Was it a 60% reduction like they did on Live back in the day?
alusnova415 wrote: ↑Thu 6 Sep 2018 4:55 AMI 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
Waygone wrote: ↑Thu 6 Sep 2018 6:26 AMalusnova415 wrote: ↑Thu 6 Sep 2018 4:55 AMI 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
Waygone wrote: ↑Fri 7 Sep 2018 3:57 AMActually, 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..
Pretissimo wrote: ↑Fri 7 Sep 2018 10:48 AMWaygone wrote: ↑Fri 7 Sep 2018 3:57 AMActually, 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.
MacPrior wrote: ↑Fri 7 Sep 2018 12:36 PMPretissimo wrote: ↑Fri 7 Sep 2018 10:48 AMWaygone wrote: ↑Fri 7 Sep 2018 3:57 AMActually, 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.
Thinal wrote: ↑Fri 7 Sep 2018 3:14 PMThe 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.
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