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Phylor.the.Jester

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Everything posted by Phylor.the.Jester

  1. Not sure how serious you are but assuming that you are being serious, the Crusader Cleric build that the ECS had wasn't awful but wasn't necessarily their highest throughput build nor was it ideal/better than the other options for that style of game mode. They were just easy to isolate and drop due to them not having a ton of defensive tools to play with in their kit. That weakness in their kit can be covered a bit by other classes/supports as fights starts to change as things scale up in size. I think it is fine for things to have weaknesses so there isn't a best thing for every situation so I don't necessarily think that crusaders need a buff but Miracle's buff that applies with it is a little weird and probably could be something more useful toward healing considering the charge time on it.
  2. We nearly have the sheet completely updated for 6.540. I still have a little work to do on the Alchemy page and the monstrosity that is the cooking sheet to completely overhaul. Weaponsmithing, Armorsmithing, Woodcrafting, Runecrafting, Leatherworking, and Jewelcrafting have been updated for 6.540. Most of them were unchanged from 6.520/6.530 although metal bars had a name swap. I've also moved the combinations around to match up with the order they are given in the wildcard mouse over at the crafting table. As always, shoot me a PM if you run into an error. We're working to get it cleaned up and ready for release.
  3. We nearly have the sheet completely updated for 6.540. I still have a little work to do on the Alchemy page and the monstrosity that is the cooking sheet to completely overhaul. Weaponsmithing, Armorsmithing, Woodcrafting, Runecrafting, Leatherworking, and Jewelcrafting have been updated for 6.540. Most of them were unchanged from 6.520/6.530 although metal bars had a name swap. I've also moved the combinations around to match up with the order they are given in the wildcard mouse over at the crafting table. As always, shoot me a PM if you run into an error. We're working to get it cleaned up and ready for release.
  4. Started updating for 6.520. I hadn't quite finished stuff previously(Jewelcrafting in particular). Weaponsmithing, Armorsmithing, Woodcrafting and Leatherworking have all been updated for 6.520. I did a little reorganizing to make these pages match the wildcard lists that show in the client as well.
  5. Definitely was not this night. We had 34 in Winterblades comms with at least 2 of those being back defending our keep from a handful of CC/Val. HoA had 10. The 42 that showed on Blazzen's parser(with extras removed) is about right give/take 1 or 2. I picked up 41 on my parser on the long fight but I didn't go back and spend the time to do a full/precise count. Largest number I heard was 43 but that likely was an unscrubbed number from the parser so that obviously has to be taken with a grain of salt. I think you may be referencing our rally for the castle defense that was basically a no-show. I wasn't there for that though so I'm not sure what actual numbers were like. I do know we had a good rally so it was definitely more than what we had for this fight.
  6. I commented on Blazzen's video on Reddit where he claimed Winterblades had 50+. Saw the list you guys were working from and there were only 42 Winterblades/HoA on the list with 12 additional people listed as -W- that aren't on either roster. Some were Hax that were misplaced(Bzra for one) but some of the others I didn't recognize at all. One of the names listed is my alt account that doesn't have any characters even made on it. Blazzen was guessing the parser might have picked it up due to the periods. Not sure. Blazzen updated the description section on his video though so I was good from that point. Quig did post our perspective of the fight on his campaign roundup so you can check out that perspective there. It also has the Castle defense among other things.
  7. I mean, they already have siege windows set in the normal "primetime" window for the regions. I don't think it is too much to assume that you'd be limited to choosing a time within that window and that there would likely be a day or so for the attackers and defenders to prep. Really not much thought needed on that.
  8. Runecrafting is now up to date and book chapters have been moved to their new home in Woodcrafting. Most of the stuff on Runecrafting stayed the same but I did get values pulled and I changed some wording to more accurately match what shows in game. Honestly I think it is a bit more confusing than what I had before but either it makes more sense when looking at the page or it makes more sense in terms of seeing the exact wording on the sheet compared to what shows in game.
  9. Super late response on this Basic attacks apply sin. Actually having other abilities that apply sin other than basic attacks is a relatively new thing on the confessor. Basic attacks will be your filler between cooldowns.
  10. I'm a little late patch wise on this but I've started updating the sheet for 6.400. Currently I've updating the Weaponsmithing, Armorsmithing, and Woodcrafting tabs. The first two are really just Blacksmithing being split up but there were a couple of combination changes and I opted to just split them to line up more with what the game has in game now disc wise. One of the major changes in this patch is that the two effects for most of the combinations with two are not both present until you get up to purple/orange. I have organized the effects by what is granted from White to Blue and then the second effect is what you get in addition to the first when you step up to purple/orange. I may change this format a little here once I finish up the other tabs but I'm mostly trying to get it out there in a functional state for the time being. I've also added a new tab that is a collection of the raw values that you get for each stat on the specific type of combination you are doing. These are currently relegated to their own tab for the time being. I want to avoid too much clutter on the combination pages themselves. If you're new, check it out at https://winterblades.net/crafting-combinations As always with this, if you notice something incorrect on a page that is marked as updated, shoot me a PM on here or on discord and I'll take a look at it once I get a chance.
