First of all, what a fine game this is, truly makes a fine supplement to Eve online and its passive skill buildup :D
IF this is the place to cheer for the new implementation off all that comes, i would cheer all day long as the depth of the game has been moved to insane limits.
All features are finely designed and tuned to bring us a lot of new joy and sorrow, just as a good value game should be.
Anyways, if the text below is innapropri..disccusion for this topic and part of forum, Please redirect it where you see fit.
THE NEW GUILD SYSTEM
A new Guild Levelling system has been implemented
Very smart move, very very much indeed. This along with :ASTRAL CONFRONTATION , MELTING ISLE and JUNE CATACOMBS is giving alot more
opportunities for players to diverse in, adds alot value to the game, keep upgrading and caring for it, cheers for the developers.
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Warden
- The Warden class has been completely redesigned.
- Talents and Rubies have been reset.
- These changes will help make sure that Wardens are useful in groups while being a strong solo class as well.
- A new, Warden-only potion, a Static Charge combo attack, and new Rubies for fist-weapon Wardens have been added, just to name a few of the changes.
- To read more about the design decisions behind these changes, please visit our Official Forums for more information.
Thumbs up for the class overhaul, even tough that many druids already found the way of being useful in group. this is a welcome for them.
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Paladin
- Several bugs related to the Challenge ability have been fixed.Same as warriors, finaly! bleh :D
- Lust for Revenge now properly increases movement speed by 30%.
- Blessed Light ability now affects Surge of Light.
- Exhaust Evil now consumes Energy as intended.
- If multiple Paladins cast Challenge on the same target, Challenge and Searing Justice will refresh.-----
---Regarding the last change, is that making the option for two paladins to do barrier switching tanking tougher to manage?- while one takes enough, the other takes over,
does it now only rely only
on dps aggro steal?As in another paladin with fresh barriers cant easily take over aggro with the use of the Challenge an searing, but instead taking more time to take aggro only doing dps on the target, thus putting other paladin barriers at risk.... I wondered of tanking any boss in game with two tank paladins, two heal , two dps, and strategic placement of battle ressurection, and buff up upon death
of one member, in few of the paladin builds. Anyway i had that theory for 12 paladins taking on gt, ..some strange stuff, never could see it in action but hell, if someone wants
to talk about this, id love to hear what are the disadvantages. Also raid would have aoe specialised paladins :D.. only serious drawback is gearing up all that paladins with finely
tuned specific build gear......
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Warrior
- Battle Frenzy now removes the Conflagrate effect. ------why not why not, dont quite use it. low cd efficency.
- Fearless now correctly modifies Warden's ability Bee Swarm. ---------Roger that.
- Some bugs related to the Intimidate ability have been fixed. ----- i did my best to take aggro ,and manage usualy ,but this is warm welcome, as i ve noticed failures on this spells
- Some bugs related to the Provocation ability have been fixed. --//--
- Die Hard ability now works as intended, dispelling control effects. ----oke
Warrior class, i picked it first min i seen the game, went full tank from the very beginning. Good stuff
From what i ve learned paladins with full barrier attention do well with single target tanking , particulary with slow/hard hitting bosses. Good stuff.
Noticed warriors take mass aggro with good group coordination, and can withstand a bit more punishment (if sta/endu build) and rely on heavily focused heals, which i do not approve completely, warrior needs a bit stronger talent/ruby grid for Sta/endu tanking , may it focus only on pve and dungeons, dismiss bosting pvp , as it is great agi dmg build already.
All in all as i am for tanking an nothing but tanking for now, summary in the warr paladin raids tanking seems like : paladins and warriors are more bound now, if this from abbove
is what i think it is, as when in gt boss finaly manages to overcomes barriers, warrior jumps in to take some dmg with full heal , then restored paladin taking again. i agree.
-------------------some agi build stuff
I must say i know also about the agi build and its tremendous potential when it comes to warrior tank, i need to take look into it with this great opportunity of resets.
I have doubts: Regarding Might Over Magic, i did some tests with 10% dodge from what i could get with various items and using my sta endu build, i seen no effect yet?
is it considered as ;ressit; or ;absorb; factor perhaps? But seen no reflects either, somethings up. Anyone know otherwise please inform me, i yearn to unlock Might over Magic
iwith future agi build
Do not let happen Might over Magic useless with full agi buffed tank, cause all bonuses multiplied should give at first 20 sec of battle full 95 block chance great start buff
to neglect any healer aggro while building up initial aggro on boss* further trough battle with good shield sweeping constant of 60% or higher, with constant 50% or more dodging and parrying* , thus enabling MoM
tremendous advantage over mage bosses. Also making a fine balanced aproach between paladin and warrior tankers ;D
Also it doesnt states to what block percentage does the stance MoM applies???? dont say just chance, not cool.
Ooo russian brother voins! Tell em that from Serbia with Love.
I am expecting alot from this agi build as i seem to notice warrior is actualy intended to be full agi tanker at the current grids situation, over the sta endu build.
Even tough that i almoust completed sta/ednu build for all hcs with normal healer around...still need a bit more juice!
Also if you re an gibb brawler , you my man warrior are an illusion on the battlefield inflicting heavy dmg, doing fine proper tank aggro! haha cheers, il still use kanian armor buff,
cant do another lv 40 for diffirent 30 sec bonus, even if it means uber agi god....eh....np.
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General -
iin general improvements i see some time was spent to improve early lv players experience, by improving and balancing loot / difficulity factors in normal dungeons that is good, as we need more player database and more accesable/rewarding instancing
for lover lv ,who prepare for future hcing->astral-> gt -... important stuff , cheers again!
- A Glimpse at Auctions, given by the Novograd Guide or by the Nezebgrad Guide, is now available at level 4
Good to have improved the chance of players learning about the auction house early in the game, important stuff, we need AH more lively, promote it! A beating heart it is.
Castle Blight.
- Mor'Ghuun's health no longer restores to full in combat. - the most important topic.
We are well still in our beta waters, that is ok. but the occasional strange aggro work from bosses and boss ressets mechanics are still in need repairs and work.
Focus on that if to imporve players experience in game greatly. Will bring nothing but happy player population and more players to the game.
I also noticed some pet boss resset triggers, gotta be problematic to sort out ;D hehehehe do it. Even if you want to disable us from using pets to recieve debuffs at boss start,
which is only players wits, nothing more.
PROFESSIONS
- Increased amount of reagents for some crafting recipes.
i suppose it is ok move , as to proffesions are managable easily with some effort.
All in all, future awaits the game, tend to it ,care and behawe ;lD Cheers allods Eu team and of course the game russ makers.
Good stuff.
Pinjo the warrior tank.
also did i overdo with cheers and expectations , cause one thing is on the papper another one in milions of codding business.. hahaha!
See you online then...