So ferociousness and roaring strike. How are they looking? Nice single buff or group? Does roaring hit hard compared to chameleon? It was supposed to when requested. Please give your feedback beta beasts. It sucks there are no new spells, but what can ya do?
Ferociousness is a self only short duration 'burn' that has a 15 min recast timer. [46162] Ferociousness Target: Self Beneficial: Blockable Casting: 0s, Recast: 1.5s Duration: 24s (4 ticks), Extend: Yes 1: Increase Chance to Hit by 250% 2: Increase Hit Damage by 100% 3: Increase Min Hit Damage by 25% Text: You grown with ferocious zeal! Roaring strike does the same amount of damage as Chameleon Strike and is on the same timer. In game Roaring Strike reads : "This ability brazenly strikes your opponent and calls attention to you, increasing the anger generated by your attacks slightly." So roaring strike will increase your hate slightly whereas chameleon strike will decrease your hate. [46171] Roaring Strike Classes: BST/254 Skill: Hand to Hand Target: Single Range: 100' Resist: Physical -150, Max: 12.5% Casting: 0s, Recast: 1.5s, Rest: 1.5s 1: Hand to Hand Attack for 130 with 200% Accuracy Mod Text: You are struck by an unseen enemy. [30728] Chameleon Strike Classes: BST/254 Skill: Hand to Hand Target: Single Range: 100' Resist: Physical -150, Max: 12.5% Casting: 0s, Recast: 1.5s, Rest: 1.5s Hate: -4500 1: Hand to Hand Attack for 130 with 200% Accuracy Mod Text: You are struck by an unseen enemy.
Well darn I had specifically asked for an ability that does HEAVY damage and gains agro in place of WEAK damage and drops agro.......Nice.....
If only every ability could do a lot of damage. The new "Negation of Subtlety" AA should do the trick, it's an AA buff the grants aggro equal to the max rank of "Spell Casting Subtlety", thus canceling it out. Obviously you can also click it off for when you're done wanting aggro. Attack of the Warders Bestial Alignment - 3 ranks Bestial Bloodrage Bestial Frenzy - 3 ranks Bite of the Asp - 3 ranks Companion's Agility - 3 ranks Consumption of Spirit Extended Swarm - 3 ranks Feral Swipe Ferciousness Focus of Animus - 3 ranks Focus of the Frozen North - 3 ranks Focused Paragon of Spirit - 3 ranks Frenzy of Spirit - 3 ranks Gorilla Smash - 3 ranks Pact of the Wurine Paragon of Spirit - 3 ranks Primal Fury - 3 ranks Protection of the Warder - 3 ranks Quickened Consumption - 3 ranks Quickened Feralgia - 3 ranks Raven's Claw - 3 ranks Replenish Companion - 3 ranks Roar of Thunder - 3 ranks Roaring Strikes Sinister Strikes Sturdy Companion - 3 ranks Tactical Mastery Taste of Blood Warder's Alacrity - 3 ranks Warder's Fury - 3 ranks Warder's Gift - 3 ranks Archetype AA Armor of Wisdom - 3 ranks Burst of Power - 3 ranks Companion's Durability - 3 ranks Companion's Fury - 3 ranks Destructive Fury - 3 ranks Enhanced Aggression - 3 ranks Expansive Mind - 3 ranks Finishing Blow - 3 ranks Fury of Magic - 3 ranks Gift of Mana Healing Adept - 2 ranks Healing Gift - 3 ranks Mastery of the Past - 5 ranks Mental Clarity - 3 ranks Mental Stamina - 3 ranks Negation of Subtlety Persistent Casting - 3 ranks Shield Block Twinheal Veteran's Wrath
My quick look found only 1 good personal DPS upgrade for beastlords (bestial alignment). Will be continuing to use several of our key RoF spells/discs unchanged for the next year it appears, but at least gives them something to upgrade with next non-level expansion I guess. Based off of Test spell data: Best upgrade by far: Bestial Alignment 3 new ranks (200% to 275% hit damage mod, and 30% to 45% spell resist). But this is trying to make up for 0 or minimal upgrades on every other burn disc & zero upgrades on added group dps discs/spells: Frenzy of Spirit is very minimal upgrade for 3 ranks (1% delay reduction per rank, from 54% to 57% in total, perhaps ~6.5% dps upgrade on paper) No upgrade to group bestial alignment AA. No shared ferocity spell upgrade. No upgrade to Ruaabri's Fury group disc. No upgrade to savage rage disc that I saw. Focused paragon of spirit has minimal upgrades again, still of extremely limited value. However, group paragon of spirit got a decent boost from 1820 mana/197 endurance per tick to 2450/264 after 3 ranks. Gorilla smash has gone from being cap+5 stun (105 currently) to cap+3 stun (108 limit) Bite of the asp from 4000 dot to 5500 dot for 3 ranks is regular upgrade Consumption of spirit upgraded from 9k to 11.2k mana return for new rank (at cost of increased 19k self canni nuke vs. 15k) Again all just based on latest spell data pushed to test, I wasn't on beta, actual results may vary
Not every ability but chameleon is borderline worthless, and now so is roaring. Hardly worth the damage to press the button. Are you aware of this?
