bleed from Impale, and you may not want to be in melee range with the heavies. If Resist Pain had a shorter cooldown, staying in melee range would be less risky. The built-in expose punish from Flintlock Shot pairs well with Plague Lord, as does the increased hard control intensity. By foregoing the melee-related skills, you free up points for survivability skills (personal healing modifier, hard control defense). Foregoing the Dirge passive makes room for other passives (Rot, Rupture Barrier). Not everyone's cup of tea, but not totally crazy. Of course, this raises the question of whether you want to bring any kind of Duelist to a group fight, instead of one of the meta classes. But some people just love the class. Sorry for the lack of organization above. It's been a long day.
  11. Even with the range bonus Dirge gets, you would still be within the range of pretty much every class/ability you listed. It’s always perilous to try to read the devs' minds, but I think they envisioned this class as one that relies on catching enemies at unawares, relying on dizzy downs and expose knockdowns (though snipe removes you from stealth). That said, the risk far outweighs the reward right now. I like the idea of increased stealth speed (and mail!), not to mention your suggestion for the reduced ult cooldown. I think vanguards have to live with the prospect of being popped from stealth on a regular basis. With a few changes, they’ll also be able to live through it. One last note: I don’t think pistol Dirges would be happy trading the range bonus for the Vanguard’s health bonus. They already get a health bonus of their own, so the gains would marginal while they would be giving up a lot. Maybe the default range of pistol powers should be changed to something in the 20-25m range, now that Duelist damage has been toned down.
  12. At all? Does it not blind on first cast or when you let it reach its original cooldown? "Flash of Light won't inflict Blindness if reused more quickly than once every 21 seconds."
  13. Sorry, missed what you said about backstab. I was a bit confused since you focused on spirit dart as the opener. They should be used in quick succession, and spirit dart should tick for a lot more if you're using nature toxin. Zoned Out primarily helps with resource management, since you don't have to cast In the Zone so often, giving you more pips for Call Darkness, Shadow Mantle, Blade Master abilities and the like. Not flashy, but decent.
  14. I think the devs are reluctant to give Vanguards the range bonus because they want the use of Cheap Shots/Go For Broke to come with considerable risk. The problem is that nearly all the Vanguard's advantages depend on stealth -- and stealth is incredibly fragile. We really miss the invulnerability on the ult. Once you're popped from stealth (voluntarily or involuntarily), the class immediately becomes second rate. Escapist almost seems to be a required discipline (along with Agent Provocateur), which limits build diversity. Being unable to slot most passives in the stealth tray is also quite frustrating.
  15. Can't you slot Backstab into your stealth tray to use an opener? Haven't really played Blackguard in a while, so I'm not sure it's currently working.
  16. Assassins aren't the only class that uses Agent Provocateur. Should Duelists and Rangers get it as part of their kit? Double-Down is a bleed. It makes sense on the DoT promotion (Vandal). Alligator Blood provides bleed resist, not damage. Payback makes sense where it is, on the tanky promotion (Blackguard).
  17. Unless something has changed very recently, you can use a piecing quiver.
  18. Yeah, I'm sure it was the passive. I stopped using abilities and just let the shield time out while standing next to a mob at full health. No fly text, nothing in the combat log, but the mob's health went down (not by much) and it started attacking me.
  19. Wreckoning "worked" last night when I tested it. It took the tiniest sliver of health off an R1 spider in the starting area -- but there was no fly text. The damage was so staggeringly low, it leads me to believe a coefficient was left out of the calculation.
  20. Figures that it would be confessor's ult that makes you immune to fall damage. The devs are probably trying to rework Sustain to make rangers take more fall damage while it's active.
  21. This makes me wonder whether the node is actually meant to give 0.015%, which would be 1/15th of a percent, rather than 1.5 percent.
  22. Think you’re referring to Rune Caster. Flirt with slapping that one on too, but I find the radius of Sanctuary annoyingly small.
  23. I even flirted with slapping Pixie on my utility/support secutor (along with Standard Bearer) to take advantage of the knight’s cooldown reduction. Note: this would only make sense if one were augmenting the healing of the actual healer. At the end of the day, I couldn’t give up Shield Fighter. Nor could I justify such a build in a five-man group.
  24. Unless you’re running with a semi-stealth group, Invisibility is of limited use on a healing Druid, since you are visible when moving. Dissipate is the skill that really sets Wood Elves apart. Camouflage is just a bonus.
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