I agree that apply health curing 2 when over 3 fractures seems rough. It was just 1 on Anarchaea all the time, if I recall correctly, and 2H felt like it was in a good place then; not sure when/why that changed.
Also, should Tree cure fractures? Tree doesn't cure Alchemists' tempers, and I consider those two classes to be variations on the same theme. Restore still should, just so 2H doesn't have the same problem Alchemist did with run-away momentum that couldn't be recovered from, but Tree curing fractures seems like an over-correction to avoid that same problem.Tree would still be valuable to help keep on top of fractures' recurring afflictions, but being able to apply/Tree/Restore to cure ~6 fractures in an instant seems very harsh on a momentum-based class. Between that and hindering, it just seems too easy to shut 2H down.
-- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
passive healing does too at the moment. Passive/active healing (outside of tree) are balanced around afflictions, so they should play no part in 2H imo.
bonus for applies at 4+ stacks seems fair to me since we're pressuring health+stacking 2+limb dmg at a slighty faster rate than health balance.
Restore/tree should always be 1 imo or people can turtle hard to bail out of situations later than should be able.
Things like passive healing/shrug/fool are still great to ensure the tree hits a fracture, so i see no problem removing them from curing fractures.
Things like passive healing/shrug/fool are still great to ensure the tree hits a fracture, so i see no problem removing them from curing fractures.
Shrug would be a bit much considering serps have evade. Now if tendons worked on evade, sure. But both together AND their high dodge chance it's just too much.
Could possibly make tendons work like hamstring but without the "You hobble" part. So it just stops evade.
Then again it might be a bit much along with the other hinders, but evade is painful for 2h, especially with the show attack balance. They can always turtle or hinder the Knight instead.
Just epteth whoring should even help, not to mention illusioning things like rebounding or shielding mixed with actually shielding. Gods you could make it a nightmare if you go on the defensive.
Honestly, even if they changed it so that I sucked against only serpents, I could live with that seeing as its a huuuge step up from sucking against everyone who can hinder.
Does anybody know off the top of their heads the interval between afflictions procing due to fractures, and does it differ for skulls/ribs/wrists/tendons or are they identical?
Does anybody know off the top of their heads the interval between afflictions procing due to fractures, and does it differ for skulls/ribs/wrists/tendons or are they identical?
when I tested it, it was something like 1 every 5 seconds at 1 fracture, and sped up by 1 second per additional fracture to 1 every 2. Every type was the same.
(it's been a week and a half since I tested, now, so I may be off on the starting interval, but I think that at least was was right)
Does anybody know off the top of their heads the interval between afflictions procing due to fractures, and does it differ for skulls/ribs/wrists/tendons or are they identical?
when I tested it, it was something like 1 every 5 seconds at 1 fracture, and sped up by 1 second per additional fracture to 1 every 2. Every type was the same.
(it's been a week and a half since I tested, now, so I may be off on the starting interval, but I think that at least was was right)
I'll have to test, but if that's the case (and folks are curing 1 instead of 2 fractures) you could pretty easily stack wrists/ribs and stick Sensitivity (2.5 kelp afflictions per 2 seconds). Can do the same with head/legs and Nausea for parry mitigation.
Distract (Weaponmastery) Known: Yes ------------------------------------------------------------------------------- Syntax: BATTLEFURY DISTRACT <target> Details: With this ability, you are able to distract your enemy from acts that take intense focus. For instance, the behead or shatter abilities from weaponry.
Obviously time will tell but just from the testing I've done thus far, the curing change was a -little- much. Could've done with just being upped to >=5 applies cure 2. Additionally, restore and tree both seem to only be curing one now which would've been alright with an application threshold but is a little too much on top of the 1 for applies being constant.
Distract (Weaponmastery) Known: Yes ------------------------------------------------------------------------------- Syntax: BATTLEFURY DISTRACT <target> Details: With this ability, you are able to distract your enemy from acts that take intense focus. For instance, the behead or shatter abilities from weaponry.
