Results 1 to 20 of 50

  Click here to go to the first Dev post in this thread.   Thread: S&S's arcane ability (pvp)

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Luminary Poster Bless's Avatar
    Join Date
    Mar 2012
    Posts
    7,609
    Thanks Thanks Given 
    313
    Thanks Thanks Received 
    787
    Thanked in
    535 Posts

    Default S&S's arcane ability (pvp)

    ---- Problems ----
    1. The proc is undodgable. There is no way to dodge it.

    2. The Shady & Surge arcane ability is very potent because it's DOT ticks are very fast, much faster than any dot aoe effects (inc. mythic bow proc).

    3. The size of the circles is way too large. The CtF room hallways are smaller than the circles, so the DoT is unavoidable.

    4. The DoTs (purple circle) can overlap, this is extremely overpowered in pvp as the DoTs of one circle can do around 6k damage every 10 seconds. Imagine five shady and surges DoTs, warriors will die in under 2 seconds.

    5. It simply wipes teams out in the popular 5v5 clashes. When fighting a full geared team with arcane rings + 2 S&S, with equal gear on our side but without the Shady&Surge, we were being annihilated by the DoT plus the teams net damage output.

    ---- Suggestions ----

    1. Make the circle DoTs moderately slower, around the same speed as the DoT from the mythic bow proc (1.5-2seconds). The diameter of the circle should be smaller, after all it only makes sense since there are like 3 DoT circles per AA.

    2. The DoTs of the purple circles should not overlap (the green cirlce heals can overlap though). The overlapping DoT of 2 shady and surge can kill a tank in around 6 seconds currently which is quite stupid to be honest because it makes pvp more pet (or arcane) reliant.


    The DoT of the purple cirlces should be exactly like the Elondrian Bush proc imo, whilst the green circles should be healing around 400 hp per second. This makes it less OP and actually gives the opposition a chance to attack.

    Of course there will be controversy and heated debates against nerfs since people pay 60m+ for these but irregardless, the pet is just simply way too op in pvp even for an arcane rarity. I realise this is quite early to make huge conclusions but the pet has to be fixed/nerfed in the early release.
    Credits to Iady

  2. The Following 2 Users Say Thank You to Bless For This Useful Post:


Similar Threads

  1. arcane pet arcane ability glitch?
    By Solid in forum AL General Discussion
    Replies: 2
    Last Post: 10-20-2013, 01:21 AM
  2. hammerjaw lvl 30 arcane ability and passive ability
    By mokdaddd in forum AL General Discussion
    Replies: 2
    Last Post: 07-20-2013, 02:51 AM
  3. Arcane Ability
    By Lipky in forum AL General Discussion
    Replies: 8
    Last Post: 06-07-2013, 09:26 AM
  4. Pet's Abilities - Arcane Ability/Passive Ability
    By Blayze in forum AL Player Guides
    Replies: 42
    Last Post: 12-06-2012, 09:30 PM

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •