I'm 76-_- it goes back to the rings again..... Gold ring +three piece
I'm 76-_- it goes back to the rings again..... Gold ring +three piece
I lost interest in pvp because it is completely luck. I mean, I'm a new player and all but one thing i've seen is that dodge is everything. What's the point of pvp if all it is is a competition based solely on luck? I just don't get it anymore...
This is exactly why I never got into PvP...
[1] I am not sure where you got your facts but bears gain 48% dodge from buffs. Third grade math maybe... 48 > 45 ... not to mention the bears armour buffs and health pool.
[2] Please never refer to a class with the smallest health pool as a tank again
[3] So with your new range balance rule, let's pair a bird against:
a bear - if beckon lands they do less than 50% normal damage, as well as coming into the range of crushing blow further decreasing their damage.
a fox - when ever the fox charges or pulls successfully, the birds damage is less than halved as well as becoming vulnerable to all of the foxes heavy damaging skills.
a rhino - when a rhino charges the bird loses over half its damage, while being stunned.
It would honestly make much more sense if the bird's damage was decreased at far distances when the opponents can't touch him, once the low armour bird gets in their range that's when damage is needed most.
Erm? I was owned by isopure
1) A bear does NOT gain 48% dodge from buffs, they gain 18% from evade and 14% from taunt. Two skills total 32% dodge, and losing to a single bird skill. Your third grade math. Birds have a defensive skill exceeding the skill of actual defensive classes. Is that not overpowered? AND they're not even in the tanking business. Birds are devastating due to their high damage output. Does the game need them to also be untouchable?
2) You can call it whatever you want, but rhinos ARE tanks in PVE due to summon skill, double heal, and high armor. They are not "true" tanks like bears but they mimic the function of a tank. Rhinos can't tank at one-hit-kill bosses or PVP due to damage being absurd high, but they play like tanks everywhere else. Otherwise, how do you explain the rhino's collection of pure defensive skills?
However, it is true that rhinos should get at least 100 more hp to be on par with birds. 400 hp is just devs getting carried away.
3) A bird that deals less damage at long range is a novel idea, but would result in contortions during PVE. Instead of taking down enemies from a distance (like a good ranged player), the bird is forced to go near the mobs (to avoid 50% penalty), and kiting be damned. It just doesn't feel like a bird anymore. As for PVP pairings, a bird has various 12m skills to weaken the enemy to sub-50% health, a knockback skill, and roots. The melee penalty can be sidestepped easily by running 1m out of range. A good bird should never be standing still anyway.
I'm picturing the melee penalty to only apply at dagger range, not the sword range of bears.
Last edited by whisperwalk; 04-16-2013 at 05:13 AM.
Taunt stacks.Originally Posted by whisperwalk
<Enigmatic>Ludens necesse est, vivere non est necesse.
Now you're relying on three (!) bear skills to get a miserly 3% advantage over a single bird skill. Quite a stretch, isn't it? A fair comparison would be one skill vs one skill...which is what I pictured when I said evasion was better than actual tank buffs. Evasion is, as a single skill, better than ANY tank buffs possessed by actual tanks. But activating all tank buffs against one single skill...then pointing out the SUM of EVERYTHING beats Evasion by 3%, therefore Evasion is OK...I don't see your logic.
Bears I know don't even max their taunt.
Last edited by whisperwalk; 04-16-2013 at 09:11 AM.
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Actually, bears do. Yes, it is two skills, but when you take into account that taunt can be stacked twice, it gives bears a constant 28 dodge buff, not 20 seconds, constant. Then you can add on the bear's much higher armour buff and offensive buff.
Rhinos have 1 purely defensive skill, stone skin.
The majority of their skills benefit the party they are in:
-Reincarnate: gives minimal buff to entire party in range as well as allowing dead party member to revive near the party.
-Restore: Heals all party member within 8 meters, nice self regen buff, but a party heal in PL is a support skill.
-Brute Force: Minimal party buff of 5 armour, minimal self dodge buff.
-Divine Aura: increases mana regen.
-Summon: A taunt(we will count as half a tank skill), main benefit, however, is an area dodge debuff making pulls much easier for bears.
-Guardian: Negates any negative effects on nearby party members, has decent defensive buff as well.
-Vital Force: Party damage buff along with a self hit buff and minimal critical buff.
After you knock these buffs and party skills out, it's left with 4 short ranged attack skills, two of which seem to be designed for a tank, to use to maintain aggro I guess. The other two are just general aoe damage skills with minor 3 second debuffs.
