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galvia

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  1. Like
    galvia got a reaction from Thon in Crusader Cleric Meta in 6.200 (UPDATED 11/08/2020)   
    I pick depending on what is in the group - it's flexible.
  2. Like
    galvia got a reaction from Warbladez in Conqueror Myrmidon in 6.200 Guide   
    Hey folks, welcome to my Conqueror Myrmidon Guide for 6.200. This guide will cover the changes implemented in the Class Revamp of 6.200 and set you to walk the road of Vengeance.
    Myrmidon has received a lot of changes in 6.200 that makes things better for the class, but also somewhat worse. Specifically, Vengeance, Berserk, and Frenzy have been combined into a single spell (Berserk) and then Berserk is modified by your promotion class. The benefit here is that you need less buttons to operate your class, the downside is that you are locked into a particular playstyle.
    This guide focuses on the Conqueror Promotion spec as I believe it is currently the only viable promotion spec for Myrmidon in 6.200. Here’s why:
    Titan has more individual damage, but is severely limited by Berserker Crash - which has been indirectly nerfed further in this patch with the removal of Juggernaut and poor access to discs like Freedom Fighter (which provides group CC immunity). All of your damage and survivability can be countered by your enemy learning how to count to 7, and you being out of ult (which is also mostly useless). Titan will deal a lot of damage, but is too easily countered to be reliable. If their survivability mechanic is made more lenient Titan will become much much stronger.
    Battle Rager is useless. It applies no pressure, it can live for a fairly long time due to it’s talents and ease of mitigating crash, but does nothing significant in the current meta. It needs a significant rework.
    Conqueror has access to three incredible domains (Music, Wind, and War), is still able to easily cap it’s Damage Bonus statline to deal excellent damage, and provides a whole suite of useful CC, debuffs, and of course the infamous Net + Pull. A single conqueror in your group will provide a ton of utility and pressure and is a welcome addition to any lineup.
    Until such a time where I can play Titan and survive against a highly competent opponent, Conqueror is the way to go for Myrm.
    ---------
    OK now that I’ve spent 300~ words convincing you of why you should look at this guide, let's get into it.
    Any feedback on the content of this guide can be directed to the thread or to me on Discord.
    Guide Changelog:
    2020-11-08 - Guide Posted
    -------
    Table of Contents
    Talent Build Stat Priority Gear Races Disciplines Playstyle Final Thoughts -------
    1. Talent Build
    This talent build should be non-controversial with the exception of two points and will work on all damage focused Myrmidon builds (even Titan). It should be noted that the Conqueror does not need much additional defense, and I will outline the correct ways of approaching playing the class in combat to make sure you are playing very tanky while outputting significant damage.
    Here’s the build.

    The two points this build gives exception to are your domain, and Shredded (top middle node that connects to Opportunist). Here is Shredded:

    You could potentially drop this node in favor of Ferocity, connecting to Opportunist in the top right.

    If you are running an Axes based build this is worth considering, however I strongly prefer the Shredded node as it ensures that you will never run out of Fury in combat - and extends the build into using heavier weapons like Maces if you so desire. The crit stats are welcome and hard to find in this build, but I think you’ll find that never, ever running out of Fury is a very welcome thing on Myrmidon.
    Getting out of the weeds here, this spec affords you every damage and efficiency node, grabs you all of the most useful class spells (which you will use all of) and does not rely on a specific disc setup to be useful. I would not modify this talent build outside of your domain choice and potentially Shredded unless you plan to totally deviate from the intended role discussed in this guide. If you do decide to deviate, you’re on your own
    -------
    2. Stat Priority
    Conqueror has a relatively simple stat priority.
    Attack Power Damage Bonuses Critical Strike Critical Damage HP Attack Power
    Attack power in 6.200 is somewhat difficult to come by due to the change in scaling off of your base stat. Because of this change, focusing on attack power is critical for all damage classes and Conqueror is no exception. Attack power is weighted as 10 AP = 1 Weapon damage for all classes. As you approach the attack power cap, other stats like Damage Bonus and Critical Strike will begin to become more valuable but you should first focus on Attack Power.
    Typically these stats don’t compete for real estate with one another, but use your judgement when evaluating gear drops.
    Damage Bonuses
    Damage bonuses of any kind are your secondary priority. Typically you want to focus on untyped Damage Bonus (the kind that shows up on your main stat page), but you should also be looking for increases to your main weapon type damage bonus (slashing or crushing) and you won’t be upset with Bleed Damage Bonus. You also strongly prioritize Basic Attack Damage Bonus as it is a big part of your damage.
    These bonuses will increase your damage by a percentage and are valuable on any class, but in particular it is useful on Myrmidon as you deal a very constant stream of attacks that align well with consistent high damage. You are a pressure class with a few burst tools.
    Critical Strike and Critical Damage
    Crit Strike and Crit Damage come in at third and fourth priority but should be considered two sides of the same coin. You like these stats on your gear, but don’t neglect one for the other. You need to crit to deal extra damage, and you need extra crit damage to make those bonuses matter.
    I suggest prioritizing crit strike over damage when you need to make a choice, as it is better to crit more often than just harder.
    HP and Other Stats
    Conqueror is an aggressive class and benefits from a large HP pool and more defensive stats. You are encouraged to look for these kinds of upgrades. I will go into detail in the next section, but don’t totally skimp on defensive stats in favor of all out aggressive on the Conqueror.
    While you are prioritizing dealing damage, your largest value will come to what you bring your team. You can’t help your team if you are always on the run from pressure or have too small of a hitpoint pool to take heat.
    Try to partially solve these problems with your gear, but look for support within a group through the use of buffs and class abilities to help keep yourself alive.
    -------
    3. Gear
    Gearing for a Conqueror is pretty straightforward. 
    Weapons
    First you want to make a choice between Axes and Maces. Axes are lighter and therefore will be easier to cap basic attack damage on, which is valuable to you overall. Maces are heavier, but crushing damage is less prevalent and therefore you’re less likely to run into high resistances on your opponents.
    Unless you have a specific build idea, I’d suggest sticking with axes. There is a bit of Anti-Synergy with one of your best damage disciplines Heavy Hitter and it’s key spell Reverberating Blow but what you lose in damage bonuses on the disc you will make up for in basic attack damage. 
    Evaluate your gear, fury usage, and preference and make a choice that is right for you.
    Armor
    Armor is very straightforward on Conqueror. You want to grab the armor that gives you the most Armor Value and useful typed damage bonuses that you can find. If you are using crafted armor, you’ll want to stick to Mail.
    In previous iterations of the game you typically wanted to stick to a single type of armor, but in 6.200 there is no intrinsic benefit to wearing only one type of armor. Leather comes with higher baked in damage bonuses, and mail comes with slightly higher armor values. The reason you prioritize armor AND typed damage bonus values is that you should be able to reach the cap of 40% Untyped Damage Bonus regardless of armor selection - so you want to optimize for other bonuses and armor values.
    -------
    4. Races
    Myrmidon is somewhat limited in what races you can select, fortunately the races are all pretty good. In my opinion there is a clear winner, but you can evaluate for yourself. Here are the pros and cons.
    Half-Giant
    Pros:
    Excellent Race Stats for Myrmidon (+STR, +CON) Makin’ Me Mad passive, +5% Damage Bonus after being hit 5 times Blood of the Giant Active - 5% Damage Bonus and Damage Reduction active. Heavy Hitter is available as a racial discipline. Cons:
    Large body, making you an easier target. Low Critical Strike Half Giant is the defacto Conqueror Myrm race, with the most value maintained across it’s passive and active powers and the most +STR available to you. It does have weaknesses, but you really benefit from what HG has to offer.
    Minotaur
    Pros:
    Thick Skin Passive: Increases Resists Bull Rush Active: Charge that knocks down Unbreakable Passive: Frontal Stun Immunity Cons:
    Not great stats (+DEX, +CON) Bloodthirst Active is wasted on Myrm (they do not stack). Minotaur is a good Myrm race with a valuable movement skill, good resists, and the Unbreakable Passive power, which is quite valuable - especially in it’s bugged state that provides 360 degree stun immunity.
    Unfortunately Conqueror Myrm is totally CC Immune 75% of the time and so that major benefit does not really apply to them, making Minotaur a medium option. Not bad, not optimal. Pick this if you like the movement.
    Stoneborn
    Pros:
    Good stat spread (+CON, +SPR, +STR) Blood of the Mountain Passive - +15% PHM, making you tankier Stone Skin Active - 50% Damage Reduction at the cost of 50% Healing Reduction, strong active. Coagulation Passives - Chance to remove bleed effects when it is applied. Cons:
    I Get Knocked Down passive has anti synergy (you are immune to CC 75% of the time) Stoneborn is a stable choice for any Myrm looking to be a bit more survivable in general, and not rely on cooldown abilities for most of their tankiness. You can’t take advantage of it’s entire kit, but overall Stoneborn is quite strong.
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    Recommendations
    I would strongly suggest playing a Half Giant Conqueror going into 6.200. It provides you the most value for your selection across all verticals (discs, stats, passives, and actives). The other races are fine, but a Half Giant will outshine them all things equal.
    If Heavy Hitter and Reverberating Blow are further nerfed in subsequent patches, Stoneborn in particular will become a stronger candidate. For now, stick with the HG.
    5. Disciplines
    Conqueror Myrm has access to three very strong domains in Music, Wind, and War. Until the Crowpedia is implemented in game, check out the community sourced Discipline Options Table to get a full look at each domain and the discs within.
    I won’t be breaking down everything in each domain, but I will summarize the playstyle of each domain briefly here.
    Music is a buffing/teamplay domain with some strong personal benefits. We will be focusing on this domain for our suggested build, but there are other strong options within. You play songs to debuff your enemy or buff your own group, providing powerful and unique benefits.
    Wind is another buffing/teamplay domain, but this time focused less on channeled constant buffs and more in the moment personal or team oriented buffs. Specifically, Wind is about freedom of movement and actions for you and your team. Choose this domain if you want to support your team more or be completely unimpeded in combat. Music arguably brings stronger buffs and debuffs, but this is a great option if you have several Music domain players in your composition already.
    War is a personal damage oriented domain, focusing on Bleeds and other personal sources of damage. If you are trying to put out significant amounts of damage yourself, War is a good solution to increasing that damage. You should consider this domain if you already have Wind and Music taken care of for the most part in your guild.
    -------
    For our suggested build, we’re going to be focusing on the Music domain and the Troubadour discipline. You  will need to go Half Giant for this build to come online.

    Troubadour offers the song buff Requiem, and the passive Song Twisting. Consonant Chains is not worth running.
    Requiem is a song you channel that debuffs enemies within 5m, making them take 15% increased damage. You can further increase the damage they take by using the Song Twisting passive, by playing 3 songs and then channeling Requiem again - increasing the debuff to 20% increased damage taken.
    This is an absurd amount of increased damage that both you and your guild can take advantage of. The song applies to up to 5 enemies every pule, and the debuff lasts as long as your song duration value. Consider eating Marsala Stew to take complete advantage of this debuff and to really mess your enemies up.
    The second Major disc we will be taking in this build is Heavy Hitter.


