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Re: Flame Warden

PostPosted: Thu May 12, 2016 1:07 pm
by CheMClarc
Rose_Petal wrote:
CheMClarc wrote:
Rose_Petal wrote:When will we find out when the update is?

When I officially know when the update is, you will know. There's still some more stuff to announce, still some stuff to finish, still some stuff to test and then there is the submission process and queue. We will let you know as soon as we can.

You said that the update will be in May (or at least I think you did), I'm guessing that it will be later in the month?

Trying to shoot for May as intended but there's always bumps in the road or variables I cannot predict that cement our original hopes for a May release. I promise to keep everyone posted when I get a better estimate. Submission is always a tricky thing with each App Store updating their rules and regulations. Sometimes its an SDK that needs to be updated after we submit, sometimes its new thing we need to add via app stores, sometimes its the delay between communicating between with publishers etc. I'm sure everyone is excited about the new stuff (so am I) so we will get this stuff to you as soon as we can. Another post to come this week about the final features coming with this update.

Re: Flame Warden

PostPosted: Thu May 12, 2016 1:09 pm
by CheMClarc
Illy_the_Red wrote:
TäpZíllâ wrote:I just reread the other new classes and their stuns says unavoidable as well. Will this change be implemented on the original classes as well? Or does unavoidable just mean it cannot be dodged but status resist could still come into play? Kind of confused on what unavoidable could really mean....


It's not a change, Tap. These days stuns are unavoidable - meaning they can't be dodged/blocked. They can still be resisted in the normal ways. Flame Net is just Ensnare, given a different name and with fire rather than poison. Most of the abilities on these 'new' classes are from the current three or just given slightly different names/effects, so we should adapt to them pretty quickly.

Yes, these classes are hybrids of the original classes so everyone should be able to pick them up pretty easily. Though, I believe that these do feel very different and bring some extra fun to the game you have already been enjoying for the past 4 years.

Re: Flame Warden

PostPosted: Thu May 12, 2016 10:00 pm
by Sir_TâpsØlòt
Jumper wrote:
for crying out loud tap.... don't you read anymore???


lol.... no wonder I always sucked at this game.... Teach me sensei please!

Re: Flame Warden

PostPosted: Fri May 13, 2016 3:44 am
by Illy_the_Red
CheMClarc wrote:
Illy_the_Red wrote:
TäpZíllâ wrote:I just reread the other new classes and their stuns says unavoidable as well. Will this change be implemented on the original classes as well? Or does unavoidable just mean it cannot be dodged but status resist could still come into play? Kind of confused on what unavoidable could really mean....


It's not a change, Tap. These days stuns are unavoidable - meaning they can't be dodged/blocked. They can still be resisted in the normal ways. Flame Net is just Ensnare, given a different name and with fire rather than poison. Most of the abilities on these 'new' classes are from the current three or just given slightly different names/effects, so we should adapt to them pretty quickly.

Yes, these classes are hybrids of the original classes so everyone should be able to pick them up pretty easily. Though, I believe that these do feel very different and bring some extra fun to the game you have already been enjoying for the past 4 years.


I think they will be fun and it will probably take a fair while to build them to high might, though we know all the shortcuts now :) we still want some new raids, quests gear etc for our big toons because one day the new ones will join them...

Re: Flame Warden

PostPosted: Fri May 13, 2016 9:19 am
by Bbbb
I was kinda lukewarm on the other two classes though I will be creating and playing toons for each, but I'm excited about this one. This looks awesome. Can wait to might this up and try it out in OS.

The biggest problem is that I won't have enough ability points to go around. :lol:

Re: Flame Warden

PostPosted: Fri May 13, 2016 11:02 am
by Derpy_as_I_wanna_be
Bbbb wrote:I was kinda lukewarm on the other two classes though I will be creating and playing toons for each, but I'm excited about this one. This looks awesome. Can wait to might this up and try it out in OS.

The biggest problem is that I won't have enough ability points to go around. :lol:

Buy an extra build. ;0)

Re: Flame Warden

PostPosted: Wed May 25, 2016 2:28 pm
by _SaiKO_
Fire mastery says "increases critical hit power of fire spells by xx% and periodic damage affects by xx%". It doesn't specify which periodic affect. Will fire mastery also increase the power of caltrops?

Re: Flame Warden

PostPosted: Thu May 26, 2016 10:09 am
by CheMClarc
_SaiKO_ wrote:Fire mastery says "increases critical hit power of fire spells by xx% and periodic damage effects by xx%". It doesn't specify which periodic affect. Will fire mastery also increase the power of caltrops?


Someone is catching on to the little perks of the new classes. Yes, this passive will boost caltrops.

Re: Flame Warden

PostPosted: Thu May 26, 2016 3:18 pm
by Derpy_as_I_wanna_be
CheMClarc wrote:
_SaiKO_ wrote:Fire mastery says "increases critical hit power of fire spells by xx% and periodic damage effects by xx%". It doesn't specify which periodic affect. Will fire mastery also increase the power of caltrops?


Someone is catching on to the little perks of the new classes. Yes, this passive will boost caltrops.

Wait... Caltrops is a fire attack? Is it boosted by magic/nature for SW?

Re: Flame Warden

PostPosted: Fri May 27, 2016 7:22 am
by Illy_the_Red
It's because the ability boosts periodic damage, which is any DoT like fire or caltrops.