Bloodylipa
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Everything posted by Bloodylipa
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I wouldnt take these xmas raids to seriously, in my opinion its only here for devs to try out dungeons before "real" dungeons come live. Post all thoughts in rolands 3.10 bug report/comment thread balance tweaks should come with time. im sad to hear that though, I was afraid of the same op classes would stay op even for raids, I still belive the day of tanks are slowly coming. Gotta believe :snorlax:
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Anyone selling a magus costume?
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Arent we all playing mmos for the people we befriend? For being a pixel mmo ws is doing ok, with growing numbers of population and such a heavy focus on pvp and amp new players resort to cheap game play, we oldies gotta stick together :) You should know that amp doesnt make you pro merc, game knowledge does and that abc is packed with honest knowledge. Play for fun, not to keep up with ppl like hassn and caza wasting their paychecks, playing ws that way wont have any good aspects... Seriously its not that bad and I feel like devs are trying, but capitalism has its say of course.
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Yes didnt you guys read all sorry noobs wasting 1 000 000 gold on halloween weapons that was "meh". Just enjoy costumes and skins and pro low level gear. If you want to keep up with devs and always have every new little thing +9/+10 this game will only be a burden and no enjoyment. Happy to see raid coming live already and that update starts 23/12 it should mean xmas is live later when we get home, pm for pve tank after jan 9th. Also I wanna see ice warrior costume and ice skins for 1hand and shield. I will happily barter halloween items or gold if guildies are selling.
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Not locks, their skills are down at 4yds to help balance. So elf range classes can always get lock if they just avoid circle.
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Resilience only effects dmg and crits on you in PvP. It has nothing to do with opponents crit heal chance, its always the persons crit chance %.
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It is though, a 2h dk is alot better suited to kill casters. Just know arena isn't what it use to be, with GP in arena more ppl then ever play parties of OP range-classes.
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Dodge works great, but you cant leave it at 14%, I see as much dodges as i do parries and blocks from mobs. And thats is one thing you suffer with your PvE build amped only for def and block with little though of others, low dodge. I made a very succesful PvP-tank set and i had 80% wins playing only random arenas when i were lv18. Yes I know lv18 isnt all that impressive and this was before guild tournaments came into the arena, but i have you know i beat sevral +9 and +10 spear DKs with my PvP-tank set, my white whale will forever be frostblade which i could never beat 1v1.
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Shitley knows what hes talking about, all i can do here is to add my experience. Dont work to hard on block if you wanna be a tank, yes its great, but it cant be your main stat 7-10% is my advice. Blocking is a short term way of saving tons of dmg from you. Working to hard on the block was my main mistake starting my DK. A tank also needs a long term solution to his tanking and blocking only works short term. Parry is great, but it always comes after dodge. 4-8% parry is great and parry cuts alot of nice dmg even at a modest 5%. Consider most people to have around 14-18% accuracy when you look at your dodge stat. Effective dodge = dodge % - enemy accuracy % Ex: 3% = 18% - 15% Also just cause your a DK (mail-class) dont look to hard at physical def, its great and you need it, but the higher your def is, the slower it adds its % reduction. The diffrence between 5000def and 6000def can be as small as 2-2.5% actual physical reduction. So dont get blinded by fancy def numbers, at a certain point it loses its appeal. However its true its double benefiting due to DS, but i like to overlook def around 4500-5000def.
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Tomorrow night me and the family will start our journey to America and spend a long xmas vacation with my parents-in-laws. So i might take a sneak peak if we are not busy to our teeth or gone visiting people, but i wont play again until we get back. We are scheduled to be home again Jan 9th so until then, Happy holidays and kick me and night if needed :snorlax:
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If elves had as much full +10s as mc-side it wouldnt be like that. Elven casters/rangers have an equal chance to beat locks and shamans. Try to survive 3 rangers blessed with +10 bows, its a instant kill on any mc caster that gets in the line of fire.