    Heavy Hitter offers you some valuable damage bonuses, a great defensive passive in Overwhelming Odds, and the pulsing damage AOE spell Reverberating Blow. Reverb applies DOT to your enemy that makes them pulse out damage to other enemies nearby, while also hurting themselves. This DOT is quite strong and the spread damage is icing on the cake, and will be a large source of damage for this spec.
    Use this spell on cooldown after you press your buffs and you will kill many players.
    For Minor Disciplines I’ve chosen:


    Guardian Rhythms enables Song Twisting, more on how we use that later on. Sparring increases your basic attack damage and adds Crit Strike - a major source of your damage. Finally, Spirit Whip causes your third and most power basic attack to splash to nearby enemies and also offers more Damage Bonus: Enemy High Health.
    Spirit Whip is flexible in this setup and can be replaced with other options or more defensive discs if you’d like. I like the damage it adds, but it isn’t needed.
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    Final Thoughts on Discs
    While I didn’t go into excruciating detail of all of the discs available to this promotion, I hope I’ve given you a bit of a headstart to digging into your options. There are MANY viable builds and alterations to mine above - and while I think mine is most optimal, there are plenty of other strong options on the table for Conqueror.
    Choose discs that fit your playstyle, don’t force a playstyle that doesn’t work for you.
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    6. Playstyle
    Conqueror at its core is an aggressive but relatively fragile frontline DPS promotion class. As such, you’ll want to develop a playstyle that suits the classes strengths. When Conqueror is strong and has all of it’s cooldowns, it is nigh unkillable or containable - but when those cooldowns are no longer available you are extremely susceptible to focus fire and can quickly die. You need to walk the razor’s edge with this class to be effective - but that’s what you wanted, right? If you want to be boring and stable, play a Champion or a Knight you coward.
    We’re going to get dirty with this class and come out alive sometimes. Maybe. Probably. This TLDR will give you the basics of what you need to be aggressive.
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    TLDR
    Use Vengeance early and often and only at mid - high health if you are relying on a healer. You can easily keep yourself topped off by dealing large amounts of damage, but can screw your healer if you press it at low HP values. Your priorities are out of position players > hooking players out of position > diving into the enemy to apply lots of debuffs > running away. Net Pull will win you fights. Get good at the skill and start hooking people. Every target you hook can lead to a kill, which is actually better than just debuffing a bunch of random people who are safe. When in doubt, play safe and rely on your abilities and basic attacks to kill single targets. Go in when you have your blood of the giant, ultimate, or other defensive cooldowns available. Pick your moments. -------
    Berserk: Vengeance Usage
    In 6.200, all of the Myrm buffs are just variants of Berserk but I can’t break my habit so quickly. In this guide, we will call the Conquerors form of Berserk vengeance.

    Vengeance is a simple but powerful spell that can totally screw you or save you depending on how it is applied. It pins your HP at whatever value it is set at the time you use it, and when you deal damage you heal that amount back to that maximum. If you use this spell when you are low, you can potentially stabilize yourself at that low value but you will also not allow your healer to support you.
    Using this spell carefully is how you can become very tanky, or impossible to save. Some general tips are:
    Use vengeance at high health and refill that health through damage. Check your HP each time it comes off cooldown and figure out if you should use it again. If you are beneath half health, decide if you will die if you don’t heal yourself or not. Use it on cooldown and often if you are in a 1v1 situation. If you are playing the recommended Half-Giant build, make sure to use your Damage Reduction abilities when Vengeance is down or in situations where you won’t be able to heal yourself back up. These abilities typically protect you for roughly 1.5s out of the 4s you’ll be waiting for vengeance to come back up again. A common vengeance rotation is:
    Vengeance > Blood of the Giant x1 > Vengeance > Blood of the Giant x2 > Vengeance > Raging Bull
    Alternatively you can do it the other way around if you think you’ll be able to build up your ultimate again during the fight. I tend to do it that way when I am less confident in a fight. You want to use your Blood of the Giants early and often to gain the damage bonus they provide.
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    Song Twisting
    Song Twisting is a nice mechanic you can easily take advantage of on the Conqueror. In this build, we take Guardian Rhythms in addition to Troubador which gives you a total of 3 songs - enough to twist a song and get an added benefit to it.
    When you twist songs, you do not need to re-twist them to keep the enhanced song going. The enhanced song will refresh so long as you are channeling that song. That means we actually only need to dedicate one bar slot to Requiem but are able to get the twisted benefit of it.
    When you zone through a runegate, or if you are preparing to engage in a fight, take 10 seconds and slot in Guardian Rhythms and Consonant Chains on your bar. Press Requiem, Consonant Chains, then Guardian Rhythms on your bar - then press Requiem one more time. You will play “Yaga’s Requiem” instead, gain the buff, and be good to go for the rest of your time in the zone.
    You can then drop Guardian Rhythms  and Consonant Chains off of your bar and reslot in normal abilities there.
    -------
    Fighting Efficiently
    As a Conqueror you want to make sure you are dealing damage as efficiently as possible so that you get the most healing and apply the most pressure during the fight. The music build acts as a good AOE damage dealer through the use of Whirlwind and the Requiem debuff, but Myrmidon’s main source of damage comes from the basic attack combo and the neck slash power.
    There are no strict rotations in Crowfall or PVP games, but the big things you should be thinking about are:
    Can I stay in this fight? Have I popped all of my DPS cooldowns? Has everybody I can safely reach had a bleed applied to them? Am I focusing the right target with my single target damage? The flow of entering and exiting a fight will come with experience. Just make sure to keep your debuffs up and focus on keeping yourself alive. The Music domain gives you a damage advantage for your entire team. Keep that debuff running!
    -------
    Target Selection
    Conquerors love to pick someone and make their lives miserable. Picking good targets will help with this.
    I mention this in the TLDR above:
    To elaborate on this, due to how serrated blade and requiem works, you are really good at making people take a lot of damage. This is amplified by selecting the most opportune target because you can kill anybody. Plate, Mail, Leather - whatever. If they are near you or your team they can die.
    When you are looking to hook players using net pull, try to pull squishy targets or healers out of position and into your group. I really love walking to the edge of a flank and pulling healers who are trying to heal Melee. Here’s a recipe for an easy healer kill:
    Net Pull > Vengeance > Whirlwind 1x Tick
    At this point most healers have retaliated and are open to being CC’d again. Once the retaliate animation ends:
    Neck Chop > Serrated Blade > Reverb > Basic Attack
    When you Neck Chop as a Conqueror, you apply a suppress to your target. Normally healers after being pulled have very few ways of escaping you at this stage, so suppressing them stops their healing entirely and makes it very hard for them to escape you without blowing cooldowns very early into your damage rotation. You can net many free kills by doing this, so keep your eyes out for it.
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    When to Dive
    Learning how to play over aggressive is complicated and takes experience. The best thing I can suggest for new Myrm players is to ideally have other frontliners go in first, and then you follow up. Barring that, good times to go crazy are usually on flanks or other exposed areas of the enemy’s composition.
    If you are fighting in small scale PVP (5 v 5 or similar) you can go in almost all the time. The only time it is very scary to go in is when 10 or more players turn and try to kill you. Watch your health bar and how many hits you are taking, and don’t be afraid to be a coward. Wasting their focus and time can lead to wins!
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    7. Final Thoughts
    Conq’s are on the bleeding edge of Melee DPS. Don’t run too many, they are fake tanks.
    -------
    PS ACE/Rhea if you read this, please don’t nerf Conq they die super easy and Myrm has had bad specs for a long time. Buff Titan and similar melee glass cannon DPS specs first and make Battle Rager do something better than get big and mitigate crash. Ranged DPS are still king, and specs like Conq and Barb make melee control and pressure interesting.
    Pure ranged DPS metas like 6.0/6.1 are extremely boring and taxing.
    Thanks for coming to my ted talk.
     
  3. Like
    galvia reacted to Zarii in EU (+NA?) - Conspiracy   
    European Guild [Conspiracy] now recruiting for Crowfall!

    Some of you might have stumbled upon us in various other MMO's as we've been playing online for OVER 15 years. We've done so without the Conspiracy flag in various top guilds in games such as;

    ArcheAge
    Lineage 2
    World of Warcraft
    Eve Online
    Albion Online

    We're now getting into Crowfall and we know custard all but we learn as we go! Daily Kings and random Campaign poorly made dergs and a lot of theory crafting builds while we learn and explore this game. We are open for both EU and NA players, we don't discriminate. Average age is 30~~ give or take, If you're dabbling in Crowfall and want to be casual-hardcore feel free to hit us up!
  4. Thanks
    galvia got a reaction from Tofyzer in 6.200 TEST Feedback for 11/17/2020   
    Yeah - there is a third part of the new player experience that has yet to be released that really needs to get implemented to get people to the next step. Honestly the entire system should be a lot more on rails to start but we'll see.

    For now you should level up and head into the infected at 30 to go gather stuff and get some PVP to learn the ropes a bit. The game needs a lot more population and activity for these transitions to really work.
  5. Like
    galvia reacted to McTan in 6.200 TEST Feedback for 11/17/2020   
    The Thorns cap is unfortunately low. 
    Also, it would be very interesting if you can make some stamina regen or stamina heal or stamina buff powers, to help for blocks and retaliate anti-cc builds.
    Strength in Numbers healing should be modified by healing bonus, and be able to crit.
    Because stamina is being depleted quickly while blocking, it feels really bad to have "big hits" drain extra stamina. The whole point of block is to block big hits.
    I really think you should strongly consider making the group size 8 or 10.
  6. Like
    galvia got a reaction from Tyrant in 6.200 LIVE Feedback for 11/12/2020   
    So the idea here is that it reduces the number of times you have to mitigate crash per minute from 5 times (5x12s cooldown) to 3 times (3x18s cooldown rounded) in an attempt to give you more chances to mitigate it using raging bull and potentially group CC immunity combinations, things like that. If you look at it from that perspective it is a buff.

    The downside is that if you miss a partial crash you are now hung out to dry for longer without immunity, and you can still die to a full crash anyway like normal without an optimal setup. Without mino 360 degrees stun immunity or half giant barriers the class takes far too much damage and is too easy to control - which is why most of us are playing Conq and just passing the bar of effectiveness.

    I don't know how to fix the class without taking away the fun-factor of Berserk and how it works now. When you mitigate a crash you FEEL INCREDIBLE. But in some ways, to match up to other easier and better classes you feel like you are owed that mitigation. Maybe make raging bull do something more than mitigate crash, or reduce it's cost to 750 or 500 or something so that we can live through a fight (assuming you can live through 6s of focus that you'll receive).

    Tough stuff.
  7. Thanks
    galvia reacted to Belantis in Crusader Cleric Meta in 6.200 (UPDATED 11/08/2020)   
    This guide is the best, I recently started playing cleric crusader. Thanks for all the ins and outs on this class!
  8. Like
    galvia got a reaction from Thon in Crusader Cleric Meta in 6.200 (UPDATED 11/08/2020)   
    Hey Thon!

