Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Belantis

Testers
  • Content Count

    240
  • Joined

  • Last visited

  • Days Won

    2

Reputation Activity

  1. Thanks
    Belantis reacted to Uta in Dev Diary : Le système d'attribut   
    Bienvenue à notre premier journal de développement de Crowfall de 2021. Nous voulions offrir aux joueurs un aperçu de certaines des fonctionnalités de jeu sur lesquelles nous travaillons et qui, selon nous, intéresseront notre communauté, dans la mise à jour 6.400. 
    Bonjour ! Ici Rhea, je voulais juste vous parler des changements d'attributs à venir et de ce que cela signifie. Comme toujours, nous voulons que les joueurs aient le choix lors de la construction de leurs personnages. C'est pourquoi nous avons examiné les systèmes et les avons renforcés pour donner plus de pouvoir au joueur. À cette fin, nous nous concentrons cette fois-ci sur les attributs. Vous savez, des choses comme la force, la dextérité, l'intellect, la constitution et l'esprit. Les attributs ! Nous voulons en faire un élément plus significatif de la personnalisation de votre Corbeau en lui donnant un plus grand impact et en permettant aux joueurs d'avoir un peu plus de choix dans la façon dont ils construisent leur personnage.
    Alors, pourquoi s'en mêler maintenant ? Eh bien, maintenant que nous avons mis en place la majorité de ces systèmes de jeu, il est temps de revenir en arrière et de les évaluer pour s'assurer qu'ils font ce que nous voulons qu'ils fassent. Nous avons utilisé ce processus pour revoir et renforcer les pouvoirs et les arbres de talents, maintenant c'est l'heure des attributs. En examinant le système des attributs, la première chose que nous avons remarquée est que le fait de mettre des points dans un attribut individuel n'a pas vraiment d'impact. Par conséquent, les joueurs ne se souciaient pas vraiment de l'affectation de leurs points d'attribut. Ensuite, nous avons constaté que la plupart, voire la totalité, des joueurs mettaient généralement tous leurs points dans leur attribut principal et vaquaient à leurs occupations. Aux niveaux supérieurs, nous avons constaté que dépenser ces points au bon endroit pouvait être une mauvaise décision, une fois que l'équipement et les corps ont commencé à ajouter encore plus de points d'attribut. Ces résultats inattendus ont introduit des frictions inutiles dans le processus de prise de bonnes décisions et ont créé des comportements de jeu bizarres, ce que nous ne voulions pas. Nous avons donc décidé de donner plus de valeur aux Attributs, de donner aux joueurs plus d'autonomie dans la décision sur l'utilisation de leurs points, et de rendre ces décisions utiles pour la vie de votre personnage. 
    Très bien, allons-y. 
    La première chose que nous avons faite a été de contourner certaines des statistiques que les Attributs affectent. Par exemple, la dextérité utilisée pour augmenter votre protection contre toutes les sources de dommages. Nous avons pris les trois différentes catégories de ces protections et nous les avons réparties entre différents Attributs. La dextérité aide toujours à atténuer les dommages physiques, c'est-à-dire la protection contre les écrasements, les perçages et les entailles. L'esprit affecte maintenant les atténuations élémentaires, c'est-à-dire la protection contre le feu, la glace et les dommages électriques. Enfin, la Constitution affecte maintenant les atténuations organiques, qui sont une protection contre les dommages causés par la Terre, les maladies et les poisons. Si vous voulez vous protéger contre l'une ou l'autre de ces menaces, vous avez maintenant un endroit où mettre vos arguments pour obtenir exactement ce bénéfice. L'autre chose que nous avons faite, c'est que nous avons complètement supprimé la Mana comme quelque chose qui est dérivé d'un Attribut. Vos sélections de classe et d'Arbre de Talent vous permettent maintenant d'obtenir du Mana, mais nous y reviendrons plus fustilarian.
    La série de changements suivante a été effectuée pour faciliter l'équilibre et nous donner la possibilité de rendre les Attributs plus percutants. Le premier de ces changements a consisté à abaisser les plafonds d'attributs pour toutes les races et tous les attributs pour qu'ils soient exactement les mêmes. Auparavant, ils avaient une TRÈS large gamme de valeurs, ce qui faisait que la valeur d'un point d'attribut individuel était très faible. Donc, en les réduisant, nous avons eu la marge de manœuvre nécessaire pour résoudre ce problème. Le nouveau plafond pour tous les Attributs, pour toutes les races, est maintenant de 200. C'est facile ! Mais qu'en est-il des races qui sont différentes les unes des autres ? Pas de problème. Nous sommes revenus en arrière et avons ajusté les valeurs de départ de tous les attributs de la race pour les faire entrer dans la nouvelle fourchette. Certains ont même reçu un coup de pouce !
     
