Karyudo's Post History

I use salivating, swift, carving and savage (p.s. can someone confirm I'm not crazy weren't these 1.2 before patch cause they are 1.6 now, free crit damage boost????)
I see no point in the poison one I never ever knock people down unless they were jumping (highest knockdown I swear is on velick's mark which I rarely if ever use in pvp, though its hilarious to point at someone and watch em fall over)

With the chaos of BG's back hits are actually more common then I expected and it makes it far far easier to burst healers down. Healers also tend to expose their back the most because wounded dps run behind them trying to get away from danger, healer turns to heal.... bam 50-60k to the back of the head. (My archer just got dusted off for BG, excuse his low damage please lol, egg bow here...)

For armor I use 3 relentless, 1 mp when hit by enemy crystal (forgot the name). For me the % reduction that resolute provides under 50% is less then the hp that I get from a relentless. To me the biggest danger seems to be getting burned down in a stun lock so any extra hp is vital. Once I'm free its a hop, skip and a jump back to the healer for full hp, or I died in the lock or on the way (really hate being hit mid dodge and getting it canceled lol, oh well).

Giamonti on 08/23/2012, 01:22 PM - view
Karyudo on 08/23/2012, 10:51 AM
There are several ways to set off the traps without being hit by the effect (especially for melee). The trap trigger radius is very small and it's not hard to bait this trap from the archer and remove the threat (hint: its the blue one). I imagine if you go duel archers with this new trap cast time you should find it very easy to deal with, the #1 threat this trap creates is due to BG chaos. In BG basically NO ONE watches for the traps, and it only takes dumb or dumber near by you to set it off and catch you in the aoe radius. Archers thrive in a group pvp environment because they are the most capable class for dishing out punishment when ignored. Think of them like snipers in a FPS, leave them alone and they will gladly pick you off. However get in close range and the threat they present evaporates as they go into full survival mode.

See I know when you pressure a squishy glass cannon, they go "full survival mode", I already know that. This isn't the case here, simply because many ballsy archers will stand within 5 meters of you and fire a shot that will devastate your health bar. By the way, with healers they have NOTHING to worry about and are free to 1-2 shot anything they please. Either change the hitbox like it was or nerf the utility of the archer, they can keep the damage.


The "hit box" changes are only alterations to archers effective max damage range. The actual hit box of the target they are required to hit is identical. It is no easier or harder to hit a target with the QoA 2 archer then a QoA 1 archer. KTera as always has better and more accurate notes. If the archer is hitting you from 5m away they gain nothing from this change (and lets face it we have had 11m range since launch not surprising many didn't instantly change to using the new max range). I fully realize this misconception is caused by the way the notes are written so I'll side by side them for you. If archers are successfully hitting you more often it has nothing to do with the patch changes and everything to do with the drastically higher access to challenging target practices via BG's. Cause we all know pve aiming is a joke lol. Anyone who spent a decent amount of time pvping before and after the patch with an Archer should also be able to confirm this for you.

EnMasse notes:
The following skills use a larger target hit box: Radiant Arrow, Penetrating Arrow, Web Arrow, Poison Arrow, and Restraining Arrow.


KTera Translated:
improved skill range for the following skills: Radiant Arrow, Penetrating Arrow, Web Arrow and Poison Arrow

KTera Source:
[개선 사항]
▣ 궁수 클래스 밸런스 수정
• 궁수
ν 궁수 스킬을 더욱 쉽게 맞출 수 있도록 개선되었습니다.
- 궁수 스킬 중, 집중 사격, 관통 사격, 거미줄 화살, 맹독의 화살, 견제 사격 스킬의
명중 범위가 증가하였습니다.

The only thing our notes give more detail on is the numbers behind the passive pvp damage reductions and looking at the reactions people had to it I can understand why they avoided giving the numbers in ktera.

This is 100% most assuredly QQ not facts lol.
To translate above dodges:

Archer:
backstep 7sec (5 glyphed)
BB 20sec (15 glyphed, 40% slow glyphed)

Sorc:
Backstep 5sec cool default
Glacial retreat 5sec cool default 70% slow default (+50% slow duration glyphed)
Teleport 12sec cool (25% reset chance glyphed)