    It definitely takes it down a well deserved peg. So far on LIVE it still provides 20% so I'm not going to update this yet, but when it does get updated I think it just becomes a quality option if you heal groups that take a lot of constant damage (like Melee groups). I don't know if there is a staple disc anymore if that nerf takes effect - though I will still recommend it as it works just about all the time.
  9. Like
    galvia got a reaction from Belantis in Crusader Cleric Meta in 6.200 (UPDATED 11/08/2020)   
    Hey folks! I've updated this guide for 6.200. I expect there will be some minor changes to some of these things prior to the patch hitting live but I think the dust has mostly settled.

    The big changes in the guide are around Discs, Races, and Talents. Otherwise how you actually play a Crusader hasn't really changed much. Stand in your circle, press your spells.
    TLDR you can go Human and be pretty happy, there are lots of new discs, and I like two different builds but TBH just go full healer.
  10. Like
    galvia got a reaction from Belantis in Crusader Cleric Meta in 6.200 (UPDATED 11/08/2020)   
    Hey folks, I’ve gone ahead and updated my guide to reflect the class revamp in 6.200. The changes made to Crusader Cleric are pretty significant, and so I’ve restructured most of my guide to reflect that.
    If you’ve read the previous version of this guide, the sections that were changed are around the talent build and discs. Otherwise the cleric has not fundamentally changed how it is played. Here are the main changes affecting crusaders clerics and healing in 6.200:
    Disc Domains now angle Crusader Clerics in somewhat distinct playstyles. Light focusing on healing output, protection on proactive defensive buffs, and justice on control. The old healing discs have been split up and spread around, creating more choice. The class’s abilities have also been somewhat split up. Somewhat separate to the Crusader changes, Arbiter clerics are much stronger healers now and are worthy of considerations If you've got any questions about this, any feedback, or want to chat feel free to comment below or DM me on discord.

    Guide Changelog:
    Edited 11/08/2020
    Completely modified the old guide and most things have been re-written or changed.
    Edited 08/17/2020
    - Updated title to reflect current patch, no real changes needed.
    Edited 08/09/2020
    - Updated TL;DR to reflect Ble's advice of finding a holy symbol, even if it isn't yours, to cast spells. Good tip!
    Edited 08/01/2020
    - Updated Guineacean Dodge
    - Added new talent chart, dropping 30 SP for Anticrit and Resists.
    Posted 07/31/2020
    -----------------------

    TL;DR
    Don't want to read this massive rant of a guide? Here's the bare minimum you need to know as a returning cleric or someone new to the class:
    All of the crusader cleric races are pretty good. Go with Guinea, Centaur, Human, or Stoneborn ideally. Elken is sort of bad. Spec into all of your healing stats, grab some defensive stuff, and don't forget the auras. SP > Healing Bonus > CHC = CHA > HP > Stam Run Trancendent Warrior + 1 Disc. I recommend Sun Worshiper but you have a lot of options here. Spam Tend Wounds, cast Holy Symbol and get the buff before you press your other buttons unless it is an emergency. Stand in your friends Holy Symbols if your symbol is down. Use your HP as a resource. You heal yourself almost as well as others. Anti-healing is far more widespread in this new patch so your job will be more annoying. Ok with all of that said let’s do this thing.


    -----------------------

    TABLE OF CONTENTS
    Talent Build Stat Priority Gear Races Disciplines Playstyle Final thoughts -----------------------

    1. Talent Build
    I'm going to start with what is the most controversial part - the build. There are currently two leading talent builds in cleric. The pure healer:


    This setup is cookie cutter and works in all situations as a full healer. Here are some quick points of discussion for the experienced clerics out there:
    This spec takes all of the valuable +healing talents but skips a lot of the nice control and damage related stuff. This spec takes the big res, which is a nice group utility. It is not required and can be swapped for a number of things you may prefer if you want to take the Resurrection Minor or don't want the res at all.. The domain selection is flexible depending on what race you select and what healing discs you want to go. Light focuses the most on healing and works for most situations, but take a peek at the other domains and see what you like. The other spec is the more aggressive Justice Spec:

    This tree gives you almost the same amount of healing, but is more aggressive and offers slightly more control. Take this spec if you want to be more aggressive on your healer and throw hammers - very good in small scale 5v5 engagements.
     
    This guide assumes that you will be taking the first, more healer centric spec to support your team. I do believe that the healing spec will be stronger in most situations, but the other spec is pretty fun. If you want to play more aggressively I'd also consider looking into the Arbiter sub class as it supports it very well.
    -----------------------

    2. Stat Priority
    Cleric is very simple for stat priorities.
    Support Power Healing Bonus Critical Healing Chance Critical Healing Amount HP Stamina SP
    Support power (SP) is the main driver of your throughput. This can be said for most classes, but cleric in particular needs SP to function well. Cleric struggles to find Healing Bonus outside of lucky wartribe drops or wearing mail in comparison to Earthkeeper or Icecaller, so you need to have a lot of raw SP to back up your good coefficient healing.

    Healing Bonus
    I'll talk about healing bonus in more detail in the gear section, but basically increasing this stat will give all of your healing a lot of value. You can find healing bonus on Mail or Leather armor, and by pumping your intelligence.

    Crit Healing Chance (CHC) vs Crit Healing amount (CHA).
    These stats are a bit weird for Cleric. Once you get Support Power to a relatively high value (1700~/2000 roughly) these stats start ramping your healing output significantly. Basically their order is dependent on your gear and passive training levels, and you want to balance how much you weigh it around the buff you get from standing in your holy symbol, or your allied Crusader Cleric’s symbols.

    Holy Symbol grants you +20% crit healing chance and amount. Because of this, a general rule is that it is more valuable to crit heal more often than it is to crit heal for a little more, but when you are at roughly 45% crit healing chance and nearing cap, you will likely see more value come from pumping crit healing amount.

    Base Stats
    As a general rule with stat allocation, spirit comes first and INT second. Any points in INT double dip on CHA as well as Healing Bonus, so on our gear I typically value CHC most of the time.

    HP and Stamina
    HP and Stam help you live, get more of it but not at the cost of healing.

    -----------------------

    3. Gear
    Most of your gear choices are not interesting in Crowfall currently, so this section is mostly for the Mail vs Plate debate. Here's the TL;DR:
    Get healing stats on your chest piece. Get anti-meta resists on your secondary pieces (likely Slashing Res, Fire Res, or Lightning Res in this meta) Get healing stats on your rings and necklaces. SPR > INT at early - mid passive training until you start nearing SP cap.
    Mail vs Plate. What's the difference?
    This choice is all about playstyle, and partially about race selection. The difference is simply 5% healing bonus from mail, or more mits from plate. At wartribe gear levels, you should likely choose mail as the Armor difference as of 5.125 is not significant (only a few percentage points of mits), but as we transition into crafted gear plate will pull away in Armor value. You can still use plate to good effect if you plan on being up front in early gear levels as well, but it's not as good.

    To make the choice simple, if you are newer to Cleric or like to play upfront pick plate - it will give you the most Armor. If you are more passive in your playstyle and don't soak much damage (a mistake, in my opinion) you should 100% choose mail.

    Ultimately this is a philosophy question and a group assignment question. If you are healing a frontline group of melee and are likely to get targeted you are going to want to be wearing plate, but if you are assigned to a ranged group and will not be taking the brunt of damage wearing mail is a good idea. Try both playstyles out and see what fits you best.

    -----------------------

    4. Races
    There are a lot of good race choices for crusader cleric right now. Here's the breakdown.

    Centaur
    Pros:
    Strength of the Legion Aura - passive 75 AP/SP for the group. - BUFFED in 6.200, as AP is harder to come by. Horseshoe slot. High racial CON - more HP. 20m Dodge. Bunny hopping. Cons:
    No healing base stat increases. Large body. This makes you more likely to be targeted. Really strong crusader race, brings a lot of team buffs and is tanky. Strong frontline cleric choice.

    Elken
    Pros:
    Racial 10% CHA passive. Elken Charge mobility. Gestalt for anti-stealth. Cons:
    Bad healing stat spread outside of +CHA. Doesn't lean into a particular play style or really provide value to the crusader cleric. You should only pick Elken if you are trying to upset me. I have not yet extensively tested this race but I still don't think it is has many things going for it around Crusaders. If you disagree, please comment and I'll consider updating this.

    Guinecean
    Pros:
    Excellent throughput base stats (+DEX and +INT) Burrow Bonus ring slot. Small body. 20m Dodge Paragon Disc - allowing you to run Vengeful Aura which was removed from the normal talent tree. Cons:
    Lower HP and Stam Is noisy as custard. Excellent crusader race. This is a good choice if you prefer to play less on the frontline or be more difficult to hit.

    Half Giant
    Pros:
    Makin' Me Mad passive - increased healing bonus when hit. Blood of the Giant power - on demand barriers, +5% Healing and Damage bonus per activation (2x max). High racial CON - more HP. Cons:
    Large body. No healing base stat increases. This is likely a good crusader cleric race for a frontlining cleric, but it falls short in comparison to the Stoneborn. There is probably a place for this race in some playstyles, but sub-optimal for now. Makes a much better Arbiter or Radical cleric.

    Human
    Pros:
    Pain Tolerance passive - increased mits. Extra minor disc slot. 11th Bar Slot Guardian Rhythms Minor Cons:
    Medium tier stat spread I guess? Humans are back for Crusader this patch! They are super strong and well suited to the role, if a little boring. They gain an extra bar slot and the Guardian Rhythms minor without needing the music domain which is really nice. 10% bonus Personal Damage Modifier for the whole group, a nice bonus bar slot to run it in, and a bonus minor slot to slot it in. Very strong race.

    Stoneborn
    Pros:
    Excellent healer base stats. Blood of the Mountain passive: +15% PHM I Get Knocked Down passive: +Healing Bonus after knockdown. Cons:
    No significant boosts to your team. Stoneborn is a great race for front line healing, and a slightly more selfish playstyle. They have a lot of buffs for themselves but not much for the team. Choose this race if you want to be up front and tanking damage.

    Conclusion on Races
    Basically every cleric race is playable for crusader. I find it difficult to select a specific race to recommend, but if I had to I’d say go for Centaur or Human. Both are very valuable to their teams and play well, but the other races are all pretty strong too with the exception of Elken.
    -----------------------

    5. Disciplines
    Crusader Cleric has a TON of options to consider now due to the Domains change in 6.200. This means that I won’t be able to outline every single disc available to you, and you’ll need to do a little digging. For now, I recommend using this Discipline Options Table to look through all of the discs until Malekai gets updated, and the Crowpedia is added to the game.
    Instead, I’m going to highlight some particularly strong disc setups for the cookie cutter Crusader Spec.
    Majors
    Transcendent Warrior

    This disc is a staple across many healers, and a must have for every optimized group. Divine Aura provides the group with a significant +75 SP and +20% Personal Healing Modifier buff. This translates to 20% more healing on targets affected by this aura which is massive.

