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Everything posted by OniOfTheSword

  1. Mushin's 10-14

    Hmm, if you could mention what's causing you to lose dps, I might be able to help give you tips. At 50 HM5, this is a viable build to use for F14. I assumed the only HM skill you have is HM lightning draw. What ping do you play at?
  2. battleground is a silly mess

    If you're getting killed by a BM in battleground, 1v1, when you have 2 escapes(one of which puts you in stealth) and stealth through other means to stall for time, you're doing something terribly wrong, or have terribly low cdef, or both.
  3. Someone wanna bet me for this !

    Just have to deal with it (atleast the BM ones) until we get legendary soul shields and more gear. Then the focus will shift away from BMs and to some other class (thank the gods!).
  4. Nerf BM

    See, that's the thing. When a BM/KFM uses a threat skill, the boss thinks they're doing 2.5x the actual damage they're doing. This is stacked with some threat modified skills that makes it seem like they're doing way more. So if they hit for 5k, the boss thinks that they did 12.5k dps. A BM/KFM only needs to do half the damage(even slightly less than half is ok) any non-aggro class is doing to hold aggro comfortably. Even playing with high ping, decently geared/skilled BMs/KFMs should be able to achieve this. A KFM friend of mine playing with 200+ ping from South America easily holds aggro against FMs/Sins 100 AP above him, and I've consistently done so myself as a BM, since launch (although I do have much better ping than he does).
  5. Nerf BM

    You must have run with some terrible, I mean absolutely terrible BMs and KFMs then. A competent BM/KFM, even with 100-150 AP less than an FM can easily keep aggro. Even BMs pre-patch (speaking from experience). Yes, BMs seem broken at the moment cause of NA getting skill patches out of order. That's why you rarely see lightning BMs around, cause lightning BMs need the gear from future content to do as much dps as fire build. And other classes would be doing more than BMs by then. It's kind of sad, there are so many terrible FOTM BMs(with terrible arrogant/cocky attitudes) popping up cause of all these "hold RMB top dps" statements flying around. I can't wait for when we get future content and these FOTM BMs go back to playing their original mains. Forums can finally stop having QQ topics about BM and focus on QQing about other classes like it was before.
  6. Dragontongue REALLY SLOW on higher latencies

    It seems that most players with bad ping are seeing this issue. A few of my friends playing from other countries also have this issue. While it's easier to get 7 dragontongues in one tab now, it also seems to be more ping reliant than before, unfortunately.
  7. Need a rig update

    You might want to buy a CPU that has a higher single core clock frequency. BnS is definitely CPU heavy, and a CPU with a clock frequency of 3.5 GHz+ would definitely boost performance more than a top end /newest on the market graphics card would. I would suggest parts, but since I don't have an idea of what your budget is, I'm going to refrain from doing that.
  8. Desolate tomb question about '3'

    During the 2 person chain, it's best to stand on the opposite side of where the marker is. The reason is that the lightning balls will move towards the marker. So if you're on the opposite side, there's no way you'd get the balls or the chain lightning. It also makes everyone's life easier if the marker is able to make the boss face one direction always. If you're doing 6p mechanics, there will be 2 people assigned to just grabbing all the lightning balls on every phase. If you're doing 4p mechanics, the person who's sharing the chain lightning with the marker has to grab the balls. In a 2p chain, the marker and the other 2 grabs them. In a 3p chain, the two 3's grab them and the marker doesn't. Here's a really nice guide posted on reddit by Atoll. https://www.reddit.com/r/bladeandsoul/comments/52ohg1/guide_lord_of_flames_desolate_tomb/
  9. Your overall opinions on BM and KFM ???

    That's because 15-20 of the top BMs exploited the DC bug before the fix was made. If you notice the date of their last played game, it would be around the time of the fix (14th September). Some players queued up a few games after the fix, but then stopped after they dropped rating (as they rightfully should.). It's disgusting, and it's sad that these players are going to get away with it this season.
  10. Your overall opinions on BM and KFM ???