  11. I'm a little late patch wise on this but I've started updating the sheet for 6.400. Currently I've updating the Weaponsmithing, Armorsmithing, and Woodcrafting tabs. The first two are really just Blacksmithing being split up but there were a couple of combination changes and I opted to just split them to line up more with what the game has in game now disc wise. One of the major changes in this patch is that the two effects for most of the combinations with two are not both present until you get up to purple/orange. I have organized the effects by what is granted from White to Blue and then the second effect is what you get in addition to the first when you step up to purple/orange. I may change this format a little here once I finish up the other tabs but I'm mostly trying to get it out there in a functional state for the time being. I've also added a new tab that is a collection of the raw values that you get for each stat on the specific type of combination you are doing. These are currently relegated to their own tab for the time being. I want to avoid too much clutter on the combination pages themselves. If you're new, check it out at https://winterblades.net/crafting-combinations As always with this, if you notice something incorrect on a page that is marked as updated, shoot me a PM on here or on discord and I'll take a look at it once I get a chance.
  12. So you're looking at this from somewhat the wrong angle. The reason that Sanctifiers have the highest potential damage is because they get a stat that can't be gained from other places with Spitting distance. The base damage stat doesn't have a cap because it comes from very few places. It also isn't actually visible on the details sheet which is moderately annoying. The reason that Inquisitors are popular early is because their talent branch comes with a ton of AP along with FDM and some crit pieces. The problem with these stats(AP and FDM in particular) is that they are easy to cap. Crit less so than it was in the past though. Once you cap your AP, those nodes drop in values very quickly making that promotion less appealing. As vessels and gear increase in power, you almost completely replace those sources of AP in the talent tree with your gear. This means you're now looking at stats that don't cap easily as being places where you can make gains on your damage. Spitting distance provides that. So while it looks like gear is what makes them viable and should be applicable to the classes that already do more damage to start, really doesn't apply because those classes are already very close or are already hard capping on some of the common stats included in their talent trees meaning things like the Sanctifier actually have room to catch up.
  13. So technically Sanctifiers have the highest raw damage ceiling out of all of the promotions but you tend to not see it because you need to be vesseled and wearing very good gear to get to that point. With the gear compression, it will be even harder to see it. Them wearing plate generally also impacts this. Condemnation has always been pretty situational for them but still has viability in large scale where you have less movement. The nerf to how righteous shield works was a big hit to their survivability. The duration of the shield and the ICD not matching makes it possible that your shield isn't used at all leaving huge windows for you to get pressured on them. I'm curious to see what they do with them in 6.2 and if we see any of the base kit get changed.
  14. Reinstalling the live client/patch fixed this for me. It was also a reinstall after I reformatted so it is possible that cleared away something lingering as well but mine patches normally since that point. Note that the reformat was not related to Crowfall in anyway but it was why I was reinstalling stuff. It has patched normally since that point.
  15. So I'm currently trying to keep this somewhat up to date with all the changes occurring on the food front since recipes are disappearing and reappearing from patch to patch. If anyone sees any of these missing that aren't marked in red on my sheet, shoot me a PM. Likewise if you see something marked in red but you are seeing the recipe for it. Grilled Cheese is the most recent to meet its demise but that may end up coming back at some point. @vkromas Are the food recipes going missing intended or is something just breaking/unbreaking between different patches on that front?
  16. Best way to get to the right people to get you going would be to jump in our discord ts.winterblades.net/discord and shoot a PM to Damebix, Yoink or Jah.
  17. No, neither confessor or templar has ever been able to use hammers. I'm assuming Adjudicator was intended to be a cross class type of combo disc but it never really lived up to it due to it adding another person that consumed sin stacks that couldn't generate those stacks of sin themselves. With absolution not consuming sin currently, it is potentially a bit better but it is still super situational and generally not a better choice than something else on those classes that can use hammers.