    If you don’t have a healing partner, you should strongly consider running this disc. If you do - figure out if they are running it or not. Figure out some way to get this buff.

    Sun Worshipper

    Strong stat buffs, soothing winds is an excellent chain heal, and the cleanse is strongly recommended in this heavy dot based meta. Strong disc.

    Naiad

    Stable AOE healing with good stats and a cleanse. Strong healing disc.
    Friar

    Top tier stats on this disc and one of the best heals in the game. Fortuitous blessing is also a strong passive but it isn’t the main reason we want this disc.
    Pixie

    Another strong healing disc with good stats and soothing winds available. Choose this disc if you want to improve your group healing throughput by a large amount. Your Holy Symbol is considered a chain heal, so you get a lot of value out of this.

    ------

    Conclusions on Majors
    Crusader disc selection is pretty varied overall with a lot of choice. While I recommend Transcendent Warrior and Sun Worshipper most of the time, you can combine many of these options and get a favorable outcome. Take some time to check out the discs and experiment. There are many others not listed here that are also pretty good!
    Minors
    Depending on what domain and race you pick you’ll have a selection of minors available. I won’t go into extreme depth on Minors as it is largely playstyle based, but there is a simple set of logic to follow when choosing minors.

    Each minor offers a stat and then some sort of trait, passive power, or active power. You want to select minors that give you the most healing throughput - and most of that throughput will come from the stats attached to the disc. Pick discs that have the stats you like (+SP, + Healing Bonus, etc) and have other bonuses that you think will be useful.

    The only minor I would consider required for crusader cleric is Gods Reach. It provides you with +150 SP and also gives you ranged weapon proficiency which is nice for picking your distance in battle.

    -----------------------

    6. Playstyle
    Cleric is a class that is excellent for a beginner, but has a lot of opportunity for optimization in both straight healing and absorbing damage on the field. If you just spam all of your healing on cooldown you will keep your group alive fairly well, but if you use your brain a little and execute some basic concepts you will be a top healer, and in later gear levels I don't think Cleric can be touched.

    Basically what people miss about Cleric is that it is actually a combo class, without the pips.

    The TL;DR of this entire section is:
    Cast holy symbol, step into it, spam your other spells, body block as much as you can, win. Prioritize your group first.

    Alright now let’s nerd out.

    Cleric Spells
    Clerics only have a few simple spells, but they work really well together.

    Tend wounds: Spammable single target HoT with good throughput. Maintenance heal.
    Holy Symbol: Spammable AoE chain heal with good throughput. Maintenance heal, combo piece, group healing.
    Illuminate: Large group heal + HoT + resource regen. Save and combo heal.
    Blessed Protection: Group wide barrier for group members.
    Miracle (Ultimate): Massive group heal + self barrier + resource regen. Your largest save and a combo heal.

    Your discs will also provide more healing. I’m not going to dig into all of the spells but they follow pretty similar principles. Let’s talk about the core spell that brings the clerics kit together.

    Holy Symbol Usage
    This spell is what separates the mortals from gods. With the Blessed Symbol talent when we step into our own Holy Symbol we receive the Blessed Symbol buff that increases our Critical Healing Chance and Critical Healing Amount. This not only increases throughput but makes it more predictable. You will always want to cast heals with this buff up, but unless someone is going to die you should never cast a larger heal without having Blessed Symbol on yourself.

    This spell creates a ton of combos that you need to be rotating through while healing and being mindful of.

    Comboing your spells
    At all times on a crusader you should be looking to chain your spells together as efficiently as possible. You should only be spamming Tend Wounds at all times, and otherwise looking to create combos. Here's a basic flow:

    Is someone in YOUR GROUP in trouble?
    Cast holy symbol on you and your target. If you can’t do both, just you. Cast Illuminate now that you have the sick crit buff. Are they still in trouble?
    Use any single target save spells you may get from your discs. Cast Miracle if multiple players are in trouble, or you can't target the endangered player. The combos are basically the same when healing outside of your group. Just remember that Illuminate and Miracle only heal inside of your group.


    Group Coordination
    Try to coordinate miracle or other healing cooldowns with your partner healer in your group prior to combat. Who should ult first to save someone? Who is purging first? Who are you pocketing in your group, if at all? Working with your healing partner will make both of you more efficient and will keep your team alive a lot longer.

    Positioning
    This is where your combos and your personal skill can really shine. Since cleric was buffed to be able to equip plate you can do a lot of really excellent things with your positioning to otherwise mitigate damage. If you are playing a mail wearing cleric you can still apply these principles, but you should be far more conservative with your positioning overall.

    Clerics benefit from the fact that almost all of their healing applies to them as effectively as it applies to their target. With that in mind, to be optimal in your cleric play you should be taking close to the same damage as you are dishing out in healing. This does not mean you should be making yourself an opportune focus target as you are very susceptible to sustained damage, but you should be trying to take a little heat off your friends.

    Some practical applications of this concept are doing things like body blocking for your team. The easiest way to do that is to literally stand on top of the focus target of the enemy, making them miss hits on the focus target and instead hit you. The other way to do this is to put yourself in front of the enemy main damage dealer and just be annoying and block them. Any damage you mitigate this way and ultimately heal on yourself is damage you are preventing, while also annoying the enemy and making their job harder. The combination of putting your body on the line while also healing your team is what the crusader was built for, so go get it.

    Experiment with your positioning and try to fight as much as you can so you can learn your limits and how to best play around the guild.

    -----------------------

    7. Final Thoughts

    Cleric is sick.
  11. Like
    galvia reacted to Thon in Crusader Cleric Meta in 6.200 (UPDATED 11/08/2020)   
    Hi @galvia , I appreciate you updating this for 6.2. Does the recent change of Transcendent Warrior's Divine Aura Personal Healing Modifier from 20% to 10% influence your thinking of TW as the staple disc?
     
  12. Like
    galvia reacted to spitonastranger in Crusader Cleric Meta in 6.200 (UPDATED 11/08/2020)   
    Love this guide. I enjoy the cleric a lot and as an old SB player wanted to recreate the Prelate class a bit. Radical sort of scratched the itch, but after building both a Radical and an Arbiter w/God's Reach, I'm firmly in the Arbiter camp now. It seems do do the Radical's job better than the Radical without sacrificing healing potential. Basic attacks do silly damage with Ult, Arbitration and Spirit Whip throwing into a cluster of folks. You said you were maybe working on a guide for the Radical and wondered what you thought.
    This has been my favorite build so far:
    Half Giant. Major discs: Rune Caster and Scrapper. Minor discs: God's Reach, Spirit Whip and Sparring. All points into Int. Save a talent point by not picking a domain.
    Haven't gotten past a white vessel or anything to know performance beyond that. Comparing it with the Radical Half Giant I made, I'd go Arbiter for team fights any day.
  13. Like
    galvia got a reaction from Nym in 6.200 LIVE Feedback for 11/12/2020   
    More comments on Berserk's current design.

    People do not use Berserk as a tool, they use it so that they can deal competitive damage. The fact that it makes you survivable in this patch is a secondary gift/curse.
    When you do get focused (as high damage classes do) it is too difficult to survive under pressure when you compare yourself to other melee classes of a similar role. That is why people complain about crashing and the ways to mitigate it, and the change to merging berserk into one ability modified by promotion.
    No other class in Crowfall functions this way. No other class needs to trade how it deals competitive damage for its survivability mechanic. Every other class also has an ultimate worthy of the name - something that can change the outcome of a fight. Raging Bull is a get-out-of-crash-free card and that's it.
    Something has to change with that design to make it functional. You can either appease people and make them crash less or you can change the design of the berserk mechanic entirely. The mechanic needs to be equitable in the real world, not on the spreadsheet.
  14. Like
    galvia got a reaction from senzu.bean in 6.200 LIVE Feedback for 11/12/2020   
    More comments on Berserk's current design.

    People do not use Berserk as a tool, they use it so that they can deal competitive damage. The fact that it makes you survivable in this patch is a secondary gift/curse.
    When you do get focused (as high damage classes do) it is too difficult to survive under pressure when you compare yourself to other melee classes of a similar role. That is why people complain about crashing and the ways to mitigate it, and the change to merging berserk into one ability modified by promotion.
    No other class in Crowfall functions this way. No other class needs to trade how it deals competitive damage for its survivability mechanic. Every other class also has an ultimate worthy of the name - something that can change the outcome of a fight. Raging Bull is a get-out-of-crash-free card and that's it.
    Something has to change with that design to make it functional. You can either appease people and make them crash less or you can change the design of the berserk mechanic entirely. The mechanic needs to be equitable in the real world, not on the spreadsheet.
  15. Like
    galvia got a reaction from KrakkenSmacken in Passive Skill Training Tree - Why It Hurts the Game   
    @miralunaA poor RNG implementation to make crafting more laborious, not more active. It isn't better than the old system was and it is extremely tedious in the current state of the game.

    My opinion may change when passives are reset and we can build up more naturally. Right now we're trying to catch up to pre-wipe levels of crafting, but that change added to the grind and the pain it did not alleviate it. If it was either less harsh or more rewarding it may become OK but I don't think anybody is having fun popping out boots and gloves to get something mandatory for logistics.

    Do I think a more active system could be more fun for crafting? Yeah. But something has to change fundamentally in that system to get there. I don't have a good solution that accommodates passive training and current tech.
  16. Like
    galvia got a reaction from Thon in Crusader Cleric Meta in 6.200 (UPDATED 11/08/2020)   
    Hey folks, I’ve gone ahead and updated my guide to reflect the class revamp in 6.200. The changes made to Crusader Cleric are pretty significant, and so I’ve restructured most of my guide to reflect that.
    If you’ve read the previous version of this guide, the sections that were changed are around the talent build and discs. Otherwise the cleric has not fundamentally changed how it is played. Here are the main changes affecting crusaders clerics and healing in 6.200:
    Disc Domains now angle Crusader Clerics in somewhat distinct playstyles. Light focusing on healing output, protection on proactive defensive buffs, and justice on control. The old healing discs have been split up and spread around, creating more choice. The class’s abilities have also been somewhat split up. Somewhat separate to the Crusader changes, Arbiter clerics are much stronger healers now and are worthy of considerations If you've got any questions about this, any feedback, or want to chat feel free to comment below or DM me on discord.