The ability to move while charging (at the expense of 14glyph points) does not make up the mobility lost by inferior dodges and inferior speed (attack or run speed depending on stance). Archer skill progression is also penalized to make up for the power they gain from stance leaving sorc with far superior damage and with Celerity faster application of said damage. Charge shots take 1.8 to 2.4sec to charge depending on the skill, with celerity you can even fireblast someone faster then an Archer can charge up and hit a target, hell faster then just about any form of damage the archer can dish out.
There are several ways to set off the traps without being hit by the effect (especially for melee). The trap trigger radius is very small and it's not hard to bait this trap from the archer and remove the threat (hint: its the blue one). I imagine if you go duel archers with this new trap cast time you should find it very easy to deal with, the #1 threat this trap creates is due to BG chaos. In BG basically NO ONE watches for the traps, and it only takes dumb or dumber near by you to set it off and catch you in the aoe radius. Archers thrive in a group pvp environment because they are the most capable class for dishing out punishment when ignored. Think of them like snipers in a FPS, leave them alone and they will gladly pick you off. However get in close range and the threat they present evaporates as they go into full survival mode.
If you want your turtle back all you have to do is pick up a few resolve glyphs, then all you have to do is shout and shield counter once every 20 seconds maintain your resolve. Considering all the buffs to lancer damage and threat you should easily be able to pick up these glyphs and maintain your old gameplay style. Though personally I can't see how anyone held threat over half decent dps if they were performing less actions per 20sec then the glyphs require you to in order to maintain your resolve.

Personally removing the 1sec cool on block is like godmode for lancer lol. Best change ever!
Seyon on 08/23/2012, 10:10 AM - view
arent all stuns half duration in pvp?

also, only 52 on my archer. does this apply to the ranged trap too?

I've been saying forever that stuns aren't cut in half in pvp and providing screens of lancer/mystic and archers stunning for full duration in pvp. Always gets ignored lol. I think maybe warriors are bugged and do have their stuns halved because that's where I always see the complaints coming from (I've never been a warrior lol). There are far more warriors alone then probably the other 3 classes combined, so can easily see how it gets overshadowed. The only thing that should be reducing stun duration in pvp is the ears with the stat that explicitly lists that effect.

Hell even psycho posted a screen of a full duration stun trap in pvp back in beta and it was ignored.

Edit: Ranged trap is 3second stun I believe, no glyph for boosting its duration.
Edited by: Karyudo 9 months ago
Leiloni I think you are to worried about your "rank" and not your actual points. For example taken from your screens last page:

Of the screens provided this is tied for lowest node caps, yet you still maxed your contribution credit gain. Your rank compared to other players is lower but this did not hurt your credit gain in any way.
(this is also your highest "score" of the screens)

Again of the screens provided the one where you had the most node caps you actually failed to max your credit gain (by 1 but point still stands):

Yet your rank vs other players was higher.

It's also illustrated by your comment:
Leiloni on 08/22/2012, 12:49 AM
You can have a ton of assists but without any point caps you'll be at the bottom of the boards. My first few BGs I had more assists but no point caps at all, so I was at the bottom of the leader boards. More assists than anyone but it didn't matter.


You are getting your contribution credits maxed (or very close) for participating in both instances from what I can tell from the screens provided. Just stop caring about the rank number and have fun. who cares if it puts you at #1 or #15, if you did your job had fun and walked out with max contribution credits regardless. I don't know about you but it was fear of slower credit gain that made me worry about if healing counted as an assist not rank list position. It's also worth noting that while your rank may end up lower for being a team player your more likely to win the match so for the credit game (realizing your gonna max contribution credits regardless) it will actually work out to more credits for you personally.

Given the choice of #1 ranked player on the losing team and #9 on the winning team knowing that your going to have max contribution credits either way which do you prefer to see? Especially knowing that the playstyle that goes with those ranks means your dragging your team down or helping hold them up.

Edit:
Leiloni on 08/22/2012, 12:49 AM
So I figured out what gives us the most points and it is as I suspected - capping points. The runs I earned the most points were the ones were I played selfishly, not the ones where I was much more focused on helping my team. Take a few moments to cap while your team is fighting the enemy instead of healing them. Dumb? Yes. I'd rather be helping them take the enemy down than capping afterwards, but that's what gets points.

Your screens provided show a different result:
0/2/32 2 caps= 5800 points
0/2/16 5 caps= 4900 points

Edited by: Karyudo 9 months ago
IIBADII on 08/20/2012, 11:41 PM - view
So as many of you know warriors are getting new skills and such. My attention is mostly centered at how we get completely screwed over for the stances. This thread is geared toward the stances not block or anything else.

In the new assault stance we lose 10 power but have and increase of 48% to power. BUT that % is based off of your base power it does NOT go off of charms/gear/consumables. So what they did was when your in Defensive stance for PvP, you are getting 10 LESS power which will make us equivilant to no DPS. So Now we are not going to be able to kill anything just attempt to out live them.... We are forced to use Defensive stance just for block and now lack on DPS to kill another player. Good going there!

Can someone clarify what the hell is going on with this? I understand that warrior is an DPS tank but, pretty much forcing us to use Defensive stance just to block and get screwed on power isn't balancing.