With a good tank(bear please) in PvE birds do not really need to stay at far ranges, in fact to maximize damage they should be coming into around 8 meter range to land cruel blast, which is the first point where a bear could hit after a missed/dodged beckon or hellscream(rank 9). So 9-12 meter would be the minimized damage zone.
If you want to kill a birds damage at 3 or 4 meters, you better increase hit chance on avian scream and repulse shot.
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I don't know all that much about PvP, but just from what I've seen in PvE, I'm inclined to support Whisperwalk on this one. PvE as any class other than Archer (and maybe Rangers, I haven't seen too many of them at my level) has a bad habit of turning into "ArchersvE, while the other classes try to get in a few kills on the side". My main is a Mage (ie, the class intended to be able wipe out lots of mobs at once), and Archers still out-kill me. If they have Elixirs, its a struggle to even keep up with them, let alone get any kills.
Regarding the Bear Dodge issue, it seems to me that game mechanics outpaced class design. I'm working on leveling up a bear, and so far (level 33) I've found that being able to take hits is working out ok, even without mage/paladin support and with very few points in dodge skills. Even in Mount Fang, my STR mage has been doing well with armor, a few extra hit points, and liberal use of the heal spell. From what I've heard from various forums, the dodge vs armor system falls apart in Blacksmoke, and mobs just do too much damage for tanks to simply soak it up. If that's true, then hopefully the next expansion will either revert to the previous system, or retool Bears and Paladins so they can actually tank effectively.
Finally, whats with the negativity when Whisperwalk mentioned that many players he knows don't put a lot of points into taunt? That seems like a perfectly valid choice, since it frees up skill points for use in other, perhaps more useful skills like crushing blow, beckon, rage, ect.
Successful PvE is not simply getting more kills. It should be based on clearing levels with your team as fast as you can. The archer is the primary damage class, bears are meant to take damage and keep enemies from dealing damage, mages put out a lot of aoe damage as well as keeping the team alive, rhino and foxes are designed to laugh at for being weak. If you want to talk about soloing, nothing is easier than a bear, largest health pool, armour, damage buff, and dodge at endgame. Not to mention the massive area debuff from hellscream.
Exactly. When I see new bears with more kills and less deaths than my 2.5 year old bear, I laugh. I have never been caught up in kills as I have always understood my role (which was clouded with the introduction of stationary bosses during Nuri's.): Control the crowd, take damage, and stay ahead of the group. And trust me Battle when I say that as your bear gets into AO3 and beyond, if you can't dodge, you will get stunned so much that your crowd control will be entirely ineffective.
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WreckzNEffect::Intuitive::Kinesiology::Crimagical: :Killtastrophe::SsgtSlaughter::Transfixion
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I know that PvE ins't only about the kills, and that bears aren't meant for damage dealing, but I'd still like to be able to get some kills during a run instead of having to sit ack and watch archers kill everything. The main problem I have with archers is that do so much single target damage, and deal it out so quickly, that other classes (even ones like Mage which are designed to take down lots of mobs) have trouble getting any kills at all.
I normally don't mind having less kills, but I do mind having only about 1/8 the kills of an Archer at my level. I'm wanting to get the various achievements for PvE kills, but its really hard to do that when archers are running around killing every mob with two or three attacks. I've had to resort to timing my attacks during their skill cooldowns and in between combos, so that I have at least a chance of getting in the fatal blow. It doesn't help that archers always seem to switch over to whatever mob I've been fighting and stealing the kill. I hate it when I finally grind a targets health down to the point where its just about dead, then someone else fires a volley of arrows into it before I can finish it off.
Thanks for the info about AO3. I didn't have much of an issue with stun damage during my first run through, but maybe that's because I was using a Mage instead of one of the STR classes.
Bears shouldn't be "sitting back watching archers kill everything;" they should actively be leading the birds/rest of the party. If you are effectively tanking, you will get some kills.
Another problem could be your build as a bear. I believe you mentioned you were pure strength, in which case, you wouldn't really be doing damage except with 50-51 level range with a rift set or rooter's gear from sewers, or with the massive boost of hit with the blacksmoke 2-handed weapon sets.
I usually am leading from the front, I meant the "sitting back" comment figuratively. I get a handful of kills, but it heavily depends on how many birds are in the party and how shameless they are about stealing kills (by that I mean sending a volley of arrows into a mob that was only a hit or two from death, not ganging up on one that's still going strong). I am a pure STR build, because I have 2 other characters that are also mostly STR, and this way I can just buy one set of gear and transfer it between the three accounts as needed.
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