How much were the Animist FnF turrets' hp reduced?

Started 6 Sep 2018
by Zansobar
in Ask the Team
Was it a 60% reduction like they did on Live back in the day?
Thu 6 Sep 2018 4:53 AM by Maxim
Yes - not exactly 60% since our formulas are slightly different for HP but around that range. People should no longer go OOP trying to nuke down one animist shroom
Thu 6 Sep 2018 4:55 AM by alusnova415
I don't mind the hp nerf to the fnf turrets (I'm hearing they are down to 400hp) but the agro transfer is what needs to be looked at, that is a pve mechanic that does not affect pvp at all now the main pet dies almost instant so he either needs to be buffed or remove the aggro transfer.

Please test this further , thanks
Thu 6 Sep 2018 6:26 AM by Waygone
alusnova415 wrote:
Thu 6 Sep 2018 4:55 AM
I don't mind the hp nerf to the fnf turrets (I'm hearing they are down to 400hp) but the agro transfer is what needs to be looked at, that is a pve mechanic that does not affect pvp at all now the main pet dies almost instant so he either needs to be buffed or remove the aggro transfer.

Please test this further , thanks

Exactly this..
Main pet gets agro on EVERY mob pulled. Usually dies after 3 OJs even with some heals, which drain power and are quite weak
Thu 6 Sep 2018 7:00 AM by MacPrior
Waygone wrote:
Thu 6 Sep 2018 6:26 AM
alusnova415 wrote:
Thu 6 Sep 2018 4:55 AM
I don't mind the hp nerf to the fnf turrets (I'm hearing they are down to 400hp) but the agro transfer is what needs to be looked at, that is a pve mechanic that does not affect pvp at all now the main pet dies almost instant so he either needs to be buffed or remove the aggro transfer.

Please test this further , thanks

Exactly this..
Main pet gets agro on EVERY mob pulled. Usually dies after 3 OJs even with some heals, which drain power and are quite weak

So?
Even after 3 Ojs?
Even with SOME heals?
Then tell me what pet across all 3 realms doesn't dies in such situation? But the Animist has additional plenty of damage pets additional in this area.
Thu 6 Sep 2018 7:10 AM by Druth
Imo, seems to me like this might be super powerful with a druid/bard/menta duoing with the animist.

Main pet+turrets and the healers can heal main pet with no risk of agro since the other turrets will generate huge amounts of agro.
Pbaoe on main pet. Sounds like a slaughter.

But could be wrong.
Fri 7 Sep 2018 3:57 AM by Waygone
Actually, with the second nerf in the last 3 days, (5 second cast time on ALL turret pets) Animist struggle to be as viable in pve as well as pvp. It now takes almost a full minute to get a decent amount of turrets to farm. With agro going straight to the main pet in pve. I'd love to see Thurgs roll with a 5 second cast time on pets.. I dunno, maybe that's the plan. Gimping pet classes (except necro) We will see..
Fri 7 Sep 2018 5:27 AM by Uthred
The 5 second casttime is not a nerf but a correction. Before the casttime was wrong implemented and too fast (between 2 and 3,5 secs).
Fri 7 Sep 2018 10:48 AM by Pretissimo
Waygone wrote:
Fri 7 Sep 2018 3:57 AM
Actually, with the second nerf in the last 3 days, (5 second cast time on ALL turret pets) Animist struggle to be as viable in pve as well as pvp. It now takes almost a full minute to get a decent amount of turrets to farm. With agro going straight to the main pet in pve. I'd love to see Thurgs roll with a 5 second cast time on pets.. I dunno, maybe that's the plan. Gimping pet classes (except necro) We will see..

I fully agree.

A Guildmate wanted to play with animist after beta and the last nerfs with max. amount of shrooms in zone + dmg and hp reduction he could handle. But now with this 5 s cast time per shroom (what cannot be reduced by cast speed or dex) it is very frustrating for him in rvr and makes no sense for him anymore to play that char.

I dont get the reason.... it is that difficult in 8vs8 to kill some shrooms with 400hp or to cc them? And by keep / zerg fights there is already a shroom cap per zone to limit the influence from animists.