    Guide Changelog:
    Edited 11/08/2020
    Completely modified the old guide and most things have been re-written or changed.
    Edited 08/17/2020
    - Updated title to reflect current patch, no real changes needed.
    Edited 08/09/2020
    - Updated TL;DR to reflect Ble's advice of finding a holy symbol, even if it isn't yours, to cast spells. Good tip!
    Edited 08/01/2020
    - Updated Guineacean Dodge
    - Added new talent chart, dropping 30 SP for Anticrit and Resists.
    Posted 07/31/2020
    -----------------------

    TL;DR
    Don't want to read this massive rant of a guide? Here's the bare minimum you need to know as a returning cleric or someone new to the class:
    All of the crusader cleric races are pretty good. Go with Guinea, Centaur, Human, or Stoneborn ideally. Elken is sort of bad. Spec into all of your healing stats, grab some defensive stuff, and don't forget the auras. SP > Healing Bonus > CHC = CHA > HP > Stam Run Trancendent Warrior + 1 Disc. I recommend Sun Worshiper but you have a lot of options here. Spam Tend Wounds, cast Holy Symbol and get the buff before you press your other buttons unless it is an emergency. Stand in your friends Holy Symbols if your symbol is down. Use your HP as a resource. You heal yourself almost as well as others. Anti-healing is far more widespread in this new patch so your job will be more annoying. Ok with all of that said let’s do this thing.


    -----------------------

    TABLE OF CONTENTS
    Talent Build Stat Priority Gear Races Disciplines Playstyle Final thoughts -----------------------

    1. Talent Build
    I'm going to start with what is the most controversial part - the build. There are currently two leading talent builds in cleric. The pure healer:


    This setup is cookie cutter and works in all situations as a full healer. Here are some quick points of discussion for the experienced clerics out there:
    This spec takes all of the valuable +healing talents but skips a lot of the nice control and damage related stuff. This spec takes the big res, which is a nice group utility. It is not required and can be swapped for a number of things you may prefer if you want to take the Resurrection Minor or don't want the res at all.. The domain selection is flexible depending on what race you select and what healing discs you want to go. Light focuses the most on healing and works for most situations, but take a peek at the other domains and see what you like. The other spec is the more aggressive Justice Spec:

    This tree gives you almost the same amount of healing, but is more aggressive and offers slightly more control. Take this spec if you want to be more aggressive on your healer and throw hammers - very good in small scale 5v5 engagements.
     
    This guide assumes that you will be taking the first, more healer centric spec to support your team. I do believe that the healing spec will be stronger in most situations, but the other spec is pretty fun. If you want to play more aggressively I'd also consider looking into the Arbiter sub class as it supports it very well.
    -----------------------

    2. Stat Priority
    Cleric is very simple for stat priorities.
    Support Power Healing Bonus Critical Healing Chance Critical Healing Amount HP Stamina SP
    Support power (SP) is the main driver of your throughput. This can be said for most classes, but cleric in particular needs SP to function well. Cleric struggles to find Healing Bonus outside of lucky wartribe drops or wearing mail in comparison to Earthkeeper or Icecaller, so you need to have a lot of raw SP to back up your good coefficient healing.

    Healing Bonus
    I'll talk about healing bonus in more detail in the gear section, but basically increasing this stat will give all of your healing a lot of value. You can find healing bonus on Mail or Leather armor, and by pumping your intelligence.

    Crit Healing Chance (CHC) vs Crit Healing amount (CHA).
    These stats are a bit weird for Cleric. Once you get Support Power to a relatively high value (1700~/2000 roughly) these stats start ramping your healing output significantly. Basically their order is dependent on your gear and passive training levels, and you want to balance how much you weigh it around the buff you get from standing in your holy symbol, or your allied Crusader Cleric’s symbols.

    Holy Symbol grants you +20% crit healing chance and amount. Because of this, a general rule is that it is more valuable to crit heal more often than it is to crit heal for a little more, but when you are at roughly 45% crit healing chance and nearing cap, you will likely see more value come from pumping crit healing amount.

    Base Stats
    As a general rule with stat allocation, spirit comes first and INT second. Any points in INT double dip on CHA as well as Healing Bonus, so on our gear I typically value CHC most of the time.

    HP and Stamina
    HP and Stam help you live, get more of it but not at the cost of healing.

    -----------------------

    3. Gear
    Most of your gear choices are not interesting in Crowfall currently, so this section is mostly for the Mail vs Plate debate. Here's the TL;DR:
    Get healing stats on your chest piece. Get anti-meta resists on your secondary pieces (likely Slashing Res, Fire Res, or Lightning Res in this meta) Get healing stats on your rings and necklaces. SPR > INT at early - mid passive training until you start nearing SP cap.
    Mail vs Plate. What's the difference?
    This choice is all about playstyle, and partially about race selection. The difference is simply 5% healing bonus from mail, or more mits from plate. At wartribe gear levels, you should likely choose mail as the Armor difference as of 5.125 is not significant (only a few percentage points of mits), but as we transition into crafted gear plate will pull away in Armor value. You can still use plate to good effect if you plan on being up front in early gear levels as well, but it's not as good.

    To make the choice simple, if you are newer to Cleric or like to play upfront pick plate - it will give you the most Armor. If you are more passive in your playstyle and don't soak much damage (a mistake, in my opinion) you should 100% choose mail.

    Ultimately this is a philosophy question and a group assignment question. If you are healing a frontline group of melee and are likely to get targeted you are going to want to be wearing plate, but if you are assigned to a ranged group and will not be taking the brunt of damage wearing mail is a good idea. Try both playstyles out and see what fits you best.

    -----------------------

    4. Races
    There are a lot of good race choices for crusader cleric right now. Here's the breakdown.

    Centaur
    Pros:
    Strength of the Legion Aura - passive 75 AP/SP for the group. - BUFFED in 6.200, as AP is harder to come by. Horseshoe slot. High racial CON - more HP. 20m Dodge. Bunny hopping. Cons:
    No healing base stat increases. Large body. This makes you more likely to be targeted. Really strong crusader race, brings a lot of team buffs and is tanky. Strong frontline cleric choice.

    Elken
    Pros:
    Racial 10% CHA passive. Elken Charge mobility. Gestalt for anti-stealth. Cons:
    Bad healing stat spread outside of +CHA. Doesn't lean into a particular play style or really provide value to the crusader cleric. You should only pick Elken if you are trying to upset me. I have not yet extensively tested this race but I still don't think it is has many things going for it around Crusaders. If you disagree, please comment and I'll consider updating this.

    Guinecean
    Pros:
    Excellent throughput base stats (+DEX and +INT) Burrow Bonus ring slot. Small body. 20m Dodge Paragon Disc - allowing you to run Vengeful Aura which was removed from the normal talent tree. Cons:
    Lower HP and Stam Is noisy as custard. Excellent crusader race. This is a good choice if you prefer to play less on the frontline or be more difficult to hit.

    Half Giant
    Pros:
    Makin' Me Mad passive - increased healing bonus when hit. Blood of the Giant power - on demand barriers, +5% Healing and Damage bonus per activation (2x max). High racial CON - more HP. Cons:
    Large body. No healing base stat increases. This is likely a good crusader cleric race for a frontlining cleric, but it falls short in comparison to the Stoneborn. There is probably a place for this race in some playstyles, but sub-optimal for now. Makes a much better Arbiter or Radical cleric.

    Human
    Pros:
    Pain Tolerance passive - increased mits. Extra minor disc slot. 11th Bar Slot Guardian Rhythms Minor Cons:
    Medium tier stat spread I guess? Humans are back for Crusader this patch! They are super strong and well suited to the role, if a little boring. They gain an extra bar slot and the Guardian Rhythms minor without needing the music domain which is really nice. 10% bonus Personal Damage Modifier for the whole group, a nice bonus bar slot to run it in, and a bonus minor slot to slot it in. Very strong race.

    Stoneborn
    Pros:
    Excellent healer base stats. Blood of the Mountain passive: +15% PHM I Get Knocked Down passive: +Healing Bonus after knockdown. Cons:
    No significant boosts to your team. Stoneborn is a great race for front line healing, and a slightly more selfish playstyle. They have a lot of buffs for themselves but not much for the team. Choose this race if you want to be up front and tanking damage.

    Conclusion on Races
    Basically every cleric race is playable for crusader. I find it difficult to select a specific race to recommend, but if I had to I’d say go for Centaur or Human. Both are very valuable to their teams and play well, but the other races are all pretty strong too with the exception of Elken.
    -----------------------

    5. Disciplines
    Crusader Cleric has a TON of options to consider now due to the Domains change in 6.200. This means that I won’t be able to outline every single disc available to you, and you’ll need to do a little digging. For now, I recommend using this Discipline Options Table to look through all of the discs until Malekai gets updated, and the Crowpedia is added to the game.
    Instead, I’m going to highlight some particularly strong disc setups for the cookie cutter Crusader Spec.
    Majors
    Transcendent Warrior

    This disc is a staple across many healers, and a must have for every optimized group. Divine Aura provides the group with a significant +75 SP and +20% Personal Healing Modifier buff. This translates to 20% more healing on targets affected by this aura which is massive.

    If you don’t have a healing partner, you should strongly consider running this disc. If you do - figure out if they are running it or not. Figure out some way to get this buff.

    Sun Worshipper

    Strong stat buffs, soothing winds is an excellent chain heal, and the cleanse is strongly recommended in this heavy dot based meta. Strong disc.

    Naiad

    Stable AOE healing with good stats and a cleanse. Strong healing disc.
    Friar

    Top tier stats on this disc and one of the best heals in the game. Fortuitous blessing is also a strong passive but it isn’t the main reason we want this disc.
    Pixie

    Another strong healing disc with good stats and soothing winds available. Choose this disc if you want to improve your group healing throughput by a large amount. Your Holy Symbol is considered a chain heal, so you get a lot of value out of this.

    ------

    Conclusions on Majors
    Crusader disc selection is pretty varied overall with a lot of choice. While I recommend Transcendent Warrior and Sun Worshipper most of the time, you can combine many of these options and get a favorable outcome. Take some time to check out the discs and experiment. There are many others not listed here that are also pretty good!
    Minors
    Depending on what domain and race you pick you’ll have a selection of minors available. I won’t go into extreme depth on Minors as it is largely playstyle based, but there is a simple set of logic to follow when choosing minors.

    Each minor offers a stat and then some sort of trait, passive power, or active power. You want to select minors that give you the most healing throughput - and most of that throughput will come from the stats attached to the disc. Pick discs that have the stats you like (+SP, + Healing Bonus, etc) and have other bonuses that you think will be useful.

    The only minor I would consider required for crusader cleric is Gods Reach. It provides you with +150 SP and also gives you ranged weapon proficiency which is nice for picking your distance in battle.

    -----------------------

    6. Playstyle
    Cleric is a class that is excellent for a beginner, but has a lot of opportunity for optimization in both straight healing and absorbing damage on the field. If you just spam all of your healing on cooldown you will keep your group alive fairly well, but if you use your brain a little and execute some basic concepts you will be a top healer, and in later gear levels I don't think Cleric can be touched.

    Basically what people miss about Cleric is that it is actually a combo class, without the pips.

    The TL;DR of this entire section is:
    Cast holy symbol, step into it, spam your other spells, body block as much as you can, win. Prioritize your group first.

    Alright now let’s nerd out.

    Cleric Spells
    Clerics only have a few simple spells, but they work really well together.

