MaxQuest

u/MaxQuest


r/classicwowplus•

Alt Priest tree for Classic+

- Discussion thread-

Have messed some more with talent-builder:

https://www.talent-builder.dev/calculator?t0=XXjyIbfjSr&t1=uriT-gKkPv&t2=IxENv5P7SF&class=16

https://preview.redd.it/9orpjq4n0sjh1.png?width=1220&format=png&auto=webp&s=0526d96a06306617433d657edc316357023f507f

The idea was:

  • To keep current builds
  • To make every point feel important
  • To add support for niche builds, specifically "smite priest", "twilight priest that alternates between shadow and holy", and "wand-master"
  • Wand attacks from discipline tree can be used as a damage build-up phase before using smite and holy fire; and wand damag
211

r/classicwowplus•

Alt Warlock tree for Classic+

- Discussion thread-

Been inspired by others posting their variants made using talent-builder, and made my own version: https://www.talent-builder.dev/calculator?t0=3uk-VyYwmm&t1=KLMr7iiOAA&t2=Ew8ThqFjFw&class=256

I've tried to:

  • make every point feel important
  • consolidate some talents that can't affect the player at the same time, like imp/succy, void/felguard
  • make spellstone and firestone worthy of equiping in offhand and switching between them
  • make pyroclasm great again :)
  • keep a large variaty of builds for PvP: SL-SL, Affli-with-weaker-SL, Affli-with-Shadowburn, SM-Ruin, Demo-with-felguard, SL-Back
414

r/ProjectAscension•

Are upcoming Dawnrise and Darkmoon realms mostly for PvE?

Who played on Elune and Area52, how was the pvp there? From balance point of view, and also bg/arena queue times?

Judging by build calculator: https://ascension.gg/en/v2/builder/elune

it looks that it is possible to amass quite an array of damage reductions, coupled with healing talents, some healers and tanks might be straight up unkillable. Or it is not the case?

13

r/avowed•

Has anyone figured how to have bonus damage and effect (Pull of Eora) from Star of Unbeing mace' special attack to not get lost when taking Dual Wield Mastery talent?

For example I have a lvl 20 character, dual-wielding Star of Unbeing and Lodestone maces. Both Superb (3) with 196 listed damage

Experiment 1:

  • without Dual Wield Mastery talent
  • Star of Unbeing in main-hand, Lodestone in offhand
  • auto-attacking with main-hand only: 331 regular hit, 662 crit
  • with Barbaric Shout, special attack is usually triggered after 4 hits
  • special ability: 1491 x 3 (total 4473 damage). Plus Pull of Eora effect

Experiment 2:

  • without Dual Wield Mastery talent
  • Lodestone in main-hand, Star
50

r/avowed•

Have recently started the game, but while planing the character build and comparing companion abilities have found that I have no idea how much damage/accumulation/stun some of the abilities do.

So have datamined them (using FModel) and decided to share:

KAI:

!Fire and Ire:!<

  • !cooldown: 40s!<

  • !damage: 45!<

  • !impact: 16!<

  • !stun: 60!<

  • !duration: 10s (taunt duration)!<

  • !aoe: 300!<

  • !fire accumulation: 0!<

  • !upgrade (Extra Powder): aoe 600, FireAccumulation 1000!<

  • !upgrade (Quick Reload): cooldown set to 20!<

  • !upgrade (Pure Lead): impact 24, stun 90!<

!Leaping Crash (Leap of Daring):!<

  • !cooldown: 60s!<

  • !damage: 20!<

  • !impact: 48!<

  • !stun: 30!<

311

I was trying to deduct damage formula for spells, and when looking at displayed "Ability Damage" stat have noticed that something doesn't add up.

By default you start with 100 ability damage. Armor and Helmet add their percentages to it.

But it seems that the game (or at least the UI) only takes into account ability damage values that the armor / helmet had at the time of their aquisition, not current upgraded values.

Also there is an additional (small) bug: if you equip Unique Helmet, or have no helmet current equipped (but had it before) you get a 10 ability damage bonus.