      Maintenant que les plafonds ont été réduits, nous devions réduire les valeurs des attributs qui étaient réparties dans d'autres domaines du jeu afin qu'elles soient conformes à la nouvelle gamme. La première chose que nous avons ajustée était les corps. Ils accordent toujours des Attributs, mais seulement des montants inférieurs. Ensuite, pour les rendre encore meilleurs, ils augmentent maintenant aussi les plafonds d'attributs pour tous vos attributs, ce qui vous permet de dépasser cette limite de 200. Non seulement les corps sont très puissants, mais ils font en sorte que tous les points que vous avez dépensés avant de passer au corps suivant, sont des points bien dépensés. Nous avions encore d'autres ajustements à faire, nous avons donc baissé les valeurs des attributs ainsi que d'autres statistiques sur les bijoux et les armes, ce qui les a mis en ligne avec la nouvelle gamme d'attributs. Comme nous voulions donner plus de pouvoir au joueur, nous avions en fait encore besoin de plus de points d'Attributs. Nous avons donc complètement retiré les Attributs des armures. Nous l'avons également retiré de tout l'équipement de la tribu de guerre. Ces changements nous ont permis de faire deux choses. Premièrement, nous pouvons maintenant accorder au joueur 140 points d'attribut à dépenser pendant le leveling au lieu de 60 ! Ensuite, cela nous a permis de faire en sorte que chaque point dépensé en fasse beaucoup plus.  
      Maintenant que nous avions une fourchette plus étroite et plus de points à dépenser, nous voulions que cela ait un sens. Nous avons donc pris toutes les statistiques générées par les attributs et nous avons augmenté le montant que chaque point d'attribut vous donnait. Par exemple, un seul point dépensé pour la Constitution vous donnait 8 points de réussite. Maintenant, il vous en donne 20. Dans l'ancien système, choisir la race ayant la Constitution la plus élevée et la plafonner à 350 points vous donnait 2800 points de réussite. Aujourd'hui, n'importe quel personnage peut mettre 200 points dans la Constitution et obtenir 4000 points de vie - une belle amélioration en termes d'impact. Voici un Secutor humain avec une Constitution maximale.  
      C'est sans équipement ni discipline. Joli. La dextérité, par contre, vous donne une chance de 0,05 % de coup critique par point. Maintenant, elle vous donne 0,15%. Cela signifie que vous pouvez gagner 30% de chances de coup critique rien qu'avec votre dextérité. 
    Voici une Fée Cutthroat avec un maximum de dextérité
     
      Ainsi, même si les Attributs ont un impact beaucoup plus important sur vos statistiques, et que les promotions de votre classe et les Statuts de votre classe vous donnent encore plus de statistiques, il est en fait plus difficile de maximiser ces statistiques en raison du rééquilibrage sur le reste du jeu. C'est toujours possible, mais vous devez maintenant faire des choix difficiles. La dernière chose que nous avons faite a été de prendre toutes ces nouvelles options d'attributs et de refaire certains des arbres de talents pour rendre les choix plus valables. Depuis la sortie de l'article 6.2, les gens ont demandé à ce que les arbres de talents soient modifiés de diverses manières. Eh bien, maintenant nous pouvons les faire. La plainte la plus fréquente était que certains Stat Bundles n'étaient pas très bons. Nous avons donc coupé les deux Stat Bundles au-dessus et en dessous de l'emplacement de discipline mineure et les avons remplacés par de nouveaux pouvoirs ou des pouvoirs précédemment disponibles.
     
      Ensuite, nous avons rééquilibré tous les Stat Bundles, y compris ceux des promotions de classe. Prenons l'exemple du Chevalier. La première offre groupée dans l'arbre des talents du chevalier ressemblait à ceci :
     
      Maintenant, il ressemble à ceci :  
      Pas mal, hein ? Et celui qui se trouve juste en dessous ?
     
      Les deux devraient être très attrayants maintenant. Je vais donner un autre exemple. Voici le prochain qui est un peu plus enfoui.  
      Ces Stat Bundles devraient être plutôt souhaitables maintenant. À la fin de tout cela, les joueurs devraient maintenant avoir beaucoup de points restants à dépenser pour des Attributs qui rendent leur personnage unique et différent des autres. Vous voulez plus de points ? Mettez vos points restants dans la Constitution. Vous voulez faire plus de dégâts lorsque vous obtenez un coup critique ? Mettez des points dans Intelligence. Vous voulez résister à plus de dégâts contre les Confesseurs et les Tisseglace ? Mettez des points dans Esprit. Des choix réels, ayant un impact réel, vous attendent.
     
      Combiné aux nouveaux pouvoirs des arbres de talents, à un large éventail de disciplines et à des builds d'attributs qui font la différence, c'est maintenant à vous de trouver le build qui vous convient.  Combattre comme un Corbeau éternel prend du pouvoir et maintenant le pouvoir est entre vos mains !
    Continuez à vous battre !
    Article d'origine
  2. Like
    Belantis got a reaction from Aedius in La Communauté de l'Arbre Clair   
    @AZimut tu déclames des allégations sans connaitre la communauté fr sur Crowfall. Renseigne toi mieux, cela t'évitera de passer pour un imbécile.
  3. Thanks
    Belantis got a reaction from royo in La Communauté de l'Arbre Clair   
    @AZimut tu déclames des allégations sans connaitre la communauté fr sur Crowfall. Renseigne toi mieux, cela t'évitera de passer pour un imbécile.
  4. Like
    Belantis reacted to Bzra in Merry Christmas! From: Hax   
    We just wanted to take a minute and wish the community a Merry Christmas and Happy Holidays!
    It's been a fun year in Crowfall, we look forward to making more memories.
    Thank you for the fights and thank you for the fun!
     
     
    If you're looking for a guild be sure to check us out:
    https://community.crowfall.com/topic/24895-us-hax-looking-for-more/
     
  5. Like
    Belantis got a reaction from Nightmarian in The game is becoming a grind   
    The balance is shifting towards PvE and that isn't good. The game isn't even finished and bank space can't keep up with the itemization. Leveling vessel upon vessel is becoming pure boredom.
    Alot of players have many accounts and like to play many classes, for testing purposes and for fun.
    I understand that we are testing and wipes and thus recurrent leveling are inherent to this process, but we need to move to away from the PvE grind in general and embrace the PvP fun.
    Obtaining knowledge runes is a total grind now. Make minor / major disciplines runes available with an easy token system.
    Make some (just a few) items needed for crafting and a few discipline runes drop in a few hotspots to boost pvp.
     
    @jtoddcoleman @thomasblair
     
     
     
     
     
  6. Like
    Belantis got a reaction from Aedius in The game is becoming a grind   
    The balance is shifting towards PvE and that isn't good. The game isn't even finished and bank space can't keep up with the itemization. Leveling vessel upon vessel is becoming pure boredom.
    Alot of players have many accounts and like to play many classes, for testing purposes and for fun.
    I understand that we are testing and wipes and thus recurrent leveling are inherent to this process, but we need to move to away from the PvE grind in general and embrace the PvP fun.
    Obtaining knowledge runes is a total grind now. Make minor / major disciplines runes available with an easy token system.
    Make some (just a few) items needed for crafting and a few discipline runes drop in a few hotspots to boost pvp.
     
    @jtoddcoleman @thomasblair
     
     
     
     
     
  7. Like
    Belantis got a reaction from AngryCatGirl in The game is becoming a grind   
    The balance is shifting towards PvE and that isn't good. The game isn't even finished and bank space can't keep up with the itemization. Leveling vessel upon vessel is becoming pure boredom.
    Alot of players have many accounts and like to play many classes, for testing purposes and for fun.
    I understand that we are testing and wipes and thus recurrent leveling are inherent to this process, but we need to move to away from the PvE grind in general and embrace the PvP fun.
    Obtaining knowledge runes is a total grind now. Make minor / major disciplines runes available with an easy token system.
    Make some (just a few) items needed for crafting and a few discipline runes drop in a few hotspots to boost pvp.
     
    @jtoddcoleman @thomasblair
     
     
     
     
     
  8. Like
    Belantis got a reaction from JamesGoblin in Crowfall Memes + MS Paint Rage Thread   
  9. Haha
    Belantis got a reaction from JamesGoblin in Crowfall Memes + MS Paint Rage Thread   
  10. Like
    Belantis got a reaction from tsepsh in The game is becoming a grind   
    The balance is shifting towards PvE and that isn't good. The game isn't even finished and bank space can't keep up with the itemization. Leveling vessel upon vessel is becoming pure boredom.
    Alot of players have many accounts and like to play many classes, for testing purposes and for fun.
    I understand that we are testing and wipes and thus recurrent leveling are inherent to this process, but we need to move to away from the PvE grind in general and embrace the PvP fun.
    Obtaining knowledge runes is a total grind now. Make minor / major disciplines runes available with an easy token system.
    Make some (just a few) items needed for crafting and a few discipline runes drop in a few hotspots to boost pvp.
     
    @jtoddcoleman @thomasblair
     
     
     
     
     
  11. Like
    Belantis got a reaction from Staff in The game is becoming a grind   
    The balance is shifting towards PvE and that isn't good. The game isn't even finished and bank space can't keep up with the itemization. Leveling vessel upon vessel is becoming pure boredom.
    Alot of players have many accounts and like to play many classes, for testing purposes and for fun.
    I understand that we are testing and wipes and thus recurrent leveling are inherent to this process, but we need to move to away from the PvE grind in general and embrace the PvP fun.
    Obtaining knowledge runes is a total grind now. Make minor / major disciplines runes available with an easy token system.
    Make some (just a few) items needed for crafting and a few discipline runes drop in a few hotspots to boost pvp.
     
    @jtoddcoleman @thomasblair
     
     
     
     
     
  12. Thanks
    Belantis got a reaction from galvia 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!
  13. Like
    Belantis reacted to BarriaKarl in The game is becoming a grind   
    I think considering all other sort of steps a player has to go through to get their vessel (gathering it's crafting materials, crafting their gear, collecting and crafting their dics) it wouldnt be much of a problem to have crafted vessels start a lvl 30.
    I understand the lvling is also there to gatekeep players so they dont just change vessels everyday or the likes, but considering how gathering and crafting today works, I dont see any guild (even the big ones) just wasting their resources like that. It is a pain in the butt to get a vessel to a competitive state.
    Plus the changes to discs to have stats matching their quality should work to prevent people from using low rarity discs. If anything I wouldn't mind making those stats bigger so to strong arm players even more to 'grind' for higher lvl ones. (Maybe a bigger jump from green to blue for example, pushing their end stats slightly higher)
    My point is, considering all other already in grind mechanics involved I would seriously consider removing the lvling one. Players either hate it or are indifferent to it, not a single person like it. The good will this change would bring would be tremendous.
  14. Like
    Belantis got a reaction from Fefner in The game is becoming a grind   
    The balance is shifting towards PvE and that isn't good. The game isn't even finished and bank space can't keep up with the itemization. Leveling vessel upon vessel is becoming pure boredom.
    Alot of players have many accounts and like to play many classes, for testing purposes and for fun.
    I understand that we are testing and wipes and thus recurrent leveling are inherent to this process, but we need to move to away from the PvE grind in general and embrace the PvP fun.
    Obtaining knowledge runes is a total grind now. Make minor / major disciplines runes available with an easy token system.
    Make some (just a few) items needed for crafting and a few discipline runes drop in a few hotspots to boost pvp.
     
    @jtoddcoleman @thomasblair
     
     
     
     
     
  15. Like
    Belantis reacted to galvia 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.
  16. Like
    Belantis reacted to galvia 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
    Belantis got a reaction from Tofyzer in The game is becoming a grind   
    The balance is shifting towards PvE and that isn't good. The game isn't even finished and bank space can't keep up with the itemization. Leveling vessel upon vessel is becoming pure boredom.
    Alot of players have many accounts and like to play many classes, for testing purposes and for fun.
    I understand that we are testing and wipes and thus recurrent leveling are inherent to this process, but we need to move to away from the PvE grind in general and embrace the PvP fun.
    Obtaining knowledge runes is a total grind now. Make minor / major disciplines runes available with an easy token system.
    Make some (just a few) items needed for crafting and a few discipline runes drop in a few hotspots to boost pvp.
     
    @jtoddcoleman @thomasblair
     
     
     
     
     
  18. Thanks
    Belantis reacted to CrusaderW in Crowfall Domains Explained (Video)   
    Dear Crows,
    I made a quick summary explaining Domains:
     
  19. Like
    Belantis reacted to Yoink in 6.200 TEST Feedback for 10/22/20   
    Here is an idea of how I would change the current system by just shuffling around a few things. Should not need to create anything new.
     
