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1

Sunday, December 15th 2013, 11:27am

Scout new changes in the latest Patch

Hi All,

This is my first post here. I have been reading alot on this forum as I find it very useful.

I have lvl 82 Scout with a secondary of lvl 59 Rouge and lvl 50 Warrior on a European server (DOCHAS). I started as S/W then switched to S/R as I'm intended to switch to R/S possibly one day due to the difference in damage between the TWO combinations.

I heard recently of some changed made on Scout and S/R? can someone list in details the major changes on each skill and how much it gre by. Would this bring the damage of Scout anywhere close to the other classes?

Thank you,

aardvark3

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2

Sunday, December 15th 2013, 2:19pm

The new changes are changes in name only, the Scout has gotten no real measurable increase in its dps at all . Wind Arrow is just a clone of Shot now. Auto shot is still only white damage and not changed enough to make you want to use a Scout, and Manna Arrow is still a skill that is going to remain unused by a vast number of Scouts. Rogue throw is a little less powerful but still has its range and combo still is a double throw so Hide throw/combo hide remains unchanged other than you may take another round for your kill.
The Rogue/Scout combo still hits for far more damage with the Skills Shot and Vampire Arrow than the Scout/ any other class and is almost guaranteed a first critical with premeditation. So the Hide, Shot, vampire arrow, shot hide is unbeatable in PVE, seige and PVP with its range of 200 if using a bow or 180 using a crossbow no opponent will ever see you or give you damage. If you desire to melee as a Rogue/ Scout the scout general skills will cripple your opponent

Cike

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3

Sunday, December 15th 2013, 5:48pm

WA buffed so it's better than shot, mana drain got a reduced CD, and autoshot got a little buff...


about a 2% overall dps increase, while r/m who was most effected by the throw/cthrow nerfs got a 8% overall dps decrease...alll in all, nothing really happened...
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

ruisen2000

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4

Sunday, December 15th 2013, 7:06pm

r/m who was most effected by the throw/cthrow nerfs got a 8% overall dps decrease...alll in all, nothing really happened...
I feel a tingling satisfaction entering siege knowing that Rogues have been slightly nerfed, even if nothing really happened ^^
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5

Monday, December 16th 2013, 2:00pm

Thanks for the detailed info guys.

So with WA buffed to Shot level.. is it better for the time being to focus on S/W and spam WA? or would the S/R elities create more DPS?

Does anyone use DIYC for S/r or S/w that can share with me as I want to compare it to the normal DPS im producing doing it alone.

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6

Monday, December 16th 2013, 4:28pm

S/R will apply more DPS for the whole group than S/W will.

If by some miracle however, there is another scout, that scout will most likely be a scout/rogue. Just because it's probably a rogue/scout messing around.

S/W still increases all party damage by 10% on a boss.
However, S/R will increase party damage by about 16-25% depending on the group you have.

More however, S/W will do more single target DPS than S/R overall.

It's a lose lose situation.
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7

Monday, December 16th 2013, 5:43pm

s/w provides:
- 10% more physical dmg received for 30secs (on an 60sec cd)

s/r provides:
- 16% more physical dmg received for 12secs (on an 32sec cd)
- 15% physical and magical defense reduction for 12secs (on an 20sec cd)

the last part is what most ppl ignore. 15% defense reduction is roughly 17.6% increase in the party's overall dps (physi and magi).
roughly speaking, s/r can provide 36% dmg increase for physi dpsers and 17% increase for magical ones, during the first 12sec burst phase, which is huge advantage

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8

Tuesday, December 17th 2013, 8:13pm

Really, that damage is only for 11s max.

As a S/R if you start Sapping > shot you are going to miss out on even more DPS for yourself, but your team will gain substantial damage.

While I don't disagree with classes that increase party damage, this class combination straight up destroys the use for any other scout. Aside from S/wd and S/w, which give up all group (except s/w target lock) damage increases for single target damage.

IF and I've consider that the rework idea for scouts was to make them a damage support class, they failed. S/R is the only viable damage increasing combination. And even then, having more than 1 S/R in the party is irrelevant.

Generally, if a boss lasts more than burn phase, you don't need to maintain the consistent sap and ES.