    You conveniently forgot stuff there though. First 1v1 tourney was won by an FM, he went 4-0 against a BM. Final 1v1 tourney was won by a SF, he went 4-0 against BM also. But yeah, KR players do seem to be noobs who can't counter BM. Or maybe, even if they do, we don't want to see it cause otherwise, we can't cry about BM OP. ¯\_(ツ)_/¯ To respond to OP on topic, BM and KFM are the only two classes I've played since I like tanking. Instead of scoring them, I'll go over what I think about both in each category. PvE - I find both of them to be equally demanding in terms of responding to attacks. BM has the advantage of having a block that can be held through multi hit attacks, but have to be very precise in timing iframes cause our Q/E iframes are only about 0.5 long. KFM can't deal with multi hit attacks as well with just counter, especially attacks that don't happen within 1s. They'll need to use their Q/E in addition to their counter. But they have an easier time iframing red aoes since the iframes last a long time. Once boss attack patterns are familiar, they can both deal with it real well. BM provides excellent defensive utility with HM block, warding spirit in a pinch (if they save this instead of using it offensively for max burst), but don't provide an offense boost to the party. KFMs provide multiple offense boosts to the party with Searing palm, Fighting spirit, and can deal massive damage themselves. Here's an example: On a solo basis, a KFM will outdps a BM because of the boosts they have. Even a fire BM will struggle to compete. In a party setting, if the BM were in the same party as the KFM, then the BM benefits from the party boosts also, and that's why they can edge ahead in damage. So if you like providing defensive party utility, you can't go wrong with BM, and if you like providing offensive party utility, you can't go wrong with KFM. PvP: I haven't pvp'ed extensively on either char, but after the skill patch, BMs did get an enormous boost to their burst potential. KFMs can play a better neutral game than BMs thanks to their mobile counter and i-frames that proc stuns, all this without too many HM skills. BMs need multiple HM skills (HM block, HM lightning draw, HM Z) to become the beast that everyone makes them out to be right now. They both have about the same number of CCs, and are equally difficult to play. Prior to the skill patch, BMs only had one source of doing a high damage combo, and that was on a one minute cooldown. Now they have a huge burst in exchange for giving up a CC, but they have to leave themselves vulnerable to being hit by escapes in order to do high damage from that opening. For open world pvp, KFM is simply better. Especially on 1vMulti opponent matchups, their kit is amazing. HM counter gives you infinite i-frames given the number of people who spam into it, and Q/E resists > max agility gives you a lot of chance to escape if there are too many people around. BMs can output a lot of damage, but don't have nearly as much survivability.
  11. Your overall opinions on BM and KFM ???

    I lol'ed. Hard. Ok, I'll remember to ignore or not take any of your posts seriously from now. Then again, this coming from someone who has never played BM, I don't think I should expect better. FMs being easy in pvp though..... wut????
  12. Please tell me this is not happening!

    I understand Destro can't deal heavy damage on a single hit like BM can, but they can keep CC locks for a very very long time and do really high damage. Smash still hits pretty hard. If you look at the modifiers Lightning draw: 6 + 14(on CC'ed targets) - 1 minute cooldown Smash: 12 + 6.5(on CC'ed targets) - 45s cooldown. On a time bases, Smash does more damage than lightning draw. I've been wrecked by Destros when I've blown tab early. Imo, they're one of the best classes, if not THE best class to play in WWV, and a great class in pvp overall. With enough gear, they can stall a point for a really long time while getting some kills (red spin op af) and give a huge boost in points to the team (if the rest of the team pulls their weight). Don't get discouraged by the fact that their damage is low now. It's unfortunate that we got the skill patch out of order and fire BM became the OP meta (though, there are so many awful fire BM bandwagoners out there, it makes me cry). Destros will catch up in damage once NA gets the legendary SS/amulets around which the skill patch was balanced.
  13. Please tell me this is not happening!

    An overgeared BM (stage 6 baleful, oath stage 10, high piercing) can hit for that amount if the lightning draw comes after HM Z (10% AP boost for each target hit. We can get up to 50% if we hit 5 targets. 1 minute cooldown skill). There are other things that could happen in 6v6, like brazier captures, which gives the capturing team a buff. I've hit a KFM for 60k on lightning draw because I used HM Z and lightning draw after my team captured a brazier.
  14. Korean Tournament 2016 Season 2 (August 1st)

    This might help. All tournament videos are uploaded here. https://www.youtube.com/user/plaync/videos
  15. Please tell me this is not happening!

    http://www.bnscoffee.com/character/EU/Duffeena I'm just breaking this down for you. You have 0 critical defense, so you're not reducing their critical chance, or the damage they do on a critical hit. Your defense only gives you 16% damage reduction, and the BM probably has more than 16% piercing, which means they completely nullify your defense. They probably also have sparring/challenger soul shield sets, which gives them debuff damage bonus (extra damage to CC'ed targets). You basically took the full brunt of that lightning draw on a CC. It's a skill on a 1 minute cooldown, hence its high damage (only on a CC). You might want to do a little preparation for 6v6. Try working your way up to F21+ of tower of infinity. If you can get 3 pieces of the sparring soul shield, it gives you free crit defense (less damage taken and reduces the opponent's chance of getting crits on you), piercing and debuff damage (this helps you deal more damage to enemies). If you can make your way up to 31+, that's even better since you can farm for both 3 piece challenger and 3 piece sparring, doubling your bonus stats (it helps a lot). If not, try to get Naryu Lab/Naksun/Scorpion pieces. These are the more tanky SS sets. Fuse them with critical defense until you can get to a decent number (1.5k+ would be great). If you want to balance your focus between defense and offense, fuse half of them with crit defense (ideally the level 50+ pieces), and half with piercing.
  16. Dodges for BM

