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    Dreamthief

    @Dreamthief

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    Best posts made by Dreamthief

    • RE: Bloodsail captain - Deflection

      @Ironcloak
      The bloodsail captain RE seems to lean heavily towards parry as the main focus with the 20% agility conversion to parry rating. And it works nicely with the Matched blows RE for swashbuckling. The image behind this RE is of an epic sea captain deflecting every single blow that comes their way.

      Right now I run with Matched blows, emanating light, and Ghostly strike/earthborer acid.

      How does In the zone scale? It doesn't really mention how much damage the bubble can eat. Is it just however much damage is dealt via unfair advantage? That would be noticeably lower when using a 1h vs 2h weapon.

      I realize there are other RE's out there, but those RE's are available to all tanks. (I also don't want to dump 2 talent points into what is essentially a talent to increase damage unless its really great)

      Ghostly Strike adds 10% to dodge when used, or parry if you're using a 2h weapon. 10% bonus parry would be much more useful than 10% dodge. Especially when paired up with the deflection capstone (which i dont believe should be limited to 2h weapons either).

      Now, perhaps the 33% of parry chance reduction on direct spell damage combined with the 8% from flurry of blows would be OP. Fair, but that 8% is static while the deflection talent scales with gear.

      Also, considering that shield tanks can use abilities like spell reflection and the shield cover talents to boost their spell mitigation by 30%. I dont think having 15% ish from gear is unbalanced.

      @WiliemDemon
      Honestly, i think most would choose parry, since in pvp, overpower makes having more dodge a liability. and tanks that would use it are either parry focused with 2h or swashbuckling, or are bears and unable to use ghostly strike in their forms.

      posted in Suggestions
      D
      Dreamthief
    • Add Talent point + Ability gem count to the website build calculator

      Please add a tally for talent points, required level, and ability gems to the build calculator for ease of use.

      Its frustrating to make a perfect build using the calculator, only to get into game and find out too many blue ability gems were used in the build.

      Or to be assigning talent points and then having to back track and unassign some because you didnt realize how close you were to the cap as you're building.

      A simple tally up top next to the class icons would resolve these issues.

      posted in Suggestions
      D
      Dreamthief
    • Please add a toggle to disable auto-removal of unknown spells from the action bar

      I play a bloodsail captain tank which requires swashbuckling in order to activate. So, whenever i equip my fishing rod, the WRE is deactivated. Which is fine, BUT every time I do so, all the modified abilities (panache, flurry of blows, etc) are unlearned and revert to their base abilities. This results in my macros being removed from my action bars. So, every time I fish, or save a new weapon skin, I have to re-add my macro's back onto my action bars.

      Please either add a toggle option to disable this feature, or remove it all together.

      posted in Suggestions
      D
      Dreamthief

    Latest posts made by Dreamthief

    • Add Talent point + Ability gem count to the website build calculator

      Please add a tally for talent points, required level, and ability gems to the build calculator for ease of use.

      Its frustrating to make a perfect build using the calculator, only to get into game and find out too many blue ability gems were used in the build.

      Or to be assigning talent points and then having to back track and unassign some because you didnt realize how close you were to the cap as you're building.

      A simple tally up top next to the class icons would resolve these issues.

      posted in Suggestions
      D
      Dreamthief
    • Please add a toggle to disable auto-removal of unknown spells from the action bar

      I play a bloodsail captain tank which requires swashbuckling in order to activate. So, whenever i equip my fishing rod, the WRE is deactivated. Which is fine, BUT every time I do so, all the modified abilities (panache, flurry of blows, etc) are unlearned and revert to their base abilities. This results in my macros being removed from my action bars. So, every time I fish, or save a new weapon skin, I have to re-add my macro's back onto my action bars.

