[SH] Discussing the new changes

Discuss Black Orc, Squig Herder, Choppa, and Shaman.
Forum rules
Before posting in this forum, please read the Terms of Use.

Optional: Start your topic title with your class in brackets (e.g., [Shaman]). It helps others find your post faster.
User avatar
Fallenkezef
Posts: 1492

Re: [SH] Discussing the new changes

Post#11 » Sat Jul 07, 2018 2:14 pm

Foomy44 wrote: Sat Jul 07, 2018 1:34 pm
nat3s wrote: Sat Jul 07, 2018 12:49 pm Changes feel good, we hit hard, mobility is great and I like the look and feel of a melee SH. I was hoping we'd be brought up to Guardian WL in terms of burst and i still fee squishier than a WL, but really cant complain.

Be interested to see a SH vs WL 1v1 duel post-changes!
I've beat a few guardians 1v1 but I'm really tanky so they were stupid long fights and if they choose to flee I don't think there's any way I can catch them if they have M1 root. Very satisfying watching them run away from a 1v1 with a SH though. None of them killed my pet at any point either, I imagine that would have helped. They also weren't RR70 with LF + armor debuff spec.
You'd think that someone who's spec relied on their pet would realise the same and target the squig.
Alea iacta est

Ads
User avatar
Ryzom
Posts: 234

Re: [SH] Discussing the new changes

Post#12 » Sat Jul 07, 2018 2:38 pm

Now w e have only sh on sc and we can do anything thx ;)
Ni dieu ni maître

Foomy44
Posts: 572

Re: [SH] Discussing the new changes

Post#13 » Sat Jul 07, 2018 2:41 pm

Spoiler:
Fallenkezef wrote: Sat Jul 07, 2018 2:14 pm
Foomy44 wrote: Sat Jul 07, 2018 1:34 pm
nat3s wrote: Sat Jul 07, 2018 12:49 pm Changes feel good, we hit hard, mobility is great and I like the look and feel of a melee SH. I was hoping we'd be brought up to Guardian WL in terms of burst and i still fee squishier than a WL, but really cant complain.

Be interested to see a SH vs WL 1v1 duel post-changes!
I've beat a few guardians 1v1 but I'm really tanky so they were stupid long fights and if they choose to flee I don't think there's any way I can catch them if they have M1 root. Very satisfying watching them run away from a 1v1 with a SH though. None of them killed my pet at any point either, I imagine that would have helped. They also weren't RR70 with LF + armor debuff spec.
You'd think that someone who's spec relied on their pet would realise the same and target the squig.
Agreed, in one fight I killed his twice, both times he tried to run away while I wailed on him nonstop (no CD pounce, he couldnt run) then when he got cat back up he'd turn to try to kill me again while I drop the cat, my pet never got scratched. Though to be fair, I dueled Torque's beastmaster on my guardian WL once and I ignored his pet too long while he totaled mine and won the fight 8-(
Takes time to adjust, they'll learn.
Destro: Chompy, ShroomStew, TrollBlood, DoomBeast, DoomDoctor, DoomDisk, Doomshadow, FunkFoot, Bloodwell
Order: Stormwall, Mistfall, CatNap, BoomRune, Bangman

Aebel
Posts: 157

Re: [SH] Discussing the new changes

Post#14 » Sat Jul 07, 2018 4:33 pm

I was excited for the changes because I had just started a SH when they were announced, but then I realized they changed Bad Gas and the replacement ability required you to be in squig armor. I wanted to play the class for its utility and I've been told Bad Gas was a big piece of that but I see it being way tougher to use now. I'll wait to see how it plays out, but I put aside my SH for now

User avatar
Hargrim
Former Staff
Posts: 2465

Re: [SH] Discussing the new changes

Post#15 » Sat Jul 07, 2018 4:48 pm

Aebel wrote: Sat Jul 07, 2018 4:33 pm I was excited for the changes because I had just started a SH when they were announced, but then I realized they changed Bad Gas and the replacement ability required you to be in squig armor. I wanted to play the class for its utility and I've been told Bad Gas was a big piece of that but I see it being way tougher to use now. I'll wait to see how it plays out, but I put aside my SH for now

That's the kind of testers we need. Thanks!
Image

Drix
Posts: 14

Re: [SH] Discussing the new changes

Post#16 » Sat Jul 07, 2018 5:25 pm

I have also noticed the ability Outta My Way! is often unable to activate.

Also, SC objectives are able to be held while in squig mount form.

Aebel
Posts: 157

Re: [SH] Discussing the new changes

Post#17 » Sat Jul 07, 2018 6:27 pm

Hargrim wrote: Sat Jul 07, 2018 4:48 pm
Aebel wrote: Sat Jul 07, 2018 4:33 pm I was excited for the changes because I had just started a SH when they were announced, but then I realized they changed Bad Gas and the replacement ability required you to be in squig armor. I wanted to play the class for its utility and I've been told Bad Gas was a big piece of that but I see it being way tougher to use now. I'll wait to see how it plays out, but I put aside my SH for now

That's the kind of testers we need. Thanks!
Sorry man, I'm fairly new to the server and I keep forgetting that I'm technically an alpha tester. I'm pretty finicky about the classes I play and I love being the class that brings the utility to the group so I get scared when I see it being taken away. I'll try out the new build and report my feedback properly next time

User avatar
charlysixb
Posts: 357

Re: [SH] Discussing the new changes

Post#18 » Sat Jul 07, 2018 6:46 pm

Torquemadra wrote: Sat Jul 07, 2018 5:26 pm
Drix wrote: Sat Jul 07, 2018 5:25 pm I have also noticed the ability Outta My Way! is often unable to activate.

