Flama_Blama wrote: »Noxious Breath does not apply Major Fracture.
See below screenshot. My character has no gear aside from weapons and no CP into piercing. Therefore he only has the base physical and spell penetration value of 100
After applying Noxious Breath the physical penetration value is 2680, see below screenshot
Only 2580 physical penetration was applied, not the 5280 from Major Fracture
The flurry is a balance thing. That would be op of it proc'd axe bleed on it's own. That we be like if frags proc'd themselves, lol. The reason it doesn't proc them is the same reason jabs doesn't proc them: it's a 7m length ability. A melee ability is no range-5m.Here are a couple of more bugs I've noticed
1-) Rapid Maneuver is removed upon casting the following skills. Conjured Ward and its morphs when you have pets active, Empowered Ward when youre near allies ( even near NPCs when you give minor intellect) and Ball of Lightning morph of Bolt Escape (even when you didnt stun any enemies)
2-) Suppression Field morph of Negate doesnt trigger the Blood Magic passive every half a second you damage an enemy.Unless its working as intended? Otherwise, I dont see the reason why Blood Magic tooltip states that the passive triggers every half a second (on pts)
3-) Flurry doesnt proc the Bleed passive of Axes
24158 Bound Armor Player -> Player 3 sec duration 24165 Bound Armaments Player -> Player 3 sec duration 24163 Bound Aegis Player -> Player 3 sec durationThese abilities create an additional effect instead of refreshing when reapplied - This does *STACK* in effectiveness which I believe is unintentional.
ArtOfShred wrote: »One more I almost forgot - some issues with Bound Armor and its new morphs:
The active component effects for each morph:24158 Bound Armor Player -> Player 3 sec duration 24165 Bound Armaments Player -> Player 3 sec duration 24163 Bound Aegis Player -> Player 3 sec durationThese abilities create an additional effect instead of refreshing when reapplied - This does *STACK* in effectiveness which I believe is unintentional.
Also of note - Bound Aegis does give the effects of Minor Ward and Minor Resolve - but it is baked into the passive: 108855 'Bound Aegis Passive.' I've checked and this does not have any issues (properly DOES NOT stack with Minor Ward and Minor Resolve from other effects as expected) - but this inconsistent with other abilities that have passive effects that actually create an individual Minor Ward and Minor Resolve aura.
I'd like to make the suggestion to remove everything but the Max Magicka increase from the Bound Aegis Passive and add new effects for Minor Ward and Minor Resolve for consistency.
usmcjdking wrote: »@ZOS_GinaBruno
Can we please get some insight as to what the combat team sees as the endgame for Werewolf for PVE? Like Is there even an end goal for WW enthusiast for some of the harder 4 man content much less 12 man stuff?
Here are a couple of more bugs I've noticed
1-) Rapid Maneuver is removed upon casting the following skills. Conjured Ward and its morphs when you have pets active, Empowered Ward when youre near allies ( even near NPCs when you give minor intellect) and Ball of Lightning morph of Bolt Escape (even when you didnt stun any enemies)
2-) Suppression Field morph of Negate doesnt trigger the Blood Magic passive every half a second you damage an enemy.Unless its working as intended? Otherwise, I dont see the reason why Blood Magic tooltip states that the passive triggers every half a second (on pts)
3-) Flurry doesnt proc the Bleed passive of Axes
Wolf_Watching wrote: »@ZOS_GinaBruno
@ZOS_EveP
@ZOS_JessicaFolsom
@ZOS_BillE
@ZOS_GaryA
Bugs (please, please, please fix these)
AOE Dodgeables:
Ability Mechanic Failures:
This Doesn't Make Sense:
You're technically correct with regard to casting Conjured Ward & morphs with a pet active - because the pet counts as "an ally" and since it gets the shield, that counts as "casting an ability on an ally". However, that's not in keeping with the spirit of how Rapids was changed to work, since after all, pets are not other players. Case in point: casting Ward w/o a pet out doesn't remove Rapids.Mystrius_Archaion wrote: »Here are a couple of more bugs I've noticed
1-) Rapid Maneuver is removed upon casting the following skills. Conjured Ward and its morphs when you have pets active, Empowered Ward when youre near allies ( even near NPCs when you give minor intellect) and Ball of Lightning morph of Bolt Escape (even when you didnt stun any enemies)
2-) Suppression Field morph of Negate doesnt trigger the Blood Magic passive every half a second you damage an enemy.Unless its working as intended? Otherwise, I dont see the reason why Blood Magic tooltip states that the passive triggers every half a second (on pts)
3-) Flurry doesnt proc the Bleed passive of Axes
1) Intentional. You can't cast any other ability. It's meant to get you the hell out of dodge or from place to place only.
2) That's a long term issue with any Dark Magic ability. They only trigger the Blood Magic healing on the initial cast AND will not retrigger it if refreshed before the full duration of every last effect is done, such as the snare after immobilize of Encase, which is a bug that I hope they fix.
3) See the other person's answer above.
HoloYoitsu wrote: »You're technically correct with regard to casting Conjured Ward & morphs with a pet active - because the pet counts as "an ally" and since it gets the shield, that counts as "casting an ability on an ally". However, that's not in keeping with the spirit of how Rapids was changed to work, since after all, pets are not other players. Case in point: casting Ward w/o a pet out doesn't remove Rapids.Mystrius_Archaion wrote: »Here are a couple of more bugs I've noticed
1-) Rapid Maneuver is removed upon casting the following skills. Conjured Ward and its morphs when you have pets active, Empowered Ward when youre near allies ( even near NPCs when you give minor intellect) and Ball of Lightning morph of Bolt Escape (even when you didnt stun any enemies)
2-) Suppression Field morph of Negate doesnt trigger the Blood Magic passive every half a second you damage an enemy.Unless its working as intended? Otherwise, I dont see the reason why Blood Magic tooltip states that the passive triggers every half a second (on pts)
3-) Flurry doesnt proc the Bleed passive of Axes
1) Intentional. You can't cast any other ability. It's meant to get you the hell out of dodge or from place to place only.
2) That's a long term issue with any Dark Magic ability. They only trigger the Blood Magic healing on the initial cast AND will not retrigger it if refreshed before the full duration of every last effect is done, such as the snare after immobilize of Encase, which is a bug that I hope they fix.
3) See the other person's answer above.
Also, the issue of Ball of Light removing Rapids is a bug. None of the other morphs remove Rapids if you don't hit someone. Ball of Light probably behaves this way because I guess the summoned light ball fulfills some tag requirement or being some kind of "ally" that Rapids uses to remove the buff.
@ZOS_GinaBruno
While having a Two-Handed weapon equipped and on overload bar as a sorc, the 2-h passives: Forceful & Battle Rush do not apply to overload Light and Heavy attacks. Also, the passive: Follow Up cannot be triggered by an overload Heavy attack. Is this working as intended or a bug?
@ZOS_GinaBruno
While having a Two-Handed weapon equipped and on overload bar as a sorc, the 2-h passives: Forceful & Battle Rush do not apply to overload Light and Heavy attacks. Also, the passive: Follow Up cannot be triggered by an overload Heavy attack. Is this working as intended or a bug?
WAI. Overload and WW form do not get the weapon passives.