Continued input from topic https://forums.warpp...m-930-101-2015/
refer here for current information unless posted other wise.
Well, with the recent implementation of the Imbuement scrolls for Weapons + Armors [despite being bugged and incredibly confusing to use in that state], things have drastically improved.
Things that have improved:
Being able to outfit yourself in preparation for a Dungeon is a major bonus and adds a level of complexity that I personally enjoy. Even though with this patch version things are buggy due to the improper listing + placement of the Imbuements, the functionality of them is quite rewarding when used properly, and a drawback when used improperly. Although, this time around the drawback isn't a punishment, rather an encouragement to use the proper set up.
One thing is, things seem to have changed, some elements don't seem to function as the chart I personally have list. That or non-elemental skills aren't always taking Imbuement of the Weapons into account, as a number of times here and there I'm still seeing 'Immune' when my enchantment should be causing those (basic) skills to be using a strong effect Imbuement. This might need some investigating, or the confusion of the placement of Imbuements is just cause issues itself.
Something that is still bothering me quite heavily is the Mages very limited selection of Elemental Damage options when compared to every other class.
In the long run here's the break down.
Knights + Champions = support for all 9 types of damage.
Artisans and Bourgeois = support for all 9 types of damage AND Elemental ammo to further customization.
Raider and Scouts = support for all 9 types of damage, and Scouts Elemental ammo to further options as well.
Clerics = support for all 9 types of damage.
Mages = support for only 5 [basic, fire, wind, water, sorcery]
*I'm only listing 'basic' out of triviality, as it's only generated from melee attacking which a Mage has absolutely no gearing support or passive support in PvM for this action. In reality it shouldn't be on the list but it 'technically' exists.
I have several suggestions to fix this limitation, but my top 2 are
Unique Mage spells with the missing Elements.
or, some spells in the current tree are made 'basic' magic attacks, to allow the weapon Imbuement to shine through.
Both present challenges to address.
New Unique spells might cause SP issues, but the current system already requires re-allocation of SP, so the change being made now is better than later.
Changing some of the current Mage spells to a (basic/non elemental) tag, means some minor tweaking to their Mastery Proc percentages.
Both are relatively easy to address, but would need to be addressed regardless.
Now, here's what we tested.
Keep in mind we do these Dungeons on the daily several times over, we know our drills.
Knight + Mage w/ Cleric buffs [previously +64's]
CoU = Good stable run, Modest time for only 2 person run. Difficulty: Easy
HoO = FINALLY, this dungeon is at that level of difficulty that is do-able, without being a push over. Difficulty: Med/hard [perfect]
SoD = Wow, without access to our normal team I'd forgotten the power of this Dungeon. However, we still finished it without whiping. Difficulty: Hard [same as live server]
SC = Unable to test due to a .ZON open error, estimation is with 2 people it will be difficult to finish all 3 due to the layout requiring 3 active DPS at the Gloopy Room.
Over-all, we figured out we needed at least 2 armor sets each in order for our characters to be able to perform in all Dungeons without facing too heavily dampened damage or taking too much damage. [Although with the limitation to elements my mage did face many situations where I just had to deal with being a push over].
Status effects + Cooldown Adjustment:
Still providing a very good status down influence without being dominating. The newly revamped skill cool downs are also much much better. It accomplishes what I'm assuming the staff had intended [more intelligent usage of skills and cooldowns] without completely breaking skill classes and Proc'd Passives. My Verdict on this system at the moment is very good, not perfect, but darn close.
Over-all I'm starting to get down to my last few issues with this update, compared to the first few patches that were nearly un-playable for PvM Players, which is a good thing. If the above listed issues were fixed or adjusted I feel this update to be a solid and strong patch that will dynamically influence PvM for the better.
I'll start working on the beta tester reward here in a few moments.
Edited by Feuer, 04 October 2015 - 05:37 AM.