    Tend wounds: Spammable single target HoT with good throughput. Maintenance heal.
    Holy Symbol: Spammable AoE chain heal with good throughput. Maintenance heal, combo piece, group healing.
    Illuminate: Large group heal + HoT + resource regen. Save and combo heal.
    Blessed Protection: Group wide barrier for group members.
    Miracle (Ultimate): Massive group heal + self barrier + resource regen. Your largest save and a combo heal.

    Your discs will also provide more healing. I’m not going to dig into all of the spells but they follow pretty similar principles. Let’s talk about the core spell that brings the clerics kit together.

    Holy Symbol Usage
    This spell is what separates the mortals from gods. With the Blessed Symbol talent when we step into our own Holy Symbol we receive the Blessed Symbol buff that increases our Critical Healing Chance and Critical Healing Amount. This not only increases throughput but makes it more predictable. You will always want to cast heals with this buff up, but unless someone is going to die you should never cast a larger heal without having Blessed Symbol on yourself.

    This spell creates a ton of combos that you need to be rotating through while healing and being mindful of.

    Comboing your spells
    At all times on a crusader you should be looking to chain your spells together as efficiently as possible. You should only be spamming Tend Wounds at all times, and otherwise looking to create combos. Here's a basic flow:

    Is someone in YOUR GROUP in trouble?
    Cast holy symbol on you and your target. If you can’t do both, just you. Cast Illuminate now that you have the sick crit buff. Are they still in trouble?
    Use any single target save spells you may get from your discs. Cast Miracle if multiple players are in trouble, or you can't target the endangered player. The combos are basically the same when healing outside of your group. Just remember that Illuminate and Miracle only heal inside of your group.


    Group Coordination
    Try to coordinate miracle or other healing cooldowns with your partner healer in your group prior to combat. Who should ult first to save someone? Who is purging first? Who are you pocketing in your group, if at all? Working with your healing partner will make both of you more efficient and will keep your team alive a lot longer.

    Positioning
    This is where your combos and your personal skill can really shine. Since cleric was buffed to be able to equip plate you can do a lot of really excellent things with your positioning to otherwise mitigate damage. If you are playing a mail wearing cleric you can still apply these principles, but you should be far more conservative with your positioning overall.

    Clerics benefit from the fact that almost all of their healing applies to them as effectively as it applies to their target. With that in mind, to be optimal in your cleric play you should be taking close to the same damage as you are dishing out in healing. This does not mean you should be making yourself an opportune focus target as you are very susceptible to sustained damage, but you should be trying to take a little heat off your friends.

    Some practical applications of this concept are doing things like body blocking for your team. The easiest way to do that is to literally stand on top of the focus target of the enemy, making them miss hits on the focus target and instead hit you. The other way to do this is to put yourself in front of the enemy main damage dealer and just be annoying and block them. Any damage you mitigate this way and ultimately heal on yourself is damage you are preventing, while also annoying the enemy and making their job harder. The combination of putting your body on the line while also healing your team is what the crusader was built for, so go get it.

    Experiment with your positioning and try to fight as much as you can so you can learn your limits and how to best play around the guild.

    -----------------------

    7. Final Thoughts

    Cleric is sick.
  17. Like
    galvia got a reaction from Jarkul in Passive Skill Training Tree - Why It Hurts the Game   
    This relevant in practical terms but not for this discussion. The point RobbenDumarsch is trying to make is that a player could reach that point and it makes new players less viable - which is true.

    Skill Tomes, however they are implemented, will help these players catch up in the systems that are worthy of criticism. I think you may be overstating the value of the combat stats listed (caps are easy to reach on many of them, and gear is a far larger contributor) but that doesn't make you wrong - it just makes your outrage a little more limp.

    Many, many people (myself included) would appreciate this game having more active progression. I would prefer it if passive training was removed entirely. But that ship has sailed and there are a lot of retention and other related benefits to passive training that really help the game as well. Not needing to be logged in all the time but still gaining valuable improvements to your character does have value.

    At 3x training last year many of us were capped on several trees and we still really wanted new players because if we equipped them they were able to be effective. Guilds like Vanguard have proven dozens of times that they can login with wartribe weapons and dumpster established guilds in full crafted gear no problem at all because these kinds of stats are meaningful but not the whole picture.
    ---
    All of this nonsense being said your feedback is still very valuable, and while I doubt passive training is going to be going anywhere, discussions like these do tend to contribute to change in these systems. Numbers can and will be tweaked. If you flail around angrily at others who disagree you do weaken your point though.
  18. Like
    galvia got a reaction from MacDeath in Passive Skill Training Tree - Why It Hurts the Game   
    @miralunaA poor RNG implementation to make crafting more laborious, not more active. It isn't better than the old system was and it is extremely tedious in the current state of the game.

    My opinion may change when passives are reset and we can build up more naturally. Right now we're trying to catch up to pre-wipe levels of crafting, but that change added to the grind and the pain it did not alleviate it. If it was either less harsh or more rewarding it may become OK but I don't think anybody is having fun popping out boots and gloves to get something mandatory for logistics.

    Do I think a more active system could be more fun for crafting? Yeah. But something has to change fundamentally in that system to get there. I don't have a good solution that accommodates passive training and current tech.
  19. Like
    galvia got a reaction from Ajokoira in Conqueror Myrmidon in 6.200 Guide   
    Just tested it. I agree that if it works on applying bleeding it is strong, but as it stands right now you will heal yourself for far more during your vengeance (which caps your health anyway) and unless you continue to apply fresh new bleeds while vengeance is down, you will not heal any more than 75 per bleed application.

    For context, I have 9k~ HP on a white vessel for every 5 targets I apply a bleed to, I will heal 375 HP. That amounts to less than 1 basic attack for most players.

    Lets talk about an ideal situation where you are fighting 40 on 40, and you run into say a group of 10 players of that 40 you can hit. You will heal a whopping 750 HP from applying those bleeds. It is not worth it today to take that talent. If they change it to bleed ticks then we can talk.
    --- 
    I don't think it is too early to put this patch up to the live servers (assuming they keep fixing bugs as they have been) - but I do agree with you on missing some of the old myrm things. Specifically I miss the way you had to make choices on the old Vengenace/Zerk + Frenzy Titan, but it's no longer in the game. Happy to commiserate in the thread about that, but I would prefer to keep the discussion on topic.

    Any thoughts you have on the class are totally welcome here, but until changes are made this is the spec and the choices we need to be making to play this class at any viable level. Otherwise we're back to other more boring melee classes or ranged dps. These kinds of threads help new players and ACE evaluate their design and make improvements.
  20. Like
    galvia got a reaction from Ajokoira in Conqueror Myrmidon in 6.200 Guide   
    Hey folks, welcome to my Conqueror Myrmidon Guide for 6.200. This guide will cover the changes implemented in the Class Revamp of 6.200 and set you to walk the road of Vengeance.
    Myrmidon has received a lot of changes in 6.200 that makes things better for the class, but also somewhat worse. Specifically, Vengeance, Berserk, and Frenzy have been combined into a single spell (Berserk) and then Berserk is modified by your promotion class. The benefit here is that you need less buttons to operate your class, the downside is that you are locked into a particular playstyle.
    This guide focuses on the Conqueror Promotion spec as I believe it is currently the only viable promotion spec for Myrmidon in 6.200. Here’s why:
    Titan has more individual damage, but is severely limited by Berserker Crash - which has been indirectly nerfed further in this patch with the removal of Juggernaut and poor access to discs like Freedom Fighter (which provides group CC immunity). All of your damage and survivability can be countered by your enemy learning how to count to 7, and you being out of ult (which is also mostly useless). Titan will deal a lot of damage, but is too easily countered to be reliable. If their survivability mechanic is made more lenient Titan will become much much stronger.
    Battle Rager is useless. It applies no pressure, it can live for a fairly long time due to it’s talents and ease of mitigating crash, but does nothing significant in the current meta. It needs a significant rework.
    Conqueror has access to three incredible domains (Music, Wind, and War), is still able to easily cap it’s Damage Bonus statline to deal excellent damage, and provides a whole suite of useful CC, debuffs, and of course the infamous Net + Pull. A single conqueror in your group will provide a ton of utility and pressure and is a welcome addition to any lineup.
    Until such a time where I can play Titan and survive against a highly competent opponent, Conqueror is the way to go for Myrm.
    ---------
    OK now that I’ve spent 300~ words convincing you of why you should look at this guide, let's get into it.
    Any feedback on the content of this guide can be directed to the thread or to me on Discord.
    Guide Changelog:
    2020-11-08 - Guide Posted
    -------
    Table of Contents
    Talent Build Stat Priority Gear Races Disciplines Playstyle Final Thoughts -------
    1. Talent Build
    This talent build should be non-controversial with the exception of two points and will work on all damage focused Myrmidon builds (even Titan). It should be noted that the Conqueror does not need much additional defense, and I will outline the correct ways of approaching playing the class in combat to make sure you are playing very tanky while outputting significant damage.
    Here’s the build.

    The two points this build gives exception to are your domain, and Shredded (top middle node that connects to Opportunist). Here is Shredded:

    You could potentially drop this node in favor of Ferocity, connecting to Opportunist in the top right.