Distract (Weaponmastery) Known: Yes ------------------------------------------------------------------------------- Syntax: BATTLEFURY DISTRACT <target> Details: With this ability, you are able to distract your enemy from acts that take intense focus. For instance, the behead or shatter abilities from weaponry.
I haven't tested, but there's no reason it shouldn't stop every channeled instant kill. It's not usable prone (and, possibly, with other afflictions) so it's not as though it makes you immune to them.
It's not usable prone (and, possibly, with other afflictions)
Are you 100% sure on this? Because if this is true, it's a useless ability (seeing as I could run or just hit them with Curare while standing/unhindered).
E: Especially if, like Continuation, it requires something absurd like 15 seconds Battlefury cooldown.
It's literally the first and only thing I tested, so I'm sure. That doesn't make it useless, however, since your physical balance on attacks is generally considerably longer than battlefury balance for Focus, and the battlefury balance of Distract is pretty short (I think about a second). It's mostly to prevent the shorter things like shatter being used on you without any counterplay because you spend such a long time off balance.
It's not usable prone (and, possibly, with other afflictions)
Are you 100% sure on this? Because if this is true, it's a useless ability (seeing as I could run or just hit them with Curare while standing/unhindered).
E: Especially if, like Continuation, it requires something absurd like 15 seconds Battlefury cooldown.
It's for hammer dudes. Dwb could use it, too.
Offensively, all I think this spec needs is a balance cut on engage hit/evade drop so I can chase.
I'd fall in love with everything if we could have the speed and precision like Blademaster stances.
Currently having problems with server side queuing and trying to get speed and my attacks to match up. I've resorted to just doing UseQueuing because when I try the add equal it doesn't accept it as a command for a reason I've yet to figure out.
I'd fall in love with everything if we could have the speed and precision like Blademaster stances.
Currently having problems with server side queuing and trying to get speed and my attacks to match up. I've resorted to just doing UseQueuing because when I try the add equal it doesn't accept it as a command for a reason I've yet to figure out.
EQBAL
Tharos, the Announcer of Delos shouts, "It's near the end of the egghunt and I still haven't figured out how to pronounce Clean-dat-hoo."
Comments
Also, should Tree cure fractures? Tree doesn't cure Alchemists' tempers, and I consider those two classes to be variations on the same theme. Restore still should, just so 2H doesn't have the same problem Alchemist did with run-away momentum that couldn't be recovered from, but Tree curing fractures seems like an over-correction to avoid that same problem.Tree would still be valuable to help keep on top of fractures' recurring afflictions, but being able to apply/Tree/Restore to cure ~6 fractures in an instant seems very harsh on a momentum-based class. Between that and hindering, it just seems too easy to shut 2H down.
bonus for applies at 4+ stacks seems fair to me since we're pressuring health+stacking 2+limb dmg at a slighty faster rate than health balance.
Restore/tree should always be 1 imo or people can turtle hard to bail out of situations later than should be able.
Things like passive healing/shrug/fool are still great to ensure the tree hits a fracture, so i see no problem removing them from curing fractures.
(it's been a week and a half since I tested, now, so I may be off on the starting interval, but I think that at least was was right)
Heh, so much for the S&B shatter combo (if you're on Battlefury balance).
Also please add class balance for 2H.
- Limb Counter - Fracture Relapsing -
"Honestly, I just love that it counts limbs." - Mizik Corten
Results of disembowel testing | Knight limb counter | GMCP AB files
E: Especially if, like Continuation, it requires something absurd like 15 seconds Battlefury cooldown.
Results of disembowel testing | Knight limb counter | GMCP AB files
Offensively, all I think this spec needs is a balance cut on engage hit/evade drop so I can chase.
And no clumsy relapse.
Currently having problems with server side queuing and trying to get speed and my attacks to match up. I've resorted to just doing UseQueuing because when I try the add equal it doesn't accept it as a command for a reason I've yet to figure out.