Posts by Aelfryd

    "Once any related change is planned.." - are you kidding us? this should have been planned weeks before new patch, as things like this once used to, especialy since it is also part of paid benefits, not only weekend events. Astral gifts, Banyaka boxes, solo instaces drop, it all should have been updated automaticly every patch, not once in 3, after enough players cry about it. Not to mention this kind of loot could be easily updated automatically , if someone spent extra 2 min thinking, while programming the whole thing.

    how many runs do you need to get 65->68/70? is it so that you truly won't drop enough boxes/powder to make weapon and armor +3, as it is all you need to get 501, 2 blue +3 pcs; comparing to start of a last patch where beginner needed around 100-120 runs to gain mats to move on from lowest tier dungeons, now you need like 20 in avarage? you can get that in 2,5 days, counting the 1400 coins, it' srsly the most newbie friendly patch in the last several years


    what is more disturbing, that new mythical lance at +0, that should theoreticly add me 1m attack, based on the ingame counter, drops my ilvl from 505 to 503 and locks normal content, but than again, it was enough to +1 it to get 504, so it's more like fun fact, than rage

    I'm sorry to disappoint you, but last patch was the only one in like 4+ years, where you could max out best gear without running the hardest dungeon at the time, so from this point, we are just running back to normal. There was always option for casual players in the mid gear, lets call it +6 now, and some extra bit for the top few, who want to play more competitive in hard dungeons.

    In the end, with the +6 you can clear all below 501 within 5 min and if you don't aim higher, where is the problem in this? That you can't flex in catnm with your +9 and taunt players who go there with old kaias?


    Also, you can get some horns from the box for elleon marks.

    Nevertheless, better geared players, using +15 kaia or soul gear have the option to LFG for dungeons runs and avoid „lowbies” whose only option is to IM .

    on contrary, low ilvl players have the option to LFG for the runs, thus create proper training runs etc., as you don't need given ilvl to enter the instance, esp. now at the beginning of the patch many ppl ignore that you are not skilled or have "only" +12 gear


    as for the facetnking and fast rm everybody talk about, you clearly have not met any new player in rm/gv, imagine that ppl with +0 kaia can still die on tail or in/out mech, imagine that new healers can't overheal GV sometimes etc.

    once you get to state when rmn is boring, you kill in 30s, you can make LFG/guild run/static run to go higher, no matter your ilvl


    and to the more grinding, imagine, you will have to go another 200 runs in CATNM later on to max current BiS gear, and now I don't even consider you would upgrade 1 extra pcs at 6+ in case you would want to lock and roll for perfect stats eventualy, now 50 rmnm sounds funny

    Mate if your alts had somewhat 'decent' gear last patch, you have enough ilvl to im for CR even now. If you were running with your +12 scouting, same as many others, we are happy not to see your alts there now :-)


    From my 13 CR alts, 9 I did not have to touch at all, bc they were already 10+ kaias, 2 needed upgrading weapon from dl/anni to kaia (11k gold, np), while dc scouting armor provided 60 improved needed to make kaia armor pcs to +4 (and yes, that's about what you need there 11 weapon, 4/4/4 armor, so if you had what you call 'decent' gear, you have it with no issues). Last 2 heals had to grow from +0, but I was able to farm the missing improved in all other cr runs. So I would not say getting alts for CR is any issue in a long term, even if you invest there, you get the mats and gold back in 2 weeks.


    In general, I think double improved drop should stay in gv/rm/aq. As well as ilvl for 498+ instances.

    We have 2 kind of players rn:

    1) old players that had somewhat +12 from last patch, those kinda should have ressources for the 200 improved needed to make 498, either having improved prepared or some gold, also enough skill and connections to eventualy farm fast the few remaining fs. Now with the event and some avarage drop rate it should not rly take you much longer than 5hrs of stupid grinding to get it, 1 week into patch, why don't you still have it done?

    Play 2hrs per day, you go 1hr farming, 1hr 498 dungeons via lfg and by now you would have finnished even without double drop event + had ready quite some wing fragments for converting to soul. I have done quite a few runs with heal not having +15, same as dps having only 15 weapon and rest around 12. You lose only 4.5k gold from vg from run like this, but it will help you keep sane, getting practice in new content, farming mats that are more valuable than the gold.


    2) new players, like rly new players on tera, now lets face it, 1 more low lvl dungeon would be nice, on the other hand, to learn basics of their class 3 are enough, without carry you have 2min/boss so overall it will take you around 10-12hr to farm mats to make +15. 1st of all, it is still managable within a week, with some avarage drop and luck you should be enough to run about 50-60 times each. Do 5/day of each, in 10 days you can go higher. Thing is, that within those "stupid" runs, the players basicly run training area, improving their rotation, learning the class, getting ready for the higer content.


    You all cry here, but lets be honest, it is better for the players and the game to let ppl practise basics in low lvl instances, there are still many and many ppl doing 4-5m dps in rm, when someone like this grows gear and does lets say 10m in rm, they come to 498 - DA wipe on shield, CS wipe on mini, FAUW once they learn not to get stuns and wipe on shields, still might need 30+ min to clear, CAT with the dps still will need 30 min to clear.


