Archive for March, 2010

Part One: Age of Conan Guide for Class Balance

Wednesday, March 31st, 2010

Part One: Age of Conan Guide for Class Balance


We assume that there are just supposed to be a few classes that are very powerful, get the kills and every other class on that team is just there for a support role. Time again we seem the same classes(AoC Gold) at the top of the board. Its not the players, the players are different, different guilds, different people, same class, same high amount of kills. So, we understand there were some issues with the Assassin class. What we do not understand is how where they are now is supposed to be balanced.
Now there is simply another overpowered class on the top of the scoreboard. Well, it is an Assassin, so we understand that they should be powerful. They seem unstoppable since this new patch and they have a high level(AOC powerleveling) of resist. We are not even complaining about them though, they can have all that power.
Our question is what about the classes that now have zero means of defense against them, especially in a group scenario where they are already under fire by our friendly Demonologists who seem to always have the most kills. Its the same classes, different players every single time that are leading and the same onesthat have barely any or zero kills at the end of AOC.

  
elixirmonkii  

Part One: Age of Conan Guide for Class BalancePart One: Age of Conan Guide for Class Balance

Monday, March 29th, 2010

Part One: Age of Conan Guide for Class Balance


We assume that there are just supposed to be a few classes that are very powerful, get the kills and every other class on that team is just there for a support role. Time again we seem the same classes(AoC Gold) at the top of the board. Its not the players, the players are different, different guilds, different people, same class, same high amount of kills. So, we understand there were some issues with the Assassin class. What we do not understand is how where they are now is supposed to be balanced.
Now there is simply another overpowered class on the top of the scoreboard. Well, it is an Assassin, so we understand that they should be powerful. They seem unstoppable since this new patch and they have a high level(AOC powerleveling) of resist. We are not even complaining about them though, they can have all that power.
Our question is what about the classes that now have zero means of defense against them, especially in a group scenario where they are already under fire by our friendly Demonologists who seem to always have the most kills. Its the same classes, different players every single time that are leading and the same onesthat have barely any or zero kills at the end of AOC.

Part One: Age of Conan Guide for Class Balance

Thursday, March 25th, 2010

Part One: Age of Conan Guide for Class Balance


We assume that there are just supposed to be a few classes that are very powerful, get the kills and every other class on that team is just there for a support role. Time again we seem the same classes(AoC Gold) at the top of the board. Its not the players, the players are different, different guilds, different people, same class, same high amount of kills. So, we understand there were some issues with the Assassin class. What we do not understand is how where they are now is supposed to be balanced.
Now there is simply another overpowered class on the top of the scoreboard. Well, it is an Assassin, so we understand that they should be powerful. They seem unstoppable since this new patch and they have a high level(AOC powerleveling) of resist. We are not even complaining about them though, they can have all that power.
Our question is what about the classes that now have zero means of defense against them, especially in a group scenario where they are already under fire by our friendly Demonologists who seem to always have the most kills. Its the same classes, different players every single time that are leading and the same onesthat have barely any or zero kills at the end of AOC.

Part One: Age of Conan Guide for Class Balance

Thursday, March 18th, 2010

Part One: Age of Conan Guide for Class Balance


We assume that there are just supposed to be a few classes that are very powerful, get the kills and every other class on that team is just there for a support role. Time again we seem the same classes(AoC Gold) at the top of the board. Its not the players, the players are different, different guilds, different people, same class, same high amount of kills. So, we understand there were some issues with the Assassin class. What we do not understand is how where they are now is supposed to be balanced.
Now there is simply another overpowered class on the top of the scoreboard. Well, it is an Assassin, so we understand that they should be powerful. They seem unstoppable since this new patch and they have a high level(AOC powerleveling) of resist. We are not even complaining about them though, they can have all that power.
Our question is what about the classes that now have zero means of defense against them, especially in a group scenario where they are already under fire by our friendly Demonologists who seem to always have the most kills. Its the same classes, different players every single time that are leading and the same onesthat have barely any or zero kills at the end of AOC.

  
elixirmonkii  

Playing for a change in Age of Conan

Sunday, March 14th, 2010

Playing for a change in Age of Conan


Well honestly we think paying for things like name changes, character appearance changes, server transfers is fine. Even paying for a class change or paying for xp would be acceptable. The reason being you are guranteed any of those things if you just put in the time, you could always roll, start over on a different server and so on. You can even offer in-game(AoC Gold) items as long as the appearance only, although offering items that were orignaly promised exclusive for pre-orders etc would be wrong.
Now if you start offering things only availabe by paying real money or selling hard to get items, that’s when you have problems. If you make someone pay to be able to use a certain set of items, that’s basicly making everyone buy them if they want equal footing. If you sold raid gear that’s unfair to those who had to raid months or years for their raid gear. And we are sure most of us have experienced a game(AOC powerleveling) that started to sell gold for cash and how that destroyed the in-game economy.
Now getting rid of gold sellers is another issue that of course should be addressed. You could make the argument that an expansion is also something that forces people to buy it inAOC. Although personnnaly we would say it’s much more fair as your buying a huge chunck of content in which you still have to work for everything you gain. It’s not nearly the slipper slope that micro-transactions are.
jbradley1989

Part Two: The Guide for Your Guild in AOC

Sunday, March 7th, 2010

Part Two: The Guide for Your Guild in AOC

Bear Shaman (specced for Natures Revenge and using Claws of Stone(AoC Gold)).
Nature’s Wrath – 3*384*(6.67/10) = 768 (20 swings/min est.).
Nature’s Revenge – 755 (1 proc est.).
Man.: Regrowth – 60*30/2 = 900.
Battle Roar – 301.5.
Claws of Stone – 42 dmg/hit*30hits/min = 1260 (est. 2 second attack rate).
Ursine Roar – 15% dmg reduct.*10/40 = 3.75% reduction.
Ursine Brawl II+III – 8% miss*10/25 = 3.2 % evade.
Deft renewal – 5% evade*10/15 = 3.33 % evade.
Total: 3983.5 health/minute, 3.75% reduction, 6.53% evade.

Priest of Mitra (specced Divinity).
Lance of Mitra – 12*323 = 3876.
Blessing of Mitra – 20% dmg reduct.*1/2 = 10% reduction.
Avert thy eyes – 12.2% miss*30/60 = 6.1 % evade.
Total: 3786 health/minute, 10% reduction, 6.1% evade.

-Tempest of Set
Vital Shock – 338.
Faithful of Set – < 3*259 = <777 (word on the street is 5 procs is very hard to get in game- (AOC powerleveling).
Total: <1115 health/minute.

Let’s factor in the cone/HoT/big heals. Suppose that during the hypothetical minute, each has aAOC cone running for a third of the time, each pops one big heal, and all three have a HoT running (suppose they are on different teams). That adds an extra (384+192*20) + (64*60) + 1475 = 9377 to each, bringing the healing totals to:
BS: 13360.5.
PoM: 13163.
ToS: 10492 (max).