    BM doesn't have something like FM's ice tab. The i-frames we have are Q/E (really short, like 0.5s) SS (during the animation and 1s after the animation) Cyclone (about 1.5s) 3 (in draw stance, 5-point strike, 1s i-frame) C (right path spec, 1.5s, non targeted, can be used anywhere) Cyclone procs off of resists on both 3/C If you get the soul badge from Tower of Infinity, the soaring falcon badge gives us another i-frame.
  17. So Bms now top dps

    As I mentioned previously in this thread, we got the skill patch out of order. When Korea got the patch, they had legendary soul shields, more amulets, different gear entirely, and the skill changes were balanced around that. It's one of the reasons you see most KR BMs playing lightning, because it is much much more sustainable in terms of chi management, than it is in NA. The reason fire build is so powerful now is because we don't have the gear on which the balances were made. Once we get them, you should see the balance fairly restored. Here's a google doc created by praetor, with a list of the legendary soul shields/amulets that KR have, in case you're curious about how balance is affected with this gear in place. https://docs.google.com/spreadsheets/d/1JOQK34BUTR_55XwnbJOk388gjokrtLZFdhi3vIwXjZc/htmlview?sle=true#
  18. So Bms now top dps

    BMs who want to generate max aggro will use lightning draw and 5-point strike after using a 150% threat skill. Both these skills generate three times the damage as threat. I know tremor does the same for KFM, but the multiplier is lower. So the aggro that BMs generate from those two skills is huge. Even before the patch, I've been able to compete with a KFM for aggro, by using 5-point strike after cyclone. Similar geared KFMs would initially get aggro because of FS/comet strike spam and being able to start with threat (rmb), but I'd usually steal aggro back when my 5-point hit. Also, not sure how often KFM has downtime on threat buff, but BMs don't have to keep using threat skills as often. One cyclone gives us 30s of threat buff, so after the first cyclone, we're almost never out of threat buff. The patch also gave us more skills to generate the threat buff without having to block.
  19. Help deciding a melee alt class!

    As you get into the harder dungeons, most bosses have "red" aoes that can't be blocked. They have to be i-framed. BM's i-frames are much shorter than KFM i-frames (0.5s compared to 2s), albeit on a shorter cooldown, and require more precise timing to not take damage. It comes down to preference I suppose, in choosing BM vs KFM. Just don't listen to "BM is noob block class comments". If you were standing there like a dummy and holding block, you wouldn't be holding aggro (such tanking much wow). Most classes unlock their full kit of abilities at higher levels, and if you really wanted to confirm your decision of sticking to a class, the best way would be to level the classes that interest you to 50 (just doing the quest line is enough to get to 50 HM 4), and then decide. With today's patch, gearing up your char for story progression becomes infinitely easier.
  20. Pot in WWV projectiles vs spinning

    If it's a red spin from Destro, put some distance between the two of you. If it's a normal spin or a BD spinning, all you have to do is knock them down after the first 0.5s.

    You underestimate the BnS population...... :^)
  22. Destroyer restraint

    Pay no heed to them, hard as that may be. As long as you're not grabbing in situations that are bad (Yeti phases, etc), they should be happy about getting a dps increase.
  23. Destroyer restraint

    Tier 3 form 2 or Tier 3 form 3 of your grab skill applies restrain. http://i.imgur.com/R4hi0qi.png
  24. Viable Solution to fix 6v6?

    Except, that would penalize people who don't dc on purpose. I've DC'ed once during a match, and been able to rejoin and win. I've also crashed as soon as I found a match, when I queued up with a clan mate. In this instance, the game started off as 5v6. If there were penalties for this, I'd lose points for no fault of mine. I'd say, apply the penalty for only those who are still offline when the match actually ends. Yes, this would be unfortunate for those who dc towards the end, but it would atleast prevent people from dc'ing on purpose. Edit: Didn't read @FrozenB's reply before posting this. He/She summed it up quite well.