    If you are running an Axes based build this is worth considering, however I strongly prefer the Shredded node as it ensures that you will never run out of Fury in combat - and extends the build into using heavier weapons like Maces if you so desire. The crit stats are welcome and hard to find in this build, but I think you’ll find that never, ever running out of Fury is a very welcome thing on Myrmidon.
    Getting out of the weeds here, this spec affords you every damage and efficiency node, grabs you all of the most useful class spells (which you will use all of) and does not rely on a specific disc setup to be useful. I would not modify this talent build outside of your domain choice and potentially Shredded unless you plan to totally deviate from the intended role discussed in this guide. If you do decide to deviate, you’re on your own
    -------
    2. Stat Priority
    Conqueror has a relatively simple stat priority.
    Attack Power Damage Bonuses Critical Strike Critical Damage HP Attack Power
    Attack power in 6.200 is somewhat difficult to come by due to the change in scaling off of your base stat. Because of this change, focusing on attack power is critical for all damage classes and Conqueror is no exception. Attack power is weighted as 10 AP = 1 Weapon damage for all classes. As you approach the attack power cap, other stats like Damage Bonus and Critical Strike will begin to become more valuable but you should first focus on Attack Power.
    Typically these stats don’t compete for real estate with one another, but use your judgement when evaluating gear drops.
    Damage Bonuses
    Damage bonuses of any kind are your secondary priority. Typically you want to focus on untyped Damage Bonus (the kind that shows up on your main stat page), but you should also be looking for increases to your main weapon type damage bonus (slashing or crushing) and you won’t be upset with Bleed Damage Bonus. You also strongly prioritize Basic Attack Damage Bonus as it is a big part of your damage.
    These bonuses will increase your damage by a percentage and are valuable on any class, but in particular it is useful on Myrmidon as you deal a very constant stream of attacks that align well with consistent high damage. You are a pressure class with a few burst tools.
    Critical Strike and Critical Damage
    Crit Strike and Crit Damage come in at third and fourth priority but should be considered two sides of the same coin. You like these stats on your gear, but don’t neglect one for the other. You need to crit to deal extra damage, and you need extra crit damage to make those bonuses matter.
    I suggest prioritizing crit strike over damage when you need to make a choice, as it is better to crit more often than just harder.
    HP and Other Stats
    Conqueror is an aggressive class and benefits from a large HP pool and more defensive stats. You are encouraged to look for these kinds of upgrades. I will go into detail in the next section, but don’t totally skimp on defensive stats in favor of all out aggressive on the Conqueror.
    While you are prioritizing dealing damage, your largest value will come to what you bring your team. You can’t help your team if you are always on the run from pressure or have too small of a hitpoint pool to take heat.
    Try to partially solve these problems with your gear, but look for support within a group through the use of buffs and class abilities to help keep yourself alive.
    -------
    3. Gear
    Gearing for a Conqueror is pretty straightforward. 
    Weapons
    First you want to make a choice between Axes and Maces. Axes are lighter and therefore will be easier to cap basic attack damage on, which is valuable to you overall. Maces are heavier, but crushing damage is less prevalent and therefore you’re less likely to run into high resistances on your opponents.
    Unless you have a specific build idea, I’d suggest sticking with axes. There is a bit of Anti-Synergy with one of your best damage disciplines Heavy Hitter and it’s key spell Reverberating Blow but what you lose in damage bonuses on the disc you will make up for in basic attack damage. 
    Evaluate your gear, fury usage, and preference and make a choice that is right for you.
    Armor
    Armor is very straightforward on Conqueror. You want to grab the armor that gives you the most Armor Value and useful typed damage bonuses that you can find. If you are using crafted armor, you’ll want to stick to Mail.
    In previous iterations of the game you typically wanted to stick to a single type of armor, but in 6.200 there is no intrinsic benefit to wearing only one type of armor. Leather comes with higher baked in damage bonuses, and mail comes with slightly higher armor values. The reason you prioritize armor AND typed damage bonus values is that you should be able to reach the cap of 40% Untyped Damage Bonus regardless of armor selection - so you want to optimize for other bonuses and armor values.
    -------
    4. Races
    Myrmidon is somewhat limited in what races you can select, fortunately the races are all pretty good. In my opinion there is a clear winner, but you can evaluate for yourself. Here are the pros and cons.
    Half-Giant
    Pros:
    Excellent Race Stats for Myrmidon (+STR, +CON) Makin’ Me Mad passive, +5% Damage Bonus after being hit 5 times Blood of the Giant Active - 5% Damage Bonus and Damage Reduction active. Heavy Hitter is available as a racial discipline. Cons:
    Large body, making you an easier target. Low Critical Strike Half Giant is the defacto Conqueror Myrm race, with the most value maintained across it’s passive and active powers and the most +STR available to you. It does have weaknesses, but you really benefit from what HG has to offer.
    Minotaur
    Pros:
    Thick Skin Passive: Increases Resists Bull Rush Active: Charge that knocks down Unbreakable Passive: Frontal Stun Immunity Cons:
    Not great stats (+DEX, +CON) Bloodthirst Active is wasted on Myrm (they do not stack). Minotaur is a good Myrm race with a valuable movement skill, good resists, and the Unbreakable Passive power, which is quite valuable - especially in it’s bugged state that provides 360 degree stun immunity.
    Unfortunately Conqueror Myrm is totally CC Immune 75% of the time and so that major benefit does not really apply to them, making Minotaur a medium option. Not bad, not optimal. Pick this if you like the movement.
    Stoneborn
    Pros:
    Good stat spread (+CON, +SPR, +STR) Blood of the Mountain Passive - +15% PHM, making you tankier Stone Skin Active - 50% Damage Reduction at the cost of 50% Healing Reduction, strong active. Coagulation Passives - Chance to remove bleed effects when it is applied. Cons:
    I Get Knocked Down passive has anti synergy (you are immune to CC 75% of the time) Stoneborn is a stable choice for any Myrm looking to be a bit more survivable in general, and not rely on cooldown abilities for most of their tankiness. You can’t take advantage of it’s entire kit, but overall Stoneborn is quite strong.
    -------
    Recommendations
    I would strongly suggest playing a Half Giant Conqueror going into 6.200. It provides you the most value for your selection across all verticals (discs, stats, passives, and actives). The other races are fine, but a Half Giant will outshine them all things equal.
    If Heavy Hitter and Reverberating Blow are further nerfed in subsequent patches, Stoneborn in particular will become a stronger candidate. For now, stick with the HG.
    5. Disciplines
    Conqueror Myrm has access to three very strong domains in Music, Wind, and War. Until the Crowpedia is implemented in game, check out the community sourced Discipline Options Table to get a full look at each domain and the discs within.
    I won’t be breaking down everything in each domain, but I will summarize the playstyle of each domain briefly here.
    Music is a buffing/teamplay domain with some strong personal benefits. We will be focusing on this domain for our suggested build, but there are other strong options within. You play songs to debuff your enemy or buff your own group, providing powerful and unique benefits.
    Wind is another buffing/teamplay domain, but this time focused less on channeled constant buffs and more in the moment personal or team oriented buffs. Specifically, Wind is about freedom of movement and actions for you and your team. Choose this domain if you want to support your team more or be completely unimpeded in combat. Music arguably brings stronger buffs and debuffs, but this is a great option if you have several Music domain players in your composition already.
    War is a personal damage oriented domain, focusing on Bleeds and other personal sources of damage. If you are trying to put out significant amounts of damage yourself, War is a good solution to increasing that damage. You should consider this domain if you already have Wind and Music taken care of for the most part in your guild.
    -------
    For our suggested build, we’re going to be focusing on the Music domain and the Troubadour discipline. You  will need to go Half Giant for this build to come online.

    Troubadour offers the song buff Requiem, and the passive Song Twisting. Consonant Chains is not worth running.
    Requiem is a song you channel that debuffs enemies within 5m, making them take 15% increased damage. You can further increase the damage they take by using the Song Twisting passive, by playing 3 songs and then channeling Requiem again - increasing the debuff to 20% increased damage taken.
    This is an absurd amount of increased damage that both you and your guild can take advantage of. The song applies to up to 5 enemies every pule, and the debuff lasts as long as your song duration value. Consider eating Marsala Stew to take complete advantage of this debuff and to really mess your enemies up.
    The second Major disc we will be taking in this build is Heavy Hitter.


    Heavy Hitter offers you some valuable damage bonuses, a great defensive passive in Overwhelming Odds, and the pulsing damage AOE spell Reverberating Blow. Reverb applies DOT to your enemy that makes them pulse out damage to other enemies nearby, while also hurting themselves. This DOT is quite strong and the spread damage is icing on the cake, and will be a large source of damage for this spec.
    Use this spell on cooldown after you press your buffs and you will kill many players.
    For Minor Disciplines I’ve chosen:


    Guardian Rhythms enables Song Twisting, more on how we use that later on. Sparring increases your basic attack damage and adds Crit Strike - a major source of your damage. Finally, Spirit Whip causes your third and most power basic attack to splash to nearby enemies and also offers more Damage Bonus: Enemy High Health.
    Spirit Whip is flexible in this setup and can be replaced with other options or more defensive discs if you’d like. I like the damage it adds, but it isn’t needed.
    -------
    Final Thoughts on Discs
    While I didn’t go into excruciating detail of all of the discs available to this promotion, I hope I’ve given you a bit of a headstart to digging into your options. There are MANY viable builds and alterations to mine above - and while I think mine is most optimal, there are plenty of other strong options on the table for Conqueror.
    Choose discs that fit your playstyle, don’t force a playstyle that doesn’t work for you.
    -------
    6. Playstyle
    Conqueror at its core is an aggressive but relatively fragile frontline DPS promotion class. As such, you’ll want to develop a playstyle that suits the classes strengths. When Conqueror is strong and has all of it’s cooldowns, it is nigh unkillable or containable - but when those cooldowns are no longer available you are extremely susceptible to focus fire and can quickly die. You need to walk the razor’s edge with this class to be effective - but that’s what you wanted, right? If you want to be boring and stable, play a Champion or a Knight you coward.
    We’re going to get dirty with this class and come out alive sometimes. Maybe. Probably. This TLDR will give you the basics of what you need to be aggressive.
    -------
    TLDR
    Use Vengeance early and often and only at mid - high health if you are relying on a healer. You can easily keep yourself topped off by dealing large amounts of damage, but can screw your healer if you press it at low HP values. Your priorities are out of position players > hooking players out of position > diving into the enemy to apply lots of debuffs > running away. Net Pull will win you fights. Get good at the skill and start hooking people. Every target you hook can lead to a kill, which is actually better than just debuffing a bunch of random people who are safe. When in doubt, play safe and rely on your abilities and basic attacks to kill single targets. Go in when you have your blood of the giant, ultimate, or other defensive cooldowns available. Pick your moments. -------
    Berserk: Vengeance Usage
    In 6.200, all of the Myrm buffs are just variants of Berserk but I can’t break my habit so quickly. In this guide, we will call the Conquerors form of Berserk vengeance.

