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New stat and rune combinations

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Posted by: tamxine.9548

tamxine.9548

Stats:

There are 8 new stat sets, all of which have a spread of four different stats instead of the three that we’re accustomed to.
On a level 80 mainhand Legendary/Ascended quality weapon, the old three-stat spread are distributed 125/90/90. The new four-stat spreads are distributed as 108/108/59/59.

There are two new stats: Concentration (Boon Duration) and Expertise (Condition Duration).

Marauder: Power, Precision, Ferocity, Vitality.
Crusader: Power, Toughness, Ferocity, Healing Power.
Wanderer: Power, Vitality, Toughness, Concentration.
Minstrel: Toughness, Healing Power, Vitality, Concentration.
Commander: Power, Precision, Toughness, Concentration
Viper’s: Power, Condi, Precision, Expertise
Trailblazer: Toughness, Condi, Vitality, Expertise
Vigilant: Power, Tougness, Concentration, Expertise

Runes:

Berserker Effect
1 +25 Condition Damage
2 +35 Power
3 +50 Condition Damage
4 +65 Power
5 +100 Condition Damage
6 +5% Damage and +5% Condition Damage

Dragonhunter Effect
1 +25 Ferocity
2 +35 Power
3 +50 Ferocity
4 +65 Power
5 +100 Ferocity
6 Apply 6 stacks of Might for 8 seconds when you place a trap.

Herald Effect
1 +25 Toughness
2 +5% Boon Duration
3 +50 Toughness
4 +10% Boon Duration
5 +100 Toughness
6 When using a heal skill, apply protection to nearby allies (360 range, 10 second cooldown)

Druid Effect
1 +25 Healing
2 +35 Vitality
3 +50 Healing
4 +65 Vitality
5 +100 Healing
6 Gain +500 Healing Power for 3 seconds after casting a glyph.

Daredevil Effect
1 +25 Power
2 +35 Toughness
3 +50 Power
4 +65 Toughness
5 +100 Power
6 Next attack is guaranteed a crit after completing a dodge roll in combat.

Scrapper Effect
1 +25 Power
2 +35 Toughness
3 +50 Power
4 +65 Toughness
5 +100 Power
6 Incoming damage reduced by 7% when within 600 units of an enemy

Tempest Effect
1 +8 to all stats
2 +5% Condition Duration
3 +12 to all stats
4 +10% Condition Duration
5 +16 to all stats
6 Heal nearby allies when you break a stun (360 range)

Chronomancer Effect
1 +25 Power
2 +35 Precision
3 +50 Power
4 +65 Precision
5 +100 Power
6 Apply 2 seconds of quickness when you cast a well skill.

Reaper Effect
1 +25 Power
2 +35 Toughness
3 +50 Power
4 +65 Toughness
5 +100 Power
6 When executing a shout skill, chill nearby enemies for 1 second (360 radius)

The only rune effect that appears to have a cooldown is the Herald Rune’s 6th set effect.

Well now I'm mad about the Daredevil Traits

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Posted by: tamxine.9548

tamxine.9548

This really shows the difference between the Daredevil and other elite specs.

If you are a Reaper you can still use reaper shroud, as a Dragonhunter your F1-F3 abilities have still changed. However, we only have an extra dodge to help us survive.

This highlights the need for the grand master traits to be on a toggle.

This only increases the sadness for the one class that couldn’t get anyone to stream it.

The King and Queens Horrorween 2015

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Posted by: tamxine.9548

tamxine.9548

Character: Tamlyn Xine
Number: 121

Daredevil updates, post BWE 3 (launch)

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Posted by: tamxine.9548

tamxine.9548

I am on the boat for receiving less damage.

It will help with that feeling of being an up-close bruiser.

Thanks for listening to the input that we all have given.

Bountiful Theft

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Posted by: tamxine.9548

tamxine.9548

Why don’t we get the ripped boons that we give to our allies?

I have always wondered this? Even more so after BWE3. With more targets having boons, why can’t we use them for ourselves?

BWE3 live feedback chat room

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Posted by: tamxine.9548

tamxine.9548

Ran around for about 4 hours using Daredevil, Critical Strikes, and switchign between Trickery and Acrobatics. Using Sword/Dagger and Short Bow. Wearing Knights armor as I wanted to try out something other than Zerk or Valkyrie.

Unhindered Combatant feels good this time around. I found myself running around versus relying on short bow 5 to port places. The dodge was very fluid and the animation looked good.

Conditions are still a problem. I feel that we don’t have enough passive cleanse available to us compared to other classes. I think Escapist’s Absolution should be increased to two conditions removed, and Infiltrator’s Return should remove a second condition as well. Trickster should also have it’s condition removal increased to two.

Impairing Daggers should be considered a projectile and have the flight speed increased. Ran into a few mobs that were moving and only one of the daggers hit.

I agree with the previous posts that we need our dodges on the drop down menu, much like the Revenants have for selecting their legends. This will also open up the Grand Master Traits (GMT). Keeping the dodges in our GMT makes it so our whole class mechanic is having an extra dodge bar, which is pretty lack luster compared to other classes.

My thought’s for what GMT should be:
Daredevil’s Fortitude After evading gain Protection and Resistance for 2 seconds.
Daredevil’s Cunning Maintain passive effects of signets when you activate them. When activating a signet gain Aegis for 3 seconds
Daredevil’s Retribution After evading gain Retaliation for 2 seconds and 5 stack of might for 2 seconds

Connection error(s) detected. Retrying...

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Posted by: tamxine.9548

tamxine.9548

Really…this again. I just want to finish this part of the living story.