The scout class would take a complete overhaul at a base to become on par with the S/R as a damage buff class.

When it comes to the scout class, you have 5 options.

S/R - Help everyone else do more damage on a % scale that even more departs the gap between scout DPS and the rest
S/W - Vaguely help everyone else do more damage on a % scale while maintaining the smallest gap between scout DPS and the rest
S/Wd - Help nobody, POTENTIALLY close the gap between scout DPS and the rest. This class combination is based on heavy single target DPS and an erratic buff that can substantially increase DPS.
x/s - Generally scout is a fantastic secondary class, not particularly due to the scout main skills, but instead for the elite skills that being /scout gives to enhance your main class. As well as another item slot to stat for your main class and increase your main classes damage/survivability/healing
x/x - Highest potential of beating a scout at just about anything, whether it be healing, damage dealing, tanking, PvPing, or even just general skills that enhance gameplay.

All in all, scout is a null for a class pick. The only reason I'd tell somebody to continue playing a scout is if they have really fallen in love with the gameplay that it brings. But I would remind them that when it comes to bleeding edge or endgame content you will plateau hard, and far beneath the potential of the other class(s) combination(s).

As a scout, I wouldn't be expecting to be an important member of a group, unless you have gone above and beyond. And by above and beyond that would require either spending more $$$ on the game or spending a lot more time on the game than the others. Generally, you will have a tougher time climbing the ladder with your xbow getting hooked on every bar as you go up it.
Username: Mamnoony
Regardless of what you deem possible, you will Reap what you Sow.
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9

Wednesday, December 18th 2013, 4:43am

Personal dps means nothing if the damage output increase you provide for your party more than makes up for it.

A top end game party will tailor its individual party member's classes to exploit every advantage (debuffs for boss, buffs for the party) to the best extent possible. The notion that scout are useless just because other classes outdps it is ridiculous. Yes, scouts need help, but to say "we help our party's overall dps, which makes us look more useless" is, frankly, idiotic.

In optimal burn cases, I'd tell one of my x/s to go s/r for the debuff, because overall output is greater than say another r/s. If you have the right party makeup, you can make a boss's defense near to very close to 0. Scout would be included in that party.

Ravesden, D/S/Wd 80/75/62
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10

Wednesday, December 18th 2013, 5:26am

The problem is, aside from endgame guilds, most groups only measure straight DPS. Any thing that can't be measured in terms of DPS in the form of numbers is neglected when they consider whether to bring you into the party or not.
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11

Wednesday, December 18th 2013, 11:30am

s/r provides:
- 16% more physical dmg received for 12secs (on an 32sec cd)

Can someone elaboratr on the 16% more Pdmg? is this an elite skill? i currently have elite skills till lvl 50 and I'm working on lvl 60 and lvl 70. is it worth to raise my rouge to lvl 70 for the skill?s

I'm also finding it difficult to take the first shot in SW against mages, rouges or anything range. can someone walk me thru how to approach SW 1 on 1 and what skills they usually use?

Too many questions here so bare with me and thx for the feedback :D

12

Wednesday, December 18th 2013, 12:27pm

s/r provides:
- 16% more physical dmg received for 12secs (on an 32sec cd)

Can someone elaboratr on the 16% more Pdmg? is this an elite skill? i currently have elite skills till lvl 50 and I'm working on lvl 60 and lvl 70. is it worth to raise my rouge to lvl 70 for the skill?s

I'm also finding it difficult to take the first shot in SW against mages, rouges or anything range. can someone walk me thru how to approach SW 1 on 1 and what skills they usually use?

Too many questions here so bare with me and thx for the feedback :D

the +16% dmg received at boss comes from teh "exploiting shot" lvl 40 elite. a debuff put on the boss after shot crits so it receives more dmg.

lvl 60 elite is great since it adds 2 more reflects to reflected shot (5 in total) and increases the dmg of reflected shot on top of it (the % dps components). the lvl 70 one is a more supportive one, reducing targte's physical and magcal dmg by 30% for 10secs (instead of normally 5), but yet needs melee range ..

for sw ur hardest skill is reflected shot, yet its 180 range (stanadard xbow range). