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Posts posted by ZeFx

  1. Given the changes to the armor it seems like the treated steel is not adding enough to justify the additional resource cost and the small amount of armor that you are gaining as a result. With the requirements that these items now come from drops I would expect that would would see higher values then 9-15 armor. From what we can see it looks like 100 armor is equal to roughly 1% mitigation.

    The total durability we get with these new armor pieces is also of major concern. These values are really low and it will not take long for people to quickly break gear. This makes gear of higher quality levels less and less appealing due to the time to gather those mats. 

    HP values are still a bit low, I'd like to see slightly more HP per point of CON.

  2. I think most people have already hit on the biggest pain points I have seen on the Templar having played it off and on for quite a while.

    Mobility remains my biggest gripe and Censure does a really poor job with any sort of change in elevation on terrain because of its forward movement and even getting it to hit a target is difficult at the best of times even with no latency or hitching. Unfortunately not a great gap closer, I'd like to see it become a combo with some other movement ability to address any shortfalls while also addressing the mobility issues.

    With the introduction of 5.8 the damage of blazing light damage on the DPS (Vindicator) spec was amazing because it added depth the game by providing area denial. People had to actually coordinate fights and pay close attention to positioning. The devotion cap kind of sucks as it was nice to see some bigger off heals if you played it right, regardless of what spec you went into. Paladin has other heals so limiting this on Paladin would be fine IMO.  

    In small scale or open field fights its more difficult to play the Templar correctly as pips can be an issue on anything other than Paladin. When you see a Paladin drop DL you can just move outside of it and starve the other two specs of pips while kiting their LMBs.


  3. Yeah you've been on the receiving end of some our groups out standing in circles. One of the major reasons I cannot wait for a better system. Either way I hope 5.9 is not far off looking forward to all the changes including armor and war tribes. 

  4. 2 hours ago, Shiner said:




    Not sure how that even corresponds, I know a lot of the Balance folks have done a massive amount of mind numbing circle standing to get where they are on the leader boards. The leader boards have very little to do with gear and have to do more with class, guild, group, and spec. 

    I have run into Staff circle standing I don't know how many times in the last couple days. Starting to feel bad every time I see him because we usually have a group of 5. 

  5. Whether they item wipe or not is not a huge deal to me. Either way we as a guild can get new gear and get everyone geared again in short order. If people are using the exploit to get higher damage weapons then shame on them. 

    I expect to see a wipe for 5.9, is it worth doing a wipe for 5.8.5 or waiting for 5.9? That all depends on where ACE is on getting us the 5.9 update, it honestly may not be worth it to wipe before then.

  6. 2 hours ago, Soulreaver said:

    Er no.  The Cutthroat is yeilding a huge burst.

    The class promo that could use a look at it the Vandal since retaliate pretty much negate why you would choose it as a class.


    If you are seeing what you believe is good damage I would like to see some screenshots or some numbers. Pappy is right, getting damage off on poison diffusion is difficult and its easy to dodge. We have looked at the numbers on various classes and I'm just not seeing the alpha strike potential on Sin since the changes to the scaling damage. I can get some screenshots from other classes that put anything the assassin is doing to shame. We are seeing large hits from classes such as Myrm and Champ. These classes are capping both AP and CHD and getting 900+ basic attacks. 

  7. 21 hours ago, pappy said:

    My problem with this ability and other Assassin abilities is that they have some arbitrary requirement (from stealth, from behind, while poisoned).  There are many other class abilities that do the same damage or more and have zero requirements like these.  Ambush/Backstab should ignore armor without any changes to damage and then they would be decent.  Backstab either requires PvE, a dumb opponent, or Call of Darkness (all attacks count as from the rear).  In PvP, there are so many other things I would rather do than TRY to land a backstab.  It needs help.

    If CC worked (ie. Kidney Shot stun - 5secs) then Backstab would be more useful as well, but all CC can just get retaliated out of unless you run a zerg with stacking CC's, but then you were probably dead anyways.

    I agree, that's the point I have been trying to get across in the feedback threads. Right now the Assassin damage is pretty low compared to other classes. Like you mentioned most of those classes do not have the setup before they are able to deal any reasonable damage.

    To top it all off our "Q" ability needs some serious work considering the fact that any sort of perception (MoleHunter, Alertness) see's right through it making it almost entirely useless.

  8. Nothing quite  like getting to the final stage of putting together something like a chest piece and getting a flawed. Definitely makes you want to throw your coffee at the screen. Hopefully they can adjust this in the future so its not so punishing and leaving you with an item that is almost worthless.

  9. I've played a lot of assassin and I have to agree seems pretty mediocre at best unless you are running Cut Throat. Of course can't see real numbers on it because of the bug not showing the damage numbers from behind but considering the only way you get any damage out of it is behind the target it should be hitting a lot harder.

  10. On 3/5/2019 at 3:45 PM, firstworldpotato said:

    I like Elken for the charge (need as much help in the gap closing department as we can get) and Shadow Sight.  

    Honestly we should have a better gap closer baked into the class. Censure has gotten better but its still crap overall compared to other gap closer skills.

  11. 1 hour ago, MrErad said:

    I don't find the CC templar as lacking as is said in this thread other than the retaliate issue that plagues everything. If that cant get resolved the CC lines getting more support effects would be cool. Something a long the lines of hot feet built into the base fury line would be interesting over the root it currently has or what mandalore has proposed. The KD & daze on divine light when it does its job is nice. The lvl 25 passive also is questionable  compared to the other two.