I wonder how much diff that should actually make?

Going to use Blade Draw as the compare attack
2472 power (glyphed) 60 gold Kimset & Karma (t13 bop) 3285 attack

Before:
Def stance: 3285* (3 + 0.03*55) + 4=15279 attack
Off stance: 3285* (3 + 0.03*66) + 4=16359 attack (power is 55*1.2=66)

After:
Def stance: 3285* (3 + 0.03*45) + 4=14289 attack
Off stance: 3285* (3 + 0.03*66.6) + 4=16418 attack (power is 45*1.48=66.6)

Damage vs Target (note this is just to gain a % value)
Damage/Def=damage delt
Before:
Def: (15279*2472)/5805= 6506
Off: (16359*2472)/5805= 6966 (7% more damage vs tank mode)
After:
Def: (14289*2472)/5805= 6084 (6.9% damage lost vs old tank mode)
Off: (16418*2472)/5805= 6991 (14.9% more damage vs tank mode (.003% damage gained))

How hard you actually hit will obviously depend on your gear and the def of the target but the damage % diff should be about the same regardless.

You lost 7% damage in tank mode due to the power change, I don't think its that big a deal. Something else cool about the above numbers is it helps illustrate how much of your damage is playstyle/crystals/rotation/glyph based vs stance based (extra crit helps too ofc).
Edited by: Karyudo 9 months ago
alcoles3 on 08/21/2012, 10:37 AM - view

Ok so Guardian Sanctuary lowers the dmg of 2 classes. What about lowering the chance to be crit by 6 classes (not includiing the healers?) The crits are the deal breakers in this game. And even with guardian sanctuary that doesn't stop the multiple one shots done to Priests more so than Mystics! Priests are still the #1 target and less elusive then the Mystic. Yes we have 2 retreats, but using them the opponent stills knows exactly where you are. Where as you can lose opponents with Teleport Jaunt.


Crit damage is a deal breaker currently because of the use of savage scrolls and slaying crux which no longer apply in pvp. In the current game this brings crit damages up to 5x non crit damage, come patch this drops to only 2x damage as these are removed from the pvp side of things. Thus crits are no longer deal breakers, which in the same sweep lowers the potential protection offered by crit aura. Add to this the rebalance of pvp defense systems and the boosted damage resistance of the clothies and the worry moves away from "i might be 1 shot" to "i might be locked down" which is a far better deal for the priest as they are much better equipped to deal with this situation.

The #1 1shot class referenced is the archer, which that 30% reduction does apply to, the follow up being zerker and to a lesser degree slayer. Being less elusive is countered by truly massive self healing ability and far higher resistance to all attempts to lock you down in the first place.

As for getting knocked down again as a priest after retaliate a 2nd time you stand up after the 2nd and use massive self healing!, or spam kaia's shield or arise or guardian sanctuary following your retaliate to have a shot at decently lowering the odds of that 2nd knock down landing. Can also use all of those skills to help lower the odds of winding up in that situation.

Retaliate has a 15sec cool (12 if you actually glyphed it), for the first second after using it Mystic is better off, for the remaining 14 Priest is better off.
Edited by: Karyudo 9 months ago
Because I'm the oddball nutjob that loves balance lol, I even keep a stack of rigid charms I use over enduring ones depending on the situation. Balance helps a lot more then people give it credit for, especially in cloth where you have less balance to start with moving up a threshold has a decent impact. It really depends if the danger comes in the form of a 1 shot or a lockdown, often managing to not get knocked down that 1 time can make a bigger difference then anything else you could have set up.

The reason Mystic gets such high numbers is they come with such major downsides, The 500% one only lasts 1 second following retaliate and at best is just enough to insure you don't get knocked down a second time while trying to do the start of your teleport jaunt. The 300% one requires the mystic to stand perfectly still and only lasts for the duration of the channel. All priest ones are "instant" casts with a duration, be it 5sec 12sec or 30sec it all surpasses the mystic variant as it doesn't hinder the user in any way and can be used on command.

As for ToT it only takes 20 runs to get a glyph of your choice, the place has a 1-2h cool depending if you pug or not, even a casual player can get in 2 runs a day. We have had this instance for months now really no reason not to have the glyphs if you have been remotely active. Not sure about your server but can also buy the random badges off the broker for 30g or so each making a box ~450gold. Anyone who wanted a glyph has it. With patch that's cut even further.

I don't think priest's are OP and I have no issue with the changes that were made to them, I just think mystic should have received the same bonus.

Edit: p.s. arise is my #1 fav reason to have a priest around on my Lancer lol.
Edit 2: the adv glyph for arise is also awesome! 10sec duration 20sec cool hell ya!
Edited by: Karyudo 9 months ago