Please admins rethink that cast time and make animist viable for group fights.
Fri 7 Sep 2018 12:36 PM by MacPrior
Pretissimo wrote:
Fri 7 Sep 2018 10:48 AM
Waygone wrote:
Fri 7 Sep 2018 3:57 AM
Actually, with the second nerf in the last 3 days, (5 second cast time on ALL turret pets) Animist struggle to be as viable in pve as well as pvp. It now takes almost a full minute to get a decent amount of turrets to farm. With agro going straight to the main pet in pve. I'd love to see Thurgs roll with a 5 second cast time on pets.. I dunno, maybe that's the plan. Gimping pet classes (except necro) We will see..

I fully agree.

A Guildmate wanted to play with animist after beta and the last nerfs with max. amount of shrooms in zone + dmg and hp reduction he could handle. But now with this 5 s cast time per shroom (what cannot be reduced by cast speed or dex) it is very frustrating for him in rvr and makes no sense for him anymore to play that char.

I dont get the reason.... it is that difficult in 8vs8 to kill some shrooms with 400hp or to cc them? And by keep / zerg fights there is already a shroom cap per zone to limit the influence from animists.

Please admins rethink that cast time and make animist viable for group fights.

Tell your friend, he has to learn to play an Animinst in RvR. I ve had rr 9 Ani at life in Arboreal skill and yes, with 5 sec cast time for mushrooms and could tell you, Animist is also without shrooms an amazing caster. I ve used shrooms mostly in keep fights. For open field are lifeleech, root, debuf and bombers - more then enough of abilities to be a valuable group member.
Fri 7 Sep 2018 1:59 PM by Waygone
Thanks for the clarification Uthred. Honestly, the 5 second cast time on shrooms just hit hard because of the HP nerf from a couple of days ago. And the hit point nerf wasn't even a big deal. I agree they were too tanky for fnf pets. What bothers me in pve is the instant agro generated by the fnf turrets. All this agro seems to go straight to the main pet. The main pet, being quite squishy, usually dies really quick to even 3-4 blues despite healing attempts. It doesn't even seem like secondary pets receive any agro currently. Can you confirm if this is working as intended?
Thanks for your time.
Fri 7 Sep 2018 2:29 PM by Pretissimo
MacPrior wrote:
Fri 7 Sep 2018 12:36 PM
Pretissimo wrote:
Fri 7 Sep 2018 10:48 AM
Waygone wrote:
Fri 7 Sep 2018 3:57 AM
Actually, with the second nerf in the last 3 days, (5 second cast time on ALL turret pets) Animist struggle to be as viable in pve as well as pvp. It now takes almost a full minute to get a decent amount of turrets to farm. With agro going straight to the main pet in pve. I'd love to see Thurgs roll with a 5 second cast time on pets.. I dunno, maybe that's the plan. Gimping pet classes (except necro) We will see..

I fully agree.

A Guildmate wanted to play with animist after beta and the last nerfs with max. amount of shrooms in zone + dmg and hp reduction he could handle. But now with this 5 s cast time per shroom (what cannot be reduced by cast speed or dex) it is very frustrating for him in rvr and makes no sense for him anymore to play that char.

I dont get the reason.... it is that difficult in 8vs8 to kill some shrooms with 400hp or to cc them? And by keep / zerg fights there is already a shroom cap per zone to limit the influence from animists.

Please admins rethink that cast time and make animist viable for group fights.

Tell your friend, he has to learn to play an Animinst in RvR. I ve had rr 9 Ani at life in Arboreal skill and yes, with 5 sec cast time for mushrooms and could tell you, Animist is also without shrooms an amazing caster. I ve used shrooms mostly in keep fights. For open field are lifeleech, root, debuf and bombers - more then enough of abilities to be a valuable group member.