    Here is the current Assassin Tree.

    ------------------------------------------------------
    Here is how I would change it.

     
    1. Currently everything in the red circles are mandatory. Combine all of these abilities and stats together and just grant it baseline to every Assassin at level 1. ALSO, grant the class base line domain here. In this case, the Plague domain. All assassins would get the Plague domain just for being as assassin.
    2. The promotions. You may choose 1 of these. Keep these exactly the same as they are now.
    3. The promotion skills. Currently you are locked into only being able to choose the ones that fall into your promotion. So these are not really a choice. Instead, allow us to choose ANY 2 of the 6 options in this row. We can still only have 2, but we can mix up the builds by picking any 2 we like.
    4. Capstones. See above. Let us choose only 1 still, but let us choose any 1 we want.
    5. Remaining talents. Start in the center with minor disc. GRANT THIS FOR FREE. Give us 8 points to spend here. This is the same amount of points we had to spend in this area before but there is a lot more freedom to take any path we like. Much less linear. Can still only take 8 of 18 nodes.
    6. The remaining 14 domains that are not granted from your base class. Let us pick ANY 1 of these.
    --------------------------------------------------------------------------------------------------------------
    What I think this accomplishes - 
    More freedom in character building. More choices. Opens up more creative outside the box builds. All while not granting any more "power" than we have with the current system and not requiring you to build anything new (I think). We would still have an equivalent amount of stat bundles/abilities once all the points are spent.
  20. Like
    Belantis got a reaction from Raindog in Crowfall Memes + MS Paint Rage Thread   
  21. Like
    Belantis got a reaction from Jarkul in Everything you need to know about score system in 1 dialog   
    I think focussing on PvP scoring for the outcome of a campaign is a narrow approach and that the current system allows for players to take on all kinds of roles, organisators, roaming solo killers, scouts, harvesters/crafters ect.
    Btw, there are cards that let you score points for kills during fort and Keep siege windows, we actually got one in winter on Aliepo EU.
    I can image other cards having same results for PvP outcomes exist too.
    In short, we currently have both of best worlds in Dregs imo, a build up strategy game involving teamwork and open PvP.
  22. Like
    Belantis got a reaction from Jarkul in Everything you need to know about score system in 1 dialog   
    I'm afraid  you don't grasp the subtilities of Dregs rules Sambuka.
    You can win all your battles and still lose a campaign. You can get hammered alot and still win a campaign. That doesn't mean the Dregs is broken. In fact it's working pretty well.
    The kill/death ratio is interpretable in different ways: the number of death can indeed be an indication of activity and the effort put in capping forts ect.
    I personally prefer the strategy mechanisms involved in scoring points than focussing on kills. There are other games for that. 
  23. Like
    Belantis got a reaction from Tofyzer in Everything you need to know about score system in 1 dialog   
    I think focussing on PvP scoring for the outcome of a campaign is a narrow approach and that the current system allows for players to take on all kinds of roles, organisators, roaming solo killers, scouts, harvesters/crafters ect.
    Btw, there are cards that let you score points for kills during fort and Keep siege windows, we actually got one in winter on Aliepo EU.
    I can image other cards having same results for PvP outcomes exist too.
    In short, we currently have both of best worlds in Dregs imo, a build up strategy game involving teamwork and open PvP.
  24. Like
    Belantis got a reaction from Tofyzer in Everything you need to know about score system in 1 dialog   
    I'm afraid  you don't grasp the subtilities of Dregs rules Sambuka.
    You can win all your battles and still lose a campaign. You can get hammered alot and still win a campaign. That doesn't mean the Dregs is broken. In fact it's working pretty well.
    The kill/death ratio is interpretable in different ways: the number of death can indeed be an indication of activity and the effort put in capping forts ect.
    I personally prefer the strategy mechanisms involved in scoring points than focussing on kills. There are other games for that. 
  25. Like
    Belantis reacted to Kundrya in Everything you need to know about score system in 1 dialog   
    Which victory cards would you like to change/remove?
    IMO most/all victory cards tell you to go out in the open and do something. If enough players take part, there will be PvP. There is no PvP if players refuse to play a victory card.
    There doesn´t need to be the primary goal to kill players. When the card says "Do Caravans" and there are 10 pigs and 50 players who want to win this card, there will be PvP.
×
×
  • Create New...