    Vengeance is a simple but powerful spell that can totally screw you or save you depending on how it is applied. It pins your HP at whatever value it is set at the time you use it, and when you deal damage you heal that amount back to that maximum. If you use this spell when you are low, you can potentially stabilize yourself at that low value but you will also not allow your healer to support you.
    Using this spell carefully is how you can become very tanky, or impossible to save. Some general tips are:
    Use vengeance at high health and refill that health through damage. Check your HP each time it comes off cooldown and figure out if you should use it again. If you are beneath half health, decide if you will die if you don’t heal yourself or not. Use it on cooldown and often if you are in a 1v1 situation. If you are playing the recommended Half-Giant build, make sure to use your Damage Reduction abilities when Vengeance is down or in situations where you won’t be able to heal yourself back up. These abilities typically protect you for roughly 1.5s out of the 4s you’ll be waiting for vengeance to come back up again. A common vengeance rotation is:
    Vengeance > Blood of the Giant x1 > Vengeance > Blood of the Giant x2 > Vengeance > Raging Bull
    Alternatively you can do it the other way around if you think you’ll be able to build up your ultimate again during the fight. I tend to do it that way when I am less confident in a fight. You want to use your Blood of the Giants early and often to gain the damage bonus they provide.
    -------
    Song Twisting
    Song Twisting is a nice mechanic you can easily take advantage of on the Conqueror. In this build, we take Guardian Rhythms in addition to Troubador which gives you a total of 3 songs - enough to twist a song and get an added benefit to it.
    When you twist songs, you do not need to re-twist them to keep the enhanced song going. The enhanced song will refresh so long as you are channeling that song. That means we actually only need to dedicate one bar slot to Requiem but are able to get the twisted benefit of it.
    When you zone through a runegate, or if you are preparing to engage in a fight, take 10 seconds and slot in Guardian Rhythms and Consonant Chains on your bar. Press Requiem, Consonant Chains, then Guardian Rhythms on your bar - then press Requiem one more time. You will play “Yaga’s Requiem” instead, gain the buff, and be good to go for the rest of your time in the zone.
    You can then drop Guardian Rhythms  and Consonant Chains off of your bar and reslot in normal abilities there.
    -------
    Fighting Efficiently
    As a Conqueror you want to make sure you are dealing damage as efficiently as possible so that you get the most healing and apply the most pressure during the fight. The music build acts as a good AOE damage dealer through the use of Whirlwind and the Requiem debuff, but Myrmidon’s main source of damage comes from the basic attack combo and the neck slash power.
    There are no strict rotations in Crowfall or PVP games, but the big things you should be thinking about are:
    Can I stay in this fight? Have I popped all of my DPS cooldowns? Has everybody I can safely reach had a bleed applied to them? Am I focusing the right target with my single target damage? The flow of entering and exiting a fight will come with experience. Just make sure to keep your debuffs up and focus on keeping yourself alive. The Music domain gives you a damage advantage for your entire team. Keep that debuff running!
    -------
    Target Selection
    Conquerors love to pick someone and make their lives miserable. Picking good targets will help with this.
    I mention this in the TLDR above:
    To elaborate on this, due to how serrated blade and requiem works, you are really good at making people take a lot of damage. This is amplified by selecting the most opportune target because you can kill anybody. Plate, Mail, Leather - whatever. If they are near you or your team they can die.
    When you are looking to hook players using net pull, try to pull squishy targets or healers out of position and into your group. I really love walking to the edge of a flank and pulling healers who are trying to heal Melee. Here’s a recipe for an easy healer kill:
    Net Pull > Vengeance > Whirlwind 1x Tick
    At this point most healers have retaliated and are open to being CC’d again. Once the retaliate animation ends:
    Neck Chop > Serrated Blade > Reverb > Basic Attack
    When you Neck Chop as a Conqueror, you apply a suppress to your target. Normally healers after being pulled have very few ways of escaping you at this stage, so suppressing them stops their healing entirely and makes it very hard for them to escape you without blowing cooldowns very early into your damage rotation. You can net many free kills by doing this, so keep your eyes out for it.
    -------
    When to Dive
    Learning how to play over aggressive is complicated and takes experience. The best thing I can suggest for new Myrm players is to ideally have other frontliners go in first, and then you follow up. Barring that, good times to go crazy are usually on flanks or other exposed areas of the enemy’s composition.
    If you are fighting in small scale PVP (5 v 5 or similar) you can go in almost all the time. The only time it is very scary to go in is when 10 or more players turn and try to kill you. Watch your health bar and how many hits you are taking, and don’t be afraid to be a coward. Wasting their focus and time can lead to wins!
    -------
    7. Final Thoughts
    Conq’s are on the bleeding edge of Melee DPS. Don’t run too many, they are fake tanks.
    -------
    PS ACE/Rhea if you read this, please don’t nerf Conq they die super easy and Myrm has had bad specs for a long time. Buff Titan and similar melee glass cannon DPS specs first and make Battle Rager do something better than get big and mitigate crash. Ranged DPS are still king, and specs like Conq and Barb make melee control and pressure interesting.
    Pure ranged DPS metas like 6.0/6.1 are extremely boring and taxing.
    Thanks for coming to my ted talk.
     
  21. Like
    galvia got a reaction from MacDeath in Passive Skill Training Tree - Why It Hurts the Game   
    This relevant in practical terms but not for this discussion. The point RobbenDumarsch is trying to make is that a player could reach that point and it makes new players less viable - which is true.

    Skill Tomes, however they are implemented, will help these players catch up in the systems that are worthy of criticism. I think you may be overstating the value of the combat stats listed (caps are easy to reach on many of them, and gear is a far larger contributor) but that doesn't make you wrong - it just makes your outrage a little more limp.

    Many, many people (myself included) would appreciate this game having more active progression. I would prefer it if passive training was removed entirely. But that ship has sailed and there are a lot of retention and other related benefits to passive training that really help the game as well. Not needing to be logged in all the time but still gaining valuable improvements to your character does have value.

    At 3x training last year many of us were capped on several trees and we still really wanted new players because if we equipped them they were able to be effective. Guilds like Vanguard have proven dozens of times that they can login with wartribe weapons and dumpster established guilds in full crafted gear no problem at all because these kinds of stats are meaningful but not the whole picture.
    ---
    All of this nonsense being said your feedback is still very valuable, and while I doubt passive training is going to be going anywhere, discussions like these do tend to contribute to change in these systems. Numbers can and will be tweaked. If you flail around angrily at others who disagree you do weaken your point though.
  22. Like
    galvia got a reaction from KrakkenSmacken in Passive Skill Training Tree - Why It Hurts the Game   
    This relevant in practical terms but not for this discussion. The point RobbenDumarsch is trying to make is that a player could reach that point and it makes new players less viable - which is true.

    Skill Tomes, however they are implemented, will help these players catch up in the systems that are worthy of criticism. I think you may be overstating the value of the combat stats listed (caps are easy to reach on many of them, and gear is a far larger contributor) but that doesn't make you wrong - it just makes your outrage a little more limp.

    Many, many people (myself included) would appreciate this game having more active progression. I would prefer it if passive training was removed entirely. But that ship has sailed and there are a lot of retention and other related benefits to passive training that really help the game as well. Not needing to be logged in all the time but still gaining valuable improvements to your character does have value.

    At 3x training last year many of us were capped on several trees and we still really wanted new players because if we equipped them they were able to be effective. Guilds like Vanguard have proven dozens of times that they can login with wartribe weapons and dumpster established guilds in full crafted gear no problem at all because these kinds of stats are meaningful but not the whole picture.
    ---
    All of this nonsense being said your feedback is still very valuable, and while I doubt passive training is going to be going anywhere, discussions like these do tend to contribute to change in these systems. Numbers can and will be tweaked. If you flail around angrily at others who disagree you do weaken your point though.
  23. Like
    galvia got a reaction from Xarrayne in Passive Skill Training Tree - Why It Hurts the Game   
    This relevant in practical terms but not for this discussion. The point RobbenDumarsch is trying to make is that a player could reach that point and it makes new players less viable - which is true.

    Skill Tomes, however they are implemented, will help these players catch up in the systems that are worthy of criticism. I think you may be overstating the value of the combat stats listed (caps are easy to reach on many of them, and gear is a far larger contributor) but that doesn't make you wrong - it just makes your outrage a little more limp.

    Many, many people (myself included) would appreciate this game having more active progression. I would prefer it if passive training was removed entirely. But that ship has sailed and there are a lot of retention and other related benefits to passive training that really help the game as well. Not needing to be logged in all the time but still gaining valuable improvements to your character does have value.

    At 3x training last year many of us were capped on several trees and we still really wanted new players because if we equipped them they were able to be effective. Guilds like Vanguard have proven dozens of times that they can login with wartribe weapons and dumpster established guilds in full crafted gear no problem at all because these kinds of stats are meaningful but not the whole picture.
    ---
    All of this nonsense being said your feedback is still very valuable, and while I doubt passive training is going to be going anywhere, discussions like these do tend to contribute to change in these systems. Numbers can and will be tweaked. If you flail around angrily at others who disagree you do weaken your point though.
  24. Like
    galvia got a reaction from BucDen in Passive Skill Training Tree - Why It Hurts the Game   
    This relevant in practical terms but not for this discussion. The point RobbenDumarsch is trying to make is that a player could reach that point and it makes new players less viable - which is true.

    Skill Tomes, however they are implemented, will help these players catch up in the systems that are worthy of criticism. I think you may be overstating the value of the combat stats listed (caps are easy to reach on many of them, and gear is a far larger contributor) but that doesn't make you wrong - it just makes your outrage a little more limp.

    Many, many people (myself included) would appreciate this game having more active progression. I would prefer it if passive training was removed entirely. But that ship has sailed and there are a lot of retention and other related benefits to passive training that really help the game as well. Not needing to be logged in all the time but still gaining valuable improvements to your character does have value.

    At 3x training last year many of us were capped on several trees and we still really wanted new players because if we equipped them they were able to be effective. Guilds like Vanguard have proven dozens of times that they can login with wartribe weapons and dumpster established guilds in full crafted gear no problem at all because these kinds of stats are meaningful but not the whole picture.
    ---
    All of this nonsense being said your feedback is still very valuable, and while I doubt passive training is going to be going anywhere, discussions like these do tend to contribute to change in these systems. Numbers can and will be tweaked. If you flail around angrily at others who disagree you do weaken your point though.
  25. Like
    galvia reacted to ACE-Tiggs in 6.200 TEST Patch Notes for 11/9/2020   
    Crowfall The Revival
    Beta Build 6.200.0
    If you have a client crash, please contact support@crowfall.com.
    To report any issues or bugs, please go here: 6.200 TEST Bug Reports and Legend for ACE feedback on Bugs reported
    To report feedback, please go here: 6.200 TEST Feedback
    For an up-to-date list of known issues please go here: Known Issues
    UI
    Ranger Traps can now be placed while in the ranged tray. Powers
    Champion: Anger Management now has an internal cooldown of 20 seconds before it can trigger again. Confessor: Spitting Distance now modifies Meteor Purge to add a barrier instead of Fire Bolt. Confessor: Fanatic's Hellfire Blast will no longer consume Hellfire Aura. Confessor: Corrected an issue preventing the Electric armor debuff from Stormcaller Bark Skin from applying. Confessor: Enhanced Fervor now allows critical healing Confessor: Blast of Leaves will no longer allow you to move while channeling. Druid: Force of Nature will now refresh if you hit 3 or more orbs on enemies while you have the buff up. Frostweaver: Stable Ice no longer uses an Ice Store to create, instead only uses the mana cost. Knight: Added a 0.5 second cooldown for Knight Block Big Hit damage bonus Minotaur: Bull Rush will now only apply the damage and knockdown of enemies when the animation ends. Myrmidon: Serrated Blade now correctly applies a Personal Damage Modifier debuff when used on a target. Templar: Holy Warrior will now be better effective by Inner Fire for Vindicators. Most damage inflicting instant tray powers with blackout times under one second have been increased to 1 second with a commensurate increase in damage. Call Darkness is now set to a duration of 4 seconds per pip for pip classes and 20 seconds for non-pip classes. Cleric: Divine Order description has been updated to reflect the correct damage increase for Basic Attacks and Searing Light of 90. Cleric: Searing Light will now increase it's damage when Divine Order is active. Confessor: Meteor Purge is now a ground target AOE power. Confessor: Fire Bolt now works properly with Mortal Sin. Disciplines
    Undead Fortitude now only grants immunity from Blackmantle, instead of both Blackmantle and Bleed. Spiritual Decay now has the proper buff name and description when cast. Fortified Stakes now increases the number of times the root effect ticks for Root Stake. Gaea's Wail will no longer hit the same target twice on the same casting. Updated Gaea's Wail tooltip to indicate it ticks twice.
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