Of course it doesn't do a lot of damage, it's a de-aggro ability. Roaring is just a copy w/o the de-aggro if you want to tank, the purpose of the ability isn't damage.
As I mentioned worthless. We have nukes for agro and playing possum to drop it. Why the illusion of adding something useful when it's redundant and worthless.
After playing yesterday I feel like we are still in a decent spot. There were a lot of improvements through aa's that are hard to notice such as improved spell damage plus improved chance to hit spells in 1 aa. Haven't tried new taste of blood yet.
Necro bump, how much DPS was gained roughly from the double attack increases from going from level 100 to 105? Is it enough to trigger much more triple attacks/flurry? At level 101 going from 210 to 215 triple attack skill ups took a few mins.
I believe flurry is only triggered off the first swing in a round of the MH, someone correct me if I'm wrong but based on how EQ works in general that would be my assumption. As far as triggering a noticeable amount of triple attack... I'm not sure really I've never done parsing of double and triple attack.
Duhbeast, do you use your macro keys and key-binds? if not i can see how you think its worthless...macro your combat skills togather in one macro...then bind your 5 nukes to that key...and just start button mashing on that key
I don't consider it worthless, but it does what 1k damage? That is pretty much worthless these days, so I was requesting a REAL ability for that slot. I actually use 3 macro buttons. 1 for our nukes, 2 for our bigger/low cooldown combat abilities, and 3 for the smaller combat abilities/longer cooldowns. I've found it to be very efficient to nuke and then use combat abilities during the global cooldown specifically, and switch right back to nuke and then combat abilities. You can see an example of my UI here. If you have other suggestions please let me know or we could always hash it out in the Arena
Spirit Frenzy is still up at the end, it could have been used when you hit BA or SR to increase your swing rate while you have a high dmg mod running. Can still cast a bit more, looks like you have a hot button for your casting that I imagine looks something like: /cast 1 /cast 2 /cast 3 /cast 8 /cast 11 based on where your spells are.. which works, but each time you want to cast the slot 11 spell you're telling the game to first attempt to cast the other 4 spells which takes a small amount of time, and likewise if you hit a button while the game is trying to cast the first 4 spells it will stop the hotkey from working, thus not casting that final spell. Personally I'd recommend using a multi-bind for spells instead of a hotkey. IE, you go into your hotbar key binds and make 5 slots of whatever hotbar you prefer tied to a single key and place the spells you want in your rotation in those slots. Also I don't see Ferociousness, it's short duration (the same as RF) but it's more. Also don't see a breastplate click, hard to see a bit cause of the faded bars though so it might be there. Your magelo is quite out of date as well, but you had your bracers backwards at the time it was last updated. You had a higher disease mod than poison even though we have more poison DD's then disease. Just be sure to update the right mods first Cold > Poison > Disease. Short video so can't suggest much, and most of this was speculative. Here is my UI/Layout, it's a bit small but mostly visible.
I could be wrong but I remember it being stated that on a swing it would check for a double, then on a successful double (not a hit, just a skill check), it would do the check for triple, and on a successful triple check, you could get a flurry. therefore it could never flurry without a a double then triple attack, IE no first swing flurry. SK's looked at this on evilgamer a long time ago to see if the flurry tribute was worth it, they found that it was not because we didn't have triple attack and couldn't get flurry to fire.
Looks like it can at least fire on a double attack, not only a triple. I would imagine it can also fire on a single attack, but I didn't stick around long enough to find out, I was double attacking on basically every round MH and OH.