    Templar CC line is definitely worse off than Paladin or Vindicator but I still believe that Templar as a whole is in need of a serious re-work. We do not have the mobility necessary to stick to our targets, the more mobile the target the worse off Templar does. In smaller scale fights, it can be downright frustrating. Fury talent line just shows how much of a problem we have with the number of CC effects and immunity to those effects that are currently implemented in CF. Its hard to have a CC spec work when you have retaliate which is almost always on cool down along with a number of discs that provide immunity or provide a number of buffs when someone gets CC'd. 

    Personally I would like to see Templar's generate a pip every LMB attack and have some sort of slow applied to their target every 3rd LMB. While this may not fix all the problems it would go a long way towards allowing us to stick to a target.

  12. Whether or not they go with Damebix's idea I think the vast majority of people do not find circle standing very fun and instead most of us would rather find some sort of PvP battle. The important take away from this thread is that ACE see's the need and the request of the community for some tweaking to the current scoring mechanics so that people that want to find that PvP have a way to do so. Additionally, people who cannot be at Sieges or do not have a full group still have a way to contribute to their faction.

  13. This still need to do a lot of balancing on the racial abilities. Right now Fae is a pretty obvious choice for most assassins as it adds a lot of mobility and the ability to glide into adventure zones and gank people.

    You can definitely get away with some of the other races but it honestly depends on how you are playing the character. The argument could be made that high elf is better for group game play since you will have two necks which would increase basic attack damage even further. 

  14. 1 hour ago, Nueby said:

    I think as a community we should work together to help the new players gets started even if they are an opposing faction. Say you see someone out in basics.intermediates and you know you well out gear them ( I know this is hard as we all are out for blood) but maybe leave these new players alone or help them out somehow. It will build the population even more.  Of course alts not withstanding here because names do get known pretty quickly if you are active. Just my thoughts on the matter. Unfortunately Sins are built just for this the ganking of new and un-experienced players but it is still alpha and we want people to get geared so we can have these epic fights on the battlefield.


    I would like to see general chat return for this, it was a great place for new people to ask questions and get some help. There were also a number of guilds that were actively recruiting, which as we all know is an important part of being competitive.

  15. 1. The new Devotion caps are just ridiculous. Heals are not currently going above 200, this is not as much of a big deal on the Paladin talent spec but really hurts the other two specs (Fury, Vindicator) as they rely on it for survival.  If you look at the vast majority of guild players hardly anyone is running Templars, this alone is a pretty telling story. So why are we continuing to see further nerfs to the class instead of balancing to make them viable? If Paladin was the problem why not correct this for Paladin only?

    2. Vindicator damage with all the recent changes still feels really bad once targets are in advanced gear. At the start of 5.8 Vindicator was in a good spot and added a lot of utility to group fights. 

    3. Assassin ultimate is not working all the time, I have not been able to determine exactly what causes it but often times when you are meant to vanish, you don't and are still entirely visible. This makes the ultimately almost worthless, especially compared to other classes who have better or ultimate that are half the cost when it does nothing but apply a small barrier. 

    4. Disease Toxins are no longer worth spending a point while leveling as they do not stack and only apply a 500 heal block which is almost nothing when most mail and plate users are around 10k health. The damage does not come close to Nature or Poison which makes it worthless. This previously was 2500, which was a bit too much. However, 1000 would be more reasonable if it could stack up to 2 or 3 times max. 

  16. With the changes in 5.8.3 I wish the poison paradise was a bit higher since 8% does not really give you a lot of healing back. Now we have lost weapon discs this makes assassin pretty low on valid skills. 

    I think that both Blackguard and Cut Throat are still viable. The biggest issue I have with Vandal is the large amount of CC that is around in general. What's worse is that you don't get the severe bleed if the target is stun immune. 

  17. 15 hours ago, linc said:

    I thought you guys fixed damage? Or do champs still have crazy multipliers? I mean can someone explain how a tank is suppose to be able to do so much damage?


    The damage you're taking is because your resistances are so low. You do not have hardly any mitigation for physical. Also what training tree did you go into, have you gone into Basic Weapons and Armor training?

  18. 21 hours ago, Ble said:

    Confessor Sanctifiers  So, you set the range at 8, but really its 7, nowutImean?  And then, for some reason you didn't bother to test it with range increasers such as carrot juice and rings.  Or maybe you did test it, and you decided you want sanctifiers to be completely worthless and stay at 7 range.  Why is this a problem?  It's not just the range at which they can land an attack, but it is also the maximum range your target can be while your character finishes its 1995 erra Meridian 59 animation.


    It's not working folks.  If they are too tanky, move the class into mail at the capstone.  Increase the range to 12 and decrease the damage increase bonus.  Make range increasers actually function with the class... something.

    Ble, we were talking about this as well. It definitely should be around 12 meters. Especially when one class's dodge completely negates your range entirely.

  19. 29 minutes ago, DocHollidaze said:

    So, ACE seems intent on removing capabilities for leveling quickly with crafted materials that players have discovered, forcing them to level in some way that ACE "approves" of.

    Has ACE considered that players are trying to circumvent the process that ACE wants because the process that ACE wants is not fun, nor interesting and is excessively time-consuming?

    I would recommend ACE take a look at leveling a Blue Vessel which is middle of the line and see the pains that we go through trying to level entirely off mobs as every other method is currently being decreased in effectiveness. Not sure why we are forcing players to only level using one method. If we can gather and spend time doing it why should we not be able to use those resources to sacrifice them?

    Templars need a definite fix ASAP and a definite re-work. Asking them to not use a core staple ability like Divine Light is pretty rough. 


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