Lamannia U76 - Balance Pass

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Neain

Well-known member
Again just pointing out that 1 level of fighter and 2 APs will now grant 50PRR/MRR. This is unprecedented levels of power creep.

2 AP and a sheield equipped, and using the ability more or less on cooldown.

wont fit in most of my builds, but sure.

Edit because I keep getting likes: there is one in T1 of Kensai that does not require a shield, I just missed it the first few times I read the effects
 
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Lotoc

Well-known member
Honestly totally fine with the change to death ward, it's a bit silly just entirely negating a damage type like that massively reducing the value of neg absorb while also necessitating enemies strip death ward if they're to be a threat with negative energy.
The fact that negative casters now can deal with enemy cleric types that apply death ward to themselves and allies is a huge upside.
 

Shear-buckler

Master of reactions
2 AP and a sheield equipped, and using the ability more or less on cooldown.

wont fit in most of my builds, but sure.
Nope, no shield required if you get it from kensei. Just 50 free PRR/MRR. If you compare it to any other source of PRR/MRR this makes no sense at all.

Defensive stance is 3 levels and 6 APs for only half the benefit, and it makes you grab more aggro and excludes rage.
 

Erofen

Keeper of Hades' Secrets
The following adjustments have been to class balance for this update. These adjustments are being made as we prepare to debut our upcoming "Fey event" and are part of our regular efforts to adjust class balance on a seasonal basis.

Misc:
i. Death Ward now longer completely negates negative energy damage from inflict/necro spell damage but reduced it by 50%. This is flagged with the shield trait much like Fire Shield/Energy Shield is for Fire damage. A certain raid boss on the isle of dread will now stop stackings neg energy vul stacks, but this will not affect the Temple of the death wyrm raid. This also applies to monsters when they cast death ward so pale masters and shady clerics may rejoice.
By flagged with the shield trait, do you mean that this would now be exclusive with fire shield? Because that is a horrible change if so.
 

Vox

Well-known member
Nope, no shield required if you get it from kensei. Just 50 free PRR/MRR. If you compare it to any other source of PRR/MRR this makes no sense at all.

Defensive stance is 3 levels and 6 APs for only half the benefit, and it makes you grab more aggro and excludes rage.

It's nice that it excludes it from Dragonlords, because what DL is going to be using a shield unless it's a tank.
 

FaceDancer

Olde Wurm
I agree with Ying on the sustained shot for mechanic tree. Mechanics do not have enough "oomph" in their tree. While I expect that they won't get something like fusillade or no holds barred, it would be good to give them something that allows them to burst a bit like a version of manyshot for non-repeating xbows.
 

Neain

Well-known member
Nope, no shield required if you get it from kensei. Just 50 free PRR/MRR. If you compare it to any other source of PRR/MRR this makes no sense at all.

Defensive stance is 3 levels and 6 APs for only half the benefit, and it makes you grab more aggro and excludes rage.
ok, ill admit to being completely blind. Where is that in Kensai? The only ones I see are from US and Vanguard.

Edit: I was being blind. I found it!
 

Raedier

The Druid
I'm happy there are attempts at balance being made.

A couple things unaddressed in this pass that should definitely be looked at.

Inexorable advance
- this 1 button wonder is way too overtuned, needs to be toned down.
Repeaters - highest single target dps in the game and it's not even close. - i think dedicated melees should at least be able to match ranged dps, won't even mention casters here.
A lot of enhancement trees are way too costly, tempest and warchanter come to mind, surely there are a lot more then that.
Still no changes to the awkward slow casting abilities in savant t5? bit of a bummer.


Coincidentally removing the 5% attack speed from VKF is a nerf to a lot of splash builds that didn't deserve any nerfs, while the strongest melee high reaper builds in the game (SDK) remains untouched, why????
Allthough i do agree that VKF capstone being universally best in slot for almost any melee build is not good, it's removal should be accompanied by buffs to a lot of other trees, not just kensei and vanguard.

iv. Reactive Heal will either scale with spell power or be increased to 2000. (these kinda effects are tricky sometimes)
^This is nice, my i ask if Season's Herald's Spring's Resurgence could get the same treatment?

Is there a reason casters are not being adressed? surely the plethora of forum threads about how god awful they are atm should've been a hint,
30 spellpower and 1 DC in archmage is not going to fix that.
 

Blaster

Well-known member
ok, ill admit to being completely blind. Where is that in Kensai? The only ones I see are from US and Vanguard.
It's attached to Reed in the Wind.

ii. Reed in the Wind cooldown now 8 seconds. Damage bonus increased to 20/40/60%. Instead of dodge now grants Battle Guard. No longer requires Dodge Feat to take.
Battle Guard: Lasts 12 seconds and stacks 5 times, 10 MRR/PRR per stack. Blocking for more than 3 seconds removes all stacks.
 

Neain

Well-known member
makes me think they are trying to help the fighters at least not sit in the defensive stance that ups their threat. hopefully it will be reduced to just pallys who have no clue about threat in raids... I wont hold my breath.
 
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