Also, SC objectives are able to be held while in squig mount form.
Dont know whats going on with outta my way, please keep eye out for catalysts

SC thing being looked at
I've been running like 10minutes in caledor with outta my way unable to being activate, there's something that bugs it but not sure yet what is causing it. Turning off SA and gettin' back to it fixed the problem.
The damage is not that horrible how people saying, having a tank debuffing armor helps a lot. I like the synergy with BO cos the armor debuff and corporal debuff.
I dont know others but i was tired of running over and over with same spec for sooo long and i think this changes open a whole level of diversity with squig herders and playstyle. You can build your squig super defftard, well-round balanced or full dps squiggy, play with hybrid specs, full stab or only spec pounce for gap closer.
There're people complaining already and the changes havent been out for 24 hours ( its amazing how some people can get those
conclusions so fast ).
For me the testing just have beggining.
Peckman And Chifli's


Gobboz Night Fever

Ads
User avatar
catholicism198
Posts: 1092

Re: [SH] Discussing the new changes

Post#19 » Sat Jul 07, 2018 7:14 pm

They're interesting but...
The main issue is the lack of synergy with other mastery paths. Once you get everything you need from Stabbin', you're left with extra points that you can toss anywhere, or not, and it won't make a difference because you can't use any of the other abilities while in squig armour.
Making "Run Away!" usable while in SA would make spending points outside of Stabbin' meaningful and will also help with another issue- help close the gap between the squig and the enemy after using Squig Leap.

As far as the Indigestion and Bad Gas change... it's harder to effectively apply the ailment to the correct target(s) since everyone is always moving and it's now a cone instead of a full circle around the squig. Ideally you'd want to leap into the back line and pop it on the healers but they don't stand in one place like npcs so it's harder to apply it.


What has your damage been like so far? Mine is ****, but it's always been **** on my Squig.

Foomy44
Posts: 572

Re: [SH] Discussing the new changes

Post#20 » Sun Jul 08, 2018 1:21 am

catholicism198 wrote: Sat Jul 07, 2018 7:14 pm They're interesting but...
The main issue is the lack of synergy with other mastery paths. Once you get everything you need from Stabbin', you're left with extra points that you can toss anywhere, or not, and it won't make a difference because you can't use any of the other abilities while in squig armour.
Making "Run Away!" usable while in SA would make spending points outside of Stabbin' meaningful and will also help with another issue- help close the gap between the squig and the enemy after using Squig Leap.

As far as the Indigestion and Bad Gas change... it's harder to effectively apply the ailment to the correct target(s) since everyone is always moving and it's now a cone instead of a full circle around the squig. Ideally you'd want to leap into the back line and pop it on the healers but they don't stand in one place like npcs so it's harder to apply it.


What has your damage been like so far? Mine is ****, but it's always been **** on my Squig.
Run Away! is a bit of a pain to pull off but honestly feels kinda balanced to me, we got a pounce, a charge, and Run Away! tactic all working while we are in SA, having to plan a way to drop it effectively for another MS boost doesn't seem that harsh really. I have been using it plenty either by casting it preemptively when SA isn't on CD to initiate, switching out of SA after pouncing a runner and using ranged snare to get myself ahead of him so when SA is back up he is mine, or just as a flee after Kaboom that lets me keep dpsing and snaring while running away. Not being able to auto catch anyone you pounce is certainly different than WL but we still have options to make it work. I don't think the devs intention was that we literally ignore every ability that doesn't works in SA, gobbo form is still there and we are technically a ranged class, I still kite melee to death occasionally in my tank setup and it works just fine. With the amount of buffing we just got I find it hard to justify asking for this one right now, especially since our range spec lost using Bad Gas/Indigestion as a gobbo under similar logic.

Real Bad Gas was a noticeable DPS increase for me, think it about doubles my AoE damage when using it before Big Bouncing. Indigestion is harder to pull off and the range is smaller than before I believe, but it's also one of the strongest debuffs in the game and I think factoring in pounce means it's actually easier to use now than prepatch so pretty understandable.

My damage is still crap but that's what I build for, it's definitely less crappy than prepatch. My tankyness is exactly where I was hoping it would be, if I do stupid stuff I still die pretty fast (I've been doing a lot of stupid stuff since patch to test this) but I'm no longer forced to auto run away anytime I see a WL on the horizon which is really the main thing I was hoping for out of this patch.
Destro: Chompy, ShroomStew, TrollBlood, DoomBeast, DoomDoctor, DoomDisk, Doomshadow, FunkFoot, Bloodwell
Order: Stormwall, Mistfall, CatNap, BoomRune, Bangman

Who is online

Users browsing this forum: No registered users and 14 guests