Wildstar Launch Thread - Server: Stormtalon | Faction: Dominion

Swagdaddy

There is a war going on over control of your mind
1,960
1,870
Yeah I'm doing the level 20 versions, and I believe whoever made the statement that I'm running with alts of people who know what they are doing because they tend to be guild premades when I use LFD?
 

chaos

Buzzfeed Editor
17,324
4,839
My stupid realization of the day? holy shit, there is a whole other zone with dailies in it... so yeah, up to beloved with dominion now. Man it has been so long since I played a game like this, I find myself missing pretty basic shit sometimes. When someone in game told me about the auto-bag sorting it was like a great burden had been lifted from me.
 

TheYanger

Bronze Knight of the Realm
264
30
Vanilla and BC had some really tough five mans. Just curious how it ranks with the harder vanilla, BC, and Wrath Heroic dungeons...
Harder. Not impossibly hard by any stretch, but there were very few 5 man bosses even in BC that ever took more than a couple attempts to nail down.

Swagdaddy is talking about the levelling level 20 dungeons, which are hard FOR THAT qualifier, but are obviously normal mode entry level dungeons, they're a lot lot lot harder than deadmines for instance, but they're not 'hard' for anything that isn't a pug.
 

Xevy

Log Wizard
8,879
4,096
Vanilla and BC had some really tough five mans. Just curious how it ranks with the harder vanilla, BC, and Wrath Heroic dungeons...
BC 1.0 Heroics were ass-beaters. I was a raiding warrior tank and I had to go DPS because I just couldn't tank shit over a bear-tank. That being said I'd say these veteran dungeons are harder than BC heroics by a bit. It varies from dungeon to dungeon/boss to boss. These are way fucking harder than Wrath Heroics. Those things were just dps races for the most part.

Storm Talon's first two bosses aren't hard once you learn all mechanics. The final boss is an asshole until you get mega dps/pro tank kiting.

Kel Voreth's first boss is one of the easiest there is. 2nd boss is maybe the hardest due to 5 phases and some RNG on certain things. Final boss is all about the interrupts and your DDR skills.

Skullcano first boss is interrupt fest, 2nd is DPS race (not even, we've done it without a healer), the obstacle courses are a dumby-check, the 4th boss is easy as long as you're not full melee, and the last boss. Well, there's at least 2 insta-gib mechanics. So he's probably one of the hardest bosses during the learning phase.

Swordmaiden is mostly about dodging red for all the bosses and for others interrupting quickly. The hardest part about this one is it's so long it can wear people down and their reflexes dull which they pay for later.

All the adventures are very easy, once you know the objectives for gold and the order in which things happen. Malgrave isn't 'hard' as much as it is arduous because it's so long and so much random shit can happen. Vigilance is best. War of the Wilds and Whitevale are like WoW dungeons. Except with less trash in Whitevale's case. Tempest Refuge is a DPS race unless you reset morale, and even then.

Basically knowing is more than half the battle for most shit, from there it's all about DPS interrupting/pre-avoiding telegraphs while doing heavy fucking dps. When I DPS (as a warrior) I'm usually #2/3 in my group. I'd get shit on more if the fact that I don't run 4 interrupts and survive every fucking boss and often duo/solo the last 10% of the boss on bad attempts.
 

Carl_sl

shitlord
634
0
3 max level questing zones I think? 2 current raids one having to be completed before the other, a third raid currently being tested on ptr for drop in the next month or two (not sure if its going to be that fast most havent even begun to clear the first raid), however many battlegrounds with another one being added in early august. veteran mode dungeons and adventures at max level as well as a new veteran dungeon on the ptr also to drop in the next month or two.
 

Slaythe

<Bronze Donator>
3,389
141
Been way too busy the past couple weeks to get much playtime in. Hoping to get back into the swing of things this week sometime.
 

Korrupt

Blackwing Lair Raider
4,832
1,228
Vanilla and BC had some really tough five mans. Just curious how it ranks with the harder vanilla, BC, and Wrath Heroic dungeons...
WS dungeons are second (imo) to only Rifts hard modes during Alpha, before the nerf as it went into early beta.
 

Gilgamel

A Man Chooses....
2,869
52
WS dungeons are certainly more tedious than Rift's were at launch. I dunno about harder. There isn't a single fight in the entirety of the veteran dungeons that felt as challenging as a couple of the end fights in Rift at launch. Maybe I'm misremembering, I dunno.
 

Szeth

Trakanon Raider
2,225
1,023
I fucking loved beginning rift dungeons... but I ran with a static group of between 8-10 players who knew what they were doing. Server firsts were common etc etc - in Wildstar I didn't roll with a guild, and basically feel no desire to struggle through people leaving after a wipe and shit.
 