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elves are many by numbers, but not hardcore no lifers like the top mc players. Im not apart of that group of mc players, im just stating the answer to the question. However numbers have a great benefit and if the elves were less greedy they would know, quantity always breaks quality in war.
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7% resi is unfortunately very low. I use to arena with 16% and that's to low too really, but if you're a very hard hitting DK or rouge I guess 14-15% can work, but it's highly adviced to use 18%+ resi if you don't have around 500dmg.
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Devs secret, but im guessing in February with raids update. Late spring (April/May) if it wont come until avyondil.
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Elves are still in a great majority compared to mcs on EU-Emerald.
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Just don't want to see it become a 4 necro party fest and rouge already have it hard getting accepted for labs. Thx for reading snorly, I have confidence your team will make it good with time :)
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This idea was first mentioned by merc (Shitley) as a hypothesis, but after thinking about it, I think its really good so I will make a suggestion out of it. The idea of a possible limit to how many healers can enter a raid (in the same party). All screenshots so far I believe shows 4ppl parties for raids. So I would limit a pt to have only 1-2 healers per raid party. I thought that was a great balance idea and it will help dps classes like rouges get spots in raid parties. Also it will make real challanging raids and since raids have no respawn it would workout with even only 1 healer per raid. Please share input and if you have ideas like this devs please enlighten us :)
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With raids tanks will get their place in hunts. In raids mobs wont respawn so range won't be able to range-tank abuse. Merc also mentioned a idea of a possible limit to how many healers can enter a raid (in the same party). And I thought that was a great balance idea and it will help dps classes like rouges get spots in raid parties.
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In this specific case we were discussing PvE sets so resi isn't needed. Enemy accuracy only effects your dodge stat chance. Block and parry chance can never be lowered by enemy attributes. BDs can quite easy reach 20%+ parry that always will have that set chance. "block stats" pros and cons Dodge - pro: easy to raise for most classes and blocks range and melee dmg. con: is lowered by equal % of enemy accuracy Parry - pro: can never be lowered always have a set % chance to block. con: is very hard to raise for non-melee classes and only blocks melee dmg. Block - pro: can never be lowered always have a set % chance to block melee and range dmg. con: hardest stat to raise and can only be raised by shield classes.
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[2013.11.29] In development: New type of dungeons.
Bloodylipa replied to a topic in News & Announcements
Nah dont be so cynical, by February we will have some updates I'm sure :drinks: -
[2013.11.29] In development: New type of dungeons.
Bloodylipa replied to a topic in News & Announcements
Devs have stated before that they have big plans for updates that will be live this summer. But instead of one giant update it will be stages over spring/summer. Raids, avyondil, class skills and probably more. Just wanted to know if monster/boss skills will be added (atleast to raid mobs) in any close future. -
1v1 druids are alot better then shaman. Don't forget that blind adds 20% dodge on target, so druid gets extra dodges. Bees is a OP skill and works perfect for kiting and deal good dmg so don't say druid only got 1 control skill. Shaman however has its strength fighting group fights, where quake is useful and and not pointless fighting other healers 1v1. Druids root is the best single target stun ingame due to its time properties and firstborn passive skill is alot stronger then other factions. However if its best to be shaman or druid in PvP is situational, completely depending on opponent class and numbers. Both classes are OP
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[2013.11.29] In development: New type of dungeons.
Bloodylipa replied to a topic in News & Announcements
A question for devs - is monsters/bosses using skills coming in any of the update stages that are planned up til the summer? -
1h and 2h overtime should have equal aggro chance on normal atks, but I consider the aggro lose for 1h is due to its lesser dmg from atk skills. Alot of people think 1h dps is lower and I just wanted to clarify that misconceptions. Lv5 taunt is highly advised for a tank or you will struggle with aggro for sure - agreed. One way to play lv1 taunt and hold aggro is to let the tank solo the boss for awhile building aggro before the party atks. In many mmos this is a basic strategy, but not in WS. Maybe cause PvE has no attraction yet like you said merc.