Is it telling about how lazy I am that my first thought about seeing the changes was to complain about how many new macros I was going to have to make?
@Mizik: Granted, my character was too busy trying to get past a defense test without proper curing triggers back in the guild days, but how bad was old bard bashing?
I'm with Dunn on that one. Old school Troll infernal before the def stacking changes and oldschool putre was so nasty...aside from the troll racial 50% exp gain.
When def-stacked to the max I could literally tank deathknights without using any active curing. (Earth shield, putrefaction, old horkie resistances, toughness, and runes).
Can someone update me on what these new things do? It feels so weird to fight an occultist without them pitting me. Is Cadmus instant? What is this weakened mind thing? They are so stressful!
Yeah, it hasn't really been explained anywhere. Feels like old occie secrecy nonsense and I think the game's past that.
Here's a rough account of how it works:
Ents are the same, though the passive effects have been removed, orb effectiveness has been reduced and scented baubles now have a moderate chance to work. Instead, Occies now have access to a new mechanic type thing called influence. For every affliction they give you within a certain window now, they have a chance to gain a point of influence (influence decays rapidly if you leave the room, as Santar alluded to earlier in this thread). At certain influence levels they are able to command their entities to attack people, either in their room, or (with enough influence) adjacent.
The various entity attacks range from the simple (cadmus, which takes 1 influence and punishes focusing) to the more powerful (skyrax takes 3 influence and completely hides the next tarot fling, including death tarot). At 10 influence they can command pyradius, essentially severing your connection to your rift for 60 seconds - this shouldn't be too strong, really, provided you outr a good number of each cure before about 30sec into the fight.
It seems like gaining influence would be easy, but I think the balancer is that they only have a limited pool of afflictions, and none are overly strong. Since you can't be afflicted with something that you already have, the best strategy might be to determine what number of afflictions you can ignore while maintaining your offense, as the more afflictions you have, the harder it will be for them to afflict you with new things etc.
tl;dr: Cure only the very important afflictions (darkshade after 50sec, for example), and they'll struggle to make progress - if you just stick with the generic curing though that you use for other classes you'll have a hard time.
Yeah, it hasn't really been explained anywhere. Feels like old occie secrecy nonsense and I think the game's past that.
Here's a rough account of how it works:
Ents are the same, though the passive effects have been removed, orb effectiveness has been reduced and scented baubles now have a moderate chance to work. Instead, Occies now have access to a new mechanic type thing called influence. For every affliction they give you within a certain window now, they have a chance to gain a point of influence (influence decays rapidly if you leave the room, as Santar alluded to earlier in this thread). At certain influence levels they are able to command their entities to attack people, either in their room, or (with enough influence) adjacent.
The various entity attacks range from the simple (cadmus, which takes 1 influence and punishes focusing) to the more powerful (skyrax takes 3 influence and completely hides the next tarot fling, including death tarot). At 10 influence they can command pyradius, essentially severing your connection to your rift for 60 seconds - this shouldn't be too strong, really, provided you outr a good number of each cure before about 30sec into the fight.
It seems like gaining influence would be easy, but I think the balancer is that they only have a limited pool of afflictions, and none are overly strong. Since you can't be afflicted with something that you already have, the best strategy might be to determine what number of afflictions you can ignore while maintaining your offense, as the more afflictions you have, the harder it will be for them to afflict you with new things etc.
tl;dr: Cure only the very important afflictions (darkshade after 50sec, for example), and they'll struggle to make progress - if you just stick with the generic curing though that you use for other classes you'll have a hard time.
So they're alchemists now. So crazy it just might work.
I like my steak like I like my Magic cards: mythic rare.
Comments
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
(
Cascades of quicksilver light streak across the firmament as the celestial voice of Ourania intones, "Oh Jarrod..."
i'm a rebel
Here's a rough account of how it works:
Ents are the same, though the passive effects have been removed, orb effectiveness has been reduced and scented baubles now have a moderate chance to work. Instead, Occies now have access to a new mechanic type thing called influence. For every affliction they give you within a certain window now, they have a chance to gain a point of influence (influence decays rapidly if you leave the room, as Santar alluded to earlier in this thread). At certain influence levels they are able to command their entities to attack people, either in their room, or (with enough influence) adjacent.
The various entity attacks range from the simple (cadmus, which takes 1 influence and punishes focusing) to the more powerful (skyrax takes 3 influence and completely hides the next tarot fling, including death tarot). At 10 influence they can command pyradius, essentially severing your connection to your rift for 60 seconds - this shouldn't be too strong, really, provided you outr a good number of each cure before about 30sec into the fight.
It seems like gaining influence would be easy, but I think the balancer is that they only have a limited pool of afflictions, and none are overly strong. Since you can't be afflicted with something that you already have, the best strategy might be to determine what number of afflictions you can ignore while maintaining your offense, as the more afflictions you have, the harder it will be for them to afflict you with new things etc.
tl;dr: Cure only the very important afflictions (darkshade after 50sec, for example), and they'll struggle to make progress - if you just stick with the generic curing though that you use for other classes you'll have a hard time.
i'm a rebel
i'm a rebel