  18. So depending on what you are talking about, those attributes actually mean a lot less than a lot of people think they do. They tend to have the greatest factor when it comes to crafting but even then you're usually choosing a specific class(race isn't the only thing that modifies starting attributes) for the starting attributes and choosing a race that has the built in crafting passive. Yoink made a thread probably about a year ago comparing the attribute differences between a white and a green vessel and what they actually translated to in terms of combat stats that applies a bit here as well. A lot of Stoneborn stats are in Con for instances which does a couple of things. It gives you 3 hp per point, increases your barrier bonus, and improves your block. That seems like quite a bit of things it does until you think about the fact that only a couple of classes can make use of the block and some classes really don't have a ton in barriers. It makes that 3hp per point look pretty sad without getting value from the other pieces. What this can do is make a compelling argument to choose a race based off of the starting attributes it has in an area that you desire that you can then compare to another race which might have some good racial bonuses. If you truly believe that some of those racial passives don't outweight the raw attributes, I suggest actually calculating out what you're getting from those raw attributes because in a lot of cases you're just plain wrong. It gets even more messy when you start hitting caps on things and need to shift points to places that may have not been first choices for attributes or stats but become a better choice when your primary attribute may be capping AP or something else like that. Generally several of those racial passives modify things that don't tend to get capped out and are not modified by the attributes that you're referring to. It is also worth noting that different races have different caps on their stats as well which can become significant late game. White vessels tend not to touch them but colored vessels can change that a bit.
  19. None of the classes are balanced on their PvE performance and really shouldn't be considering that it is a PvP focused game. That being said, outside of some of the higher war tribes(Chiefs/Kings) and higher animals (Elder/Ancient), most classes and specializations can do ok in pve outside of the pure healers.
  20. The Crafting Combinations sheet has now been fully updated for 6.1. Most of my changes on this were cleaning up either old things I had marked as deprecated and changing some effect text to more accurately reflect the text in game. I also marked some cooking changes as they've been removing some of the recipes. Those I haven't fully removed but have marked as red because some of them have been reappearing after disappearing in a patch. I'm not certain what changes on that are intentional.
  21. The Crafting Combinations sheet has now been fully updated for 6.1. Most of my changes on this were cleaning up either old things I had marked as deprecated and changing some effect text to more accurately reflect the text in game. I also marked some cooking changes as they've been removing some of the recipes. Those I haven't fully removed but have marked as red because some of them have been reappearing after disappearing in a patch. I'm not certain what changes on that are intentional.
  22. Originally, gold was actually the only thing you could pull from them. It wasn't until Throne of Oblivion(I think) that mines were modified to drop crafting resources. Those crafting resources might actually have not existed until then as well. I honestly can't remember if those were introduced late in Rise of Chaos or Oblivion. Even after they made it so they gave resources, you could still actually change the production to gold on them. You just didn't really see people do that because it was more valuable to pull the resources in most cases. If you never had IC or GL of a guild, you may have never known that because you would have never seen the option to change the output.
  23. On the range, they changed the tooltip to say 7m because people were getting confused because the range measurement when you would put the crosshairs on the target, people would see 8m but would miss due to the fact that they were actually more than 8m due to the rounding. It is actually 8m range on it. Not taking the capstone on the Sanctifier tree would lose a couple big things that don't include the Spitting Distance passive. Within the capstone node, you have 10% Fire Damage Bonus along with 10% fire damage cap. The cap isn't super useful because it isn't really reachable. The other portion that comes into play down the road is the ability to use runic books(Book Mastery). This is much more important down the road crafting wise but runics really become more of a thing as the passive training on crafting moves forward. So your trades offs by not taking the capstone are: 1. Your range is not capped at 8m 2. You lose 20% base damage 3. You lose 10% Fire Damage 4. You lose 10% Fire Damage Cap (Raising it to 40% which is unreachable) 5. You can wear Plate and Mail (Technically there if you take it or not but that is mostly a comparison to the other promotions) Back in 5.8.2, half sancts didn't get plate(was part of the capstone) but were somewhat popular because Righteous Shield was very strong due to it not having an ICD beyond the 5 second ICD that righteousness has. It was later nerfed to have a 24 second ICD. I think the increased cooldown was a good nerf but when they nerfed the cooldown, they didn't increase the duration of the barrier from Righteous Shield so it still has a duration of 8 seconds but the ICD for the proc is 24 seconds resulting in pretty hefty downtime even if the shield isn't hit or destroyed during the 8 second duration. The downtime can be longer if the ICD of Righteousness lands badly because the shield is still reliant on Righteousness proccing for it to proc as well. I tried to push for increasing the duration of the barrier when it was changed but that didn't happen. With the current iteration of the half sanct, you do still get plate now but you lose quite a bit of damage not taking the capstone and you are generally just going to do what the other 2 promotions do but with way worse damage. You'll be a bit more sturdy than those but assuming you play halfway decently and have properly built groups, the Inquisitor and Fanatic will both be fine in terms of survival.
  24. What you are referring to is what we refer to as a Half Sanct. It works but it has a few big draw backs. The first is that you dont' get book mastery so you can't wear runic weapons. Not really a problem right now but can be down the road. The other is that you don't get the 10% fire damage bonus(and cap which you really don't hit). You do gain some of the durability of the Sanct from the shield but unless you are dying instantly, you lose a lot of damage compared to the fanatic or inquisitor. Haven't messed with the Arbiter much in this patch but it is likely not very good. I can tell you that the damage it puts out will be lack luster compared to other options and the same for the healing it does.
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