Cantatus

Lord Nagafen Raider
1,437
79
Looks like they're mostlydropping the whole "stationary caster" thing for Espers:

Hello Espers, I wanted to take a minute and go over some of our plans for the Esper in the near future and beyond.

In the very near future:

? Soothe

o We are working to get a fix in as soon as possible to address the bug that is causing the telegraph to be ?stuck? on.

? Crush

o We are working to get a fix in as soon as possible to address the bug that is preventing the Animation and FX from playing.



In the not-so-distant future:

? Spectral Form

o This will become castable while moving

? Telekinetic Strike

o This will become castable while moving

o The Tier 8 bonus will only requires 3 Psi Charge stacks, down from 6

? Concentrated Blade

o The hit delay will be reduced to 3s, down from 4.4s (t0-t3) and 3.4s (t4+)

o The Tier 4 bonus will be changed to refund 2 charges per 10sec

? Blade Dance

o The channel time will be reduced to 2 seconds, down from 3 seconds

? Psychic Frenzy

o The initial cast GCD will be reduced to .75s, down from 1.25s

o The Tier 8 bonus will only requires 3 Psi Charge stacks, down from 6



What to expect after the above changes:

? As mentioned before, we have changes planned in the future to improve underused AMPs and Ability Tiers. These changes are a work in progress and I?d hate to mention something that we don?t end up delivering. As we get closer to these changes going live, I will update you with what you can expect (similarly to the changes mentioned above).

? While we are moving away from forcing Espers to be immobile casters, we do not want to completely kill the playstyle for players that enjoy the concept. In the future you can expect to see some AMPs and Ability tiers that will reward players based on the amount of time they spend stationary.
 

Cantatus

Lord Nagafen Raider
1,437
79
Incoming Medic changes:

DPS

Gamma Rays
Range will be increase to 20m from 17.5
Target count will be increased to 3 from 1
The T4 will reduce GR's cast time by .5 seconds each cast and will reset after every 3 casts (1.25 seconds, .75 seconds, .25 seconds)
The T8 will be updated so that having 1 or 2 beams miss or be deflected will still grant a chance to generate an Actuator
Quantum Cascade
The size of the second tick will be increased by 25% and the third/fourth ticks by 50%.
Atomize
This will become castable while casting other spells and will have a 100% chance to generate an Acuator.

Healer

Reboot AMP
This will be modified to trigger on targets below 30% Shield rather than with zero shield.
Dual Shock
Like Atomize this will also become castable while casting.


AoE Healing and Interrupt Armor

Specific portions of the Medic's AoE healing kit are currently over-turned and will be adjusted. Additionally, the durations of Interrupt Armor are going to be reduced across the board and the Medic will start to see these changes first.

And Warriors:

Warrior Tanks,


We have heard your complaints loud and clear and are working to resolve the issues you are facing. I wanted to drop in and give a quick update on Warrior Tanking changes that will be coming in the future, timeline TBD.


Tank

*Disclaimer: These changes are going through testing and may not make it to live exactly how we describe them here.


Menacing Strike
This will gain additional threat generation per tier. T8 will be changed to be less RNG but with a cooldown.
Jolt
This will be transitioned into a Kinetic Energy generator. It is likely that it will lose its charges and gain a straight cooldown. T8 will be re-designed to be focused on threat burst.
Plasma Wall
This will lose some mitigation to gain bonus threat. T8 will be re-designed to be focused on personal damage mitigation.
Atomic Spear
This will now also be triggered when the Warrior's attacks are deflected. Additionally this will be castable while casting Plasma Wall.
Bolstering Strike
The cooldown will be increased and healing will be increased so that this will be used for burst shield healing rather than having to spam it.
Polarity Field
This will gain additional threat per tier. T8 will be re-designed to increase the fields effectiveness on enemies who are taking damage from both fields.
Expulsion
Cooldown will be increased, will only cleanse 1 debuff but gain bonus threat. T4 will be changed to deal additional damage at higher energy levels.
Shield Burst
Replace Jolt as the Warrior's second Energy Restricted ability.
Energy Generation will be removed
Shield Healing will be removed
Cooldown will be reduced
Will no longer require the Warrior shield to be depleted to be used
Damage dealt will increase based on the Warrior's current shield level
Will gain bonus threat generation and bonus threat generation per tier
T4 will be re-designed to focus on threat generation.
T8 will be re-designed to debuff enemies and enhance the Warriors tanking abilities.
 

Rope

Silver Knight of the Realm
527
101
It's too bad that "coming in the future" is code for 3-4 months (if you are lucky).