As you can see in the video:

  • with Worn Robes (15%) (common): I got 125 ability damage
  • with Tevinter Knight (11
30

r/learndota2•

Q1: Does anyone know how enemy waves are thrown at you? For example starting skeletons:

- is there a fixed total amount of skeletons? And the game keeps throwing them at you until that number is depleted? Let's say a fixed 500
- or the game tries to keep a specific amount of them on the map? So if you kill them faster, the game will just add more of them, such that the map won't feel empty, until the wave with other mob types is released.

Q2: Does it feel to you, that you need certain items at specific milestones? E.g: at the start you need two rank1 Arcane Bolts (base dmg 7) to kill a skeleton. But with early Phylactery you can kill them with just 1 bolt, basically doubling the kil

1013

r/keyboards•

I feel like I know exactly what kind of keyboard I want, but atm struggle to find it.

Do you guys have a recommendation that would fit the following?

Layout:

  • 75%

  • similar to Keychron Q1 Max

    • grouped Fn keys (3 groups with mini gap between)
    • only 3 keys to the left of spacebar (ctrl, win, alt)
    • del key above "backspace"
    • gap to the right of "backspace"
    • grouped arrow-keys (with mini gap around)
  • separate PrintScreen key

  • (ideally) big Enter (ISO instead of ANSI)

  • (bonus) macro keys (above F3-F12)

  • (bonus) big "backspace"

Size:

  • low profile
    • max 20mm height of first row, together with keycaps
    • max 26mm height of fn-key row, toget
11

I feel like I know exactly what kind of keyboard I want, but atm struggle to find it.

Do you guys have a recommendation that would fit the following?

Layout:

  • 75%

  • similar to Keychron Q1 Max

    • grouped Fn keys (3 groups with mini gap between)
    • only 3 keys to the left of spacebar (ctrl, win, alt)
    • del key above "backspace"
    • gap to the right of "backspace"
    • grouped arrow-keys (with mini gap around)
  • separate PrintScreen key

  • (ideally) big Enter (ISO instead of ANSI)

  • (bonus) macro keys (above F3-F12)

  • (bonus) big "backspace"

Size:

  • low profile
    • max 20mm height of first row, together with keycaps
    • max 26mm height of fn-key row, toget
12

r/classicwow•

Hi everyone, I am looking for castbar addon for Season of Discovery that:

  1. supports textures
  2. can show spell icon
  3. works for pets/demons (want to see when imp is casting firebolt, succy casting/channeling seduction)
  4. reliably works for enemy targets
  5. (bonus) shows enemy castbar even if I have targeted them after they started hardcasting a spell

​

So far I have tried Quartz and Gnosis. And they both fail point 3. And Gnosis for sure fails points 4 and 5 (while Quartz is untested in this regard atm).

During TBC and Wotlk I have used AzCastBar, and it was 10/10; but it doesn't work for SoD.

Any other suggestions? Or it's a limitation of Classic?

15

r/wowaddons•

Hi everyone, I am looking for castbar addon for Season of Discovery that:

  1. supports textures
  2. can show spell icon
  3. works for pets/demons (want to see when imp is casting firebolt, succy casting/channeling seduction)
  4. reliably works for enemy targets
  5. (bonus) shows enemy castbar even if I have targeted them after they started hardcasting a spell

​

So far I have tried Quartz and Gnosis. And they fail points 3, 4 and 5.

And AzCastBar is starting from TBC.

Any suggestions?

​

​

10


r/classicwow•

This is a quite radical change, because:

- why should warlocks lose +3% damage bonus while Soul Link is active?

- Soul Link while in Metamorphosis could be changed from "30% of all damage taken" to "30% of all spell damage taken", since Meta was only strong vs physical damage due to high armor

- Metamorphosis is the last talent in Demonology tree in Wotlk; making it anti-synergic with another iconic demonology talent is weird

- meta locks could get some alternative benefit from Soul Link (instead of damage reduction), like bonus spell pushback protection; or -25% cooldown reduction on abilities of soul linked demon. Or even be changed into some kind of Soul Consume while in meta

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