#21
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Quote:
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Shamwowi Wipesalot (60 SHM) | Bazgek Bonebreaker (60 SK) | Sznake Pliszken (52 MNK) | Laanfear (30 ENC)
Do you have questions about Shaman races? Read my guide: https://wiki.project1999.com/Shamwow...man_Race_Guide Want to see Shaman videos? Check out my youtube channel: https://www.youtube.com/channel/UCFU...zEFJVBIH3-jUog | |||
#22
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#23
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Ah well … ok so no threat generated but the bit on runes as it relates to ac still holds. Ac and rune are separate factors. Higher ac and innate mitigation means the rune should last longer.
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#24
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I’ve got a runed blade on my green warrior and with evasive running you can really take a beating while wielding that weapon.
It is a bit frustrating how P1999 will nerf an entire line of spells (life tap, rune) on account of a couple of items (lynuga’s ruby earring, blade stopper) being used differently to live. I feel bad for SKs - its a double nerf on them from 1-60 on account of a couple of raid toons.
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Gorgen (Blue) - Agnostic Troll Warrior of the XXXI Dung | ||
#25
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Yeah the nerfs really suck. They really make SKs useless in raids. They should undo the nerf and remove the click from Lynugas earring. People don't really use it anyway since it can't be recharged.
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Shamwowi Wipesalot (60 SHM) | Bazgek Bonebreaker (60 SK) | Sznake Pliszken (52 MNK) | Laanfear (30 ENC)
Do you have questions about Shaman races? Read my guide: https://wiki.project1999.com/Shamwow...man_Race_Guide Want to see Shaman videos? Check out my youtube channel: https://www.youtube.com/channel/UCFU...zEFJVBIH3-jUog | ||
#26
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Yeah I rocked a Vyemm whip on my war all the way to 60 anytime I was in a duo / trio. Rune 4 proc is incredible. I was able to easily duo w/ clerics and druids using a truncheon for slow proc then swapping to rune whip / dagarns tail.
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#27
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I imagine it’s still good for duos and trios. The threat loss probably isn’t a big deal in those circumstances and you still get a sweet ass rune.
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#29
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The Bladestopper nerf went to far - This was meant to be the ultimate defensive item for vanilla warriors, helping them keep the attention of their enemy while massively reducing their intake of damage. The nerf to rune goes entirely against the spirit of the item, as well as nerfing warriors using the characterful weapons we mentioned previously while also buffing enchanters by reducing the aggro they draw (making VS and Nortlav fights trivial for aggro management). Recharging is an emergent strategy, it doesn't seem like it was intentionally planned - just a way to minimise book keeping for vendors. It seems like vendor (exploit?) recharges have a history of being disruptive for how the staff feels the raid scene should operate. I suggest that we need to find a new way to reduce the impact of charged items. Blanket nerfing/buffing life taps and runes is not the way. Why mess up a whole bunch of spells and items on account of just a couple exploitable items? Raiders will keep finding new charged items to exploit each time the ideal item / spell type gets nerfed. Remove vendor recharging from the game. Sell a charged item to a vendor - it loses all its charges. Something like that. IDK. Enough with the unclassic collateral nerfs and buffs. I spent 2 hours healing with a rune on an enchanter yesterday and did it in perfect safety. NOT CLASSIC.
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Gorgen (Blue) - Agnostic Troll Warrior of the XXXI Dung | |||
#30
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It’s obvious that the problem was item recharges. I just wish they would disable it fully.
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