      Please either add a toggle option to disable this feature, or remove it all together.

      posted in Suggestions
      D
      Dreamthief
    • RE: Bloodsail captain - Deflection

      @Ironcloak
      I've been doing pure agi at the moment because extra agility adds armour on its own, as well as dodge and parry which this RE focuses on. Parry blocks an entire attack, while armour just reduces the damage of those that get through. Which would make dodge/parry tanks quite spiky damage wise if not for the stagger talent.

      In terms of having excess mana. I generally find I have to depend on sanctuary, just to keep it up on trash pulls due to using consecrate and frost shock.

      The benefit of the deflection talent is that it happens passively. If i was wielding a 2h weapon and all the rest of my gear was the same, i would have 30% parry which would convert to 10% spell damage reduction when ghostly strike is up (which is not hard to maintain with the ghostly blow RE) Vs an 8% that must be activated and consumes combo points and energy that may be better used on panache to reduce stagger damage. and yes, flurry does not require talent points, but you have to take deflection anyways because 1% parry, stamina, and crit resistance is hard to ignore.

      Flurry of blows is situationally useful. I see it as similar to shield wall, or spell reflect. The added melee haste, although a nice flavour addition, and a bit more damage, doesn't really do much aside from its situational spell mitigation bonus.

      posted in Suggestions
      D
      Dreamthief
    • RE: Profesions

      @Maxar93

      A profession based set of RE's would be interesting. One would be required to have the profession and at a certain level and then the trainer would give a quest to unlock that specific RE. And the RE itself would require the player to have that profession as one of their professions to be active.

      posted in Suggestions
      D
      Dreamthief
    • RE: Bloodsail captain - Deflection

      @Ironcloak
      The bloodsail captain RE seems to lean heavily towards parry as the main focus with the 20% agility conversion to parry rating. And it works nicely with the Matched blows RE for swashbuckling. The image behind this RE is of an epic sea captain deflecting every single blow that comes their way.

      Right now I run with Matched blows, emanating light, and Ghostly strike/earthborer acid.

      How does In the zone scale? It doesn't really mention how much damage the bubble can eat. Is it just however much damage is dealt via unfair advantage? That would be noticeably lower when using a 1h vs 2h weapon.

      I realize there are other RE's out there, but those RE's are available to all tanks. (I also don't want to dump 2 talent points into what is essentially a talent to increase damage unless its really great)

      Ghostly Strike adds 10% to dodge when used, or parry if you're using a 2h weapon. 10% bonus parry would be much more useful than 10% dodge. Especially when paired up with the deflection capstone (which i dont believe should be limited to 2h weapons either).

      Now, perhaps the 33% of parry chance reduction on direct spell damage combined with the 8% from flurry of blows would be OP. Fair, but that 8% is static while the deflection talent scales with gear.

      Also, considering that shield tanks can use abilities like spell reflection and the shield cover talents to boost their spell mitigation by 30%. I dont think having 15% ish from gear is unbalanced.

      @WiliemDemon
      Honestly, i think most would choose parry, since in pvp, overpower makes having more dodge a liability. and tanks that would use it are either parry focused with 2h or swashbuckling, or are bears and unable to use ghostly strike in their forms.

      posted in Suggestions
      D
      Dreamthief
    • RE: Bloodsail captain - Deflection

      While I'm at it, other "2h only" parry abilities should also be looked at, like ghostly strike. They're important for a proper parry/dodge build.

      posted in Suggestions
      D
      Dreamthief
    • Bloodsail captain - Deflection

      Based on the description, bloodsail captain does not benefit from the capstone of deflection for direct damage spells (as they do not wield 2h weapons). Now granted, blurred blade provides 8% magic mitigation but, could this be changed to include any single weapon user so that Bloodsail tanks could also benefit from it?

      posted in Suggestions
      D
      Dreamthief
    • Bloodsail Captain "Swagger"

      Please make a small change to Bloodsail Captian to apply "Swagger" instead of "Stagger". That is all.

      posted in Suggestions
      D
      Dreamthief