Ok, i will let him know has to learn to play... thanks for the advice! ;-)

Root, Debuff and Bombers is clear but anyway it is very annoying and if i remember right it is not like what we had back in 1.65 that he need 10 s for 2 shrooms. Maybe the admins can consider that master of art and/or dex could reduce the cast time.
Fri 7 Sep 2018 3:14 PM by Thinal
The aggro->controlled is a function of distance. the cutoff is about 700 units between FnFs and controlled. (Distance to the target is not a factor.) At /groundset 650, the FnFs go ping ping ping as the target hoofs right by them to beeline to the main. At /groundset 750, it's the sweet spot where the controlled can auto-aggro MOBs around the FnFs, but will only draw their aggro when it outperforms the FnFs on damage.

This leads to some interesting patterns. As mentioned, a pile-on of the controlled can kill it quickly, so drawing massive aggro on it has to be controlled with heals and AOE. Arb AOEs will draw them onto you, but Verdant will keep them focused on the controlled while you nuke away. This was a definite boost for verds in PvE, who had trouble before in getting sufficient aggro onto their controlled with its weak-ass taunts and ADD behavior to make the PBAOEs in any way efficient. They'll also have much better variance on the heals.

On the other hand, putting FnFs just outside the auto-transfer barrier allows the controlled to pick off targets from the FnF pile. The danger is that when a targeted FnF dies or expires, the MOB will turn to the animist. This becomes an exercise in transferring aggro back to one of the pets or piling on enough damage to kill it quickly when this happens.

Which strategy is more effective depends on the camp. Low-level targets can be obliterated with a huge stack of FnFs, heals, and verdant PBAOEs. Spacing the turrets outside the auto-transfer range can be beneficial for tougher yellow-oj targets, and better for arboreal.

I see definite potential for abuse here. This is a low-risk method to draw aggro to a central location, The verdant can kill massive numbers of critters quickly while never drawing personal aggro as long as he keeps his controlled alive. I went testing some strategies on a level 40 against a moderate green/blue camp and even without a cohesive strategy got a few bubbles and impressive cash farming within a very short period of time, much faster than OJ targets for my other 40s.
Sun 9 Sep 2018 4:28 AM by Waygone
Thinal wrote:
Fri 7 Sep 2018 3:14 PM
The aggro->controlled is a function of distance. the cutoff is about 700 units between FnFs and controlled. (Distance to the target is not a factor.) At /groundset 650, the FnFs go ping ping ping as the target hoofs right by them to beeline to the main. At /groundset 750, it's the sweet spot where the controlled can auto-aggro MOBs around the FnFs, but will only draw their aggro when it outperforms the FnFs on damage.

This leads to some interesting patterns. As mentioned, a pile-on of the controlled can kill it quickly, so drawing massive aggro on it has to be controlled with heals and AOE. Arb AOEs will draw them onto you, but Verdant will keep them focused on the controlled while you nuke away. This was a definite boost for verds in PvE, who had trouble before in getting sufficient aggro onto their controlled with its weak-ass taunts and ADD behavior to make the PBAOEs in any way efficient. They'll also have much better variance on the heals.

On the other hand, putting FnFs just outside the auto-transfer barrier allows the controlled to pick off targets from the FnF pile. The danger is that when a targeted FnF dies or expires, the MOB will turn to the animist. This becomes an exercise in transferring aggro back to one of the pets or piling on enough damage to kill it quickly when this happens.

Which strategy is more effective depends on the camp. Low-level targets can be obliterated with a huge stack of FnFs, heals, and verdant PBAOEs. Spacing the turrets outside the auto-transfer range can be beneficial for tougher yellow-oj targets, and better for arboreal.

I see definite potential for abuse here. This is a low-risk method to draw aggro to a central location, The verdant can kill massive numbers of critters quickly while never drawing personal aggro as long as he keeps his controlled alive. I went testing some strategies on a level 40 against a moderate green/blue camp and even without a cohesive strategy got a few bubbles and impressive cash farming within a very short period of time, much faster than OJ targets for my other 40s.

This worked wonders. Thanks Thinal. Played around with the spacing and definitely found the sweet spot. The problem I see is that in a dungeon or other place with close mob agro this tactic would not work. It would be nice if the agro simply went to the fnf shroom until it died or the main pet took agro. It would seem that is how it should work anyway.
Thanks for the info
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