    This is where the ppl would stop for sure not having any experience with their class and rotation from the small dungeons.

    You still have to remember which message does what though.

    which is simple too if you think about the meaning of those messages...
    I will kill you all at once. All = huge aoe = bombs
    I will kill you one at time. One = focused on every player separately = circles
    tbh I don't remember the debuff msg, it's just the last one


    also killing perimos can help coz he tells you the 1st mech before fight beggins

    My definition of good gear includes a glistening dyad and standard consumables, battle nostrum and mana potions.

    I always took dyad as sort of luxury gear, nostrum is must have, circlet has solved a lot of troubles with mana... to sum it a bit and correct what is here


    mystic: most parties can go with mana aura + you should be able to support with corruption ring on bursts (enrage), reaper with blue circlet is ok even in reaping, lancer still can burst 80%-100% mana in few sec of his AS buff but truth is that those lancers who can do this have mana pots so you will cost them some dmg but they won't lose aggro due to mana lock if you won't support mana and as kvakva mentioned good players will probably have glistening dyads to avoid mana issues... mana motes are for healers in heavy res situatins, not for party <rolleyes>


    priest:I recommend different glyph sets, 1 lets say old, focused on mana, 1 newer focused on healing, those times when you had to have circle glyphned with mana and extra mana + speed on charge and still needed alcoholics in lancers + sorc parties are few patches gone (RMHM patch was quite ok already), basicly when you have in your party players skilled enough they can use potential of all buffs and skills to burn their mana they will be good enough for you to change some healing glyphs to mana


    priest is in-combat hard heal, mystic is out-of-combat heal and support, mystic's auras and debuffs are usually better for party
    their gameplay differs and so does the gameplay of the party, mysic's main is lock on (good crit, around 90k crits with nostrums), priest's are circles and lock on is more of a support (up to 50% crit and 34k non crit heal) which means mysitc parties can be spread and still can get decent heal, priest parties need to group for heal after hard hits, same applies for cleanse


    priest is a bit easier to play, mystic has only 1 movement skill, the shortes iframe and the lowest deffense, so basicly if you get in combat you have a hard time, he can shield 8k dmg with totem but it only lasts for 3s, priest has 1 iframe and 1 extra movement skill, he can shield 40k dmg for 10s


    self heal differs too, priest has skill that can crit around 40-45% hp, mystic can glyph motes to heal after cast and then he can eat it or cast thrall for more heal+cleanse... its more situational


    basicly you can't tell that any is better or worse, I know ppl who prefer priests for power buffs are better for some classes than crit aura, priest can be life saver for newbies for kaias but same can mystic coz those parties will be more spread and better lock on will be better than immersion


    imho nm darkuryon: mystic>priest, m is harder to play but shorter cd on evade was better there for fakeressing... sort of fixed with priest and t4 etchings, lets see how fast vshm will go (idk who said that bs here about troubles on mystic with fakress in vs, but it is no trouble for healers at all and takes none of your time, it is set to fakeress only every 90s so it's nothing you should worry about), speed aura can support in nnihilation


    nm darkan: priest > mystic, fixed in vs, but in sc you could get twice randomaggro and it usualy killed mystics lacking another movement skill, also in vs priest can help to skip some mechs with kaias, pull to safe zone etc.


    nm lackelith: ppl prefered mystics, priest required certain skill and coop of all party (fast geting souls, rg for immersion, push, wait for cleanse and dance x slack and eat mote), before evade revamp it was easier for rookies to cleanse boss with mystic (teleport forward and instant cast of regression) than with priest (turn screen to evade towards boss, lock and time properly counting with pleague cast delay), when you used to walk in, there was no need to consider here this mech


    nm lilith: I prefered priest, kaias to prevent push, easy pleague from safe-zone


    desolarus: I was it only with priest so I can't judge, it's easy dung, lets wait for vshm but I don't think any healer will have such an advantage to prevent the other one to get in as it was in rmhm


    in mass pvp I preffered priest as better hard heal but after valky patch the gap is smaller due to insane longshot stagger abbilites and allies canceling your immersion/cleanse/pleague or whatever and your team will lways look for having both p+m for all buffs


    1 more thing I guess noone mentioned, glyphs: as priest you will always struggle with glyph points, you will have your 5 slots full, I use different for CU, bgs (sometimes I modify even gridy and fwc), parties that need more mana, p+m runs, sometimes you will need more glyphs to keep yourself alive, to be able to tank some mechs (rly hate diing in hh coz tank missed 1 block etc) sometimes you won't and most important you get emfeebeling tn glyph at some low lwl
    as mystic you can have all pve glyphs you need and more, with 60p you could build universal pve+pvp build :D (no, chill, but you can get all pvp glyphs you could use in 1 set too) but emfeebeling volley of courses was quite rare as I remember and I had problems to get glyph to ress with full hp too