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  Click here to go to the first Rift Team post in this thread.   Thread: Druid Changes Current On PTS

  1. #106
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    Quote Originally Posted by Patchkid View Post
    It is eruption of life after all...
    It is difficult to argue with that logic.

    And it would just make another icar variant, which I can't see as hurting too much. I'm having trouble envisioning how it would work or what purpose it would fill, but hey, I'm sure some creative people would figure out a really neat use for it.
    Last edited by Everyone; 02-15-2012 at 04:16 PM.

  2. #107
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    Quote Originally Posted by Everyone View Post
    It is difficult to argue with that logic.

    And it would just make another icar variant, which I can't see as hurting too much. I'm having trouble envisioning how it would work or what purpose it would fill, but hey, I'm sure some creative people would figure out a really neat use for it.
    Passive Conviction generation basically, and Druids would suffer less DPS loss from AoE healing than Inquisitor because their pet would continue attacking during those lost GCDs spent casting DoL. Makes Druid-icar viable if you can actually generate convictions without building a horribly inferior DPS rotation (like how Inquisitors can easily build convictions while using optional DPS rotations).

  3. #108
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    Trion you mind, adjusting the AI Algorithm for Greater Faerie, so that she will stop movement to cast heal, when the druid directs her to do so.

    also better handling of her AoE heals when nearby injured ally are within range would be nice addition to her AI algorithm.
    Lets Go Rift. Hope Archeage can do something next. Lets Save Rift

  4. #109
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    another issue is that greater Faerie WILL NOT CAST on any target with full health, even if directed. So if you have the fang in Black Garden, and want to spam heals, she wont do it when at full health even while pressing the button.
    Lets Go Rift. Hope Archeage can do something next. Lets Save Rift

  5. #110
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    Quote Originally Posted by Ais View Post
    I just did 10 minute parses with 11/4 inq/sham and 13/2 sham/inq with the 2nd being around 50 dps more for me (2450 vs 2500) using the druid greater.
    But you know, 2 button spec, so twice as hard.
    Have you tried switching a point out of sham for inq, 51 druid 12 sham 3 inq? 1% extra spell crit seems to be better than 1% extra melee dmg, a greater portion of your dmg is spells than melee as well.

    Also when parsing i found out that crag hammer and to a lesser extent winter storm will hit harder if you buff after other buffs are applied...like AMoP 5 stack...your satyr buff...ect, lol. Shroud of agony works the same way for those familiar with what I am talking about. Hello dueling before boss encounters, ugh!

    Been fiddling around with this spec(3 inq) and its consistently 2550ish for me..sometimes more, but those passive buffs ticking for more would help immensely for druid parses, kind of dumb how they work. Also my rotation is kind of interesting in that I delay it by a couple hundredths of a second when reapplying LH at a certain point in rotation so I dont have to go through more FS's and fit more LH's in.
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  6. #111
    Ais
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    The satyr does 38% of the damage so out of 62%, affected by melee damage increase:
    17% Eruption of Life
    9% Fervent strike
    7% Lightning
    3% Auto Attack
    3% Crag Hammer
    3% Combined Effort
    2% Vengeance of the Winter Storm
    2% Lighting Hammer
    42% Total

    74% of player damage is affected by melee damage increase.

    Still hard to say whether 13/2 or 12/3 would be better.
    Crag Hammer was definitely hitting a lot harder when I got up others buffs first.

  7. #112
    Ais
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    I took off the AMoP for less rng, and after 10 minutes? Came out with the exact same number for both

  8. #113
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    Quote Originally Posted by Ais View Post
    The satyr does 38% of the damage so out of 62%, affected by melee damage increase:
    17% Eruption of Life
    9% Fervent strike
    7% Lightning
    3% Auto Attack
    3% Crag Hammer
    3% Combined Effort
    2% Vengeance of the Winter Storm
    2% Lighting Hammer
    42% Total

    74% of player damage is affected by melee damage increase.

    Still hard to say whether 13/2 or 12/3 would be better.
    Crag Hammer was definitely hitting a lot harder when I got up others buffs first.
    you sure the melee dmg talent affects your pet's damage and not just your own dmg?
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  9. #114
    Ais
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    I meant that of the 62% of the damage that I personally did (not my pet), 74% of that was affected by the melee damage increase.
    Meaning 42% of the total damage done was affected.

  10. #115
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    Good changes so far, tho Druid still needs a little bit of tweaking, like making Thorns of Asphodel 44 point ability for example. But yeah, keep it coming Zibnik, you are doing good job.

    The race is over.

  11. #116
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    Quote Originally Posted by shp View Post
    Good changes so far, tho Druid still needs a little bit of tweaking, like making Thorns of Asphodel 44 point ability for example. But yeah, keep it coming Zibnik, you are doing good job.
    Problem with that, is that it makes Jolt to easy to get, without losing much of anything.

    If the pet scaled more, we would lose more by going for jolt, then it would be acceptable.
    A little reading comprehension goes a long way.

  12. #117
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    From a pvp standpoint this is perfect. Exactly how I'd change it myself. I'll let people more active in pve test the raid dps viability. I'd project it still doesn't match up to inq's scalability. My suggestion: if in the future you increase druid scalability for raid dps, make sure it doesn't effect pvp. Druid would become OP then.

    The gap closer alone makes it viable in pvp. The damage boost (though small) makes it's functionality comparable to other souls .

    P.S. Balm of the woods doesn't hit hard enough to be a practical use of a gcd, but it's no longer needed to make the spec viable.
    Last edited by Vencenzo; 02-18-2012 at 01:42 AM.

  13. #118
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    Quote Originally Posted by Vencenzo View Post
    From a pvp standpoint this is perfect.
    Not really. The critical debuff that would make druid stand firm in pvp, is weak (trickster). If trickster were buffed (heavily) it would increase druid potency and threat.

    It along with its other debuffs would shutdown healers and chloro locks as their heals would be debuffs, their SP would be lowered, further lowering their healing potential, and if they start blowing CDs, they would run outta mana faster.

    Would also make dealing with rogues a lot better if a chunk of their damage drops off and they starve faster.

    And since the shield scales poorly, druids are depending on a sloppy pet AI (heal) as their only form of defense. The pet still AA even when attack is turned off and there is no way of making it focus on you fully, assuming it doesnt clip or simply not cast, but continue AA which it has a habit of doing.

    The leap, although giving druid a lot of potential, will most likely cause them to leap to their death.

    Still have low scaling magic attacks, minor burst, and dependency of physical damage. And we havent gotten to ~40% armour and 45% valor yet.

    The gap closer alone makes it viable in pvp. The damage boost (though small) makes it's functionality comparable to other souls .
    What other souls are you making this comparison to?

  14. #119
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    Yes the ai is terrbile. You got plenty of time to micro fairie heals, melee attacks are just a big macro. I think a big issue with no one seeing druid as viable is the fact that fairies heals DO NOT show up on the healing meter. I micro healed a codex with fairie as the only healer there. We stomped them and fairie got 0 credit. I am already running 51 druid on live, I just have to work my azz off to get kills and heal at the same time. I totally agree on the ai needing serious work.

    Log on pts if you want to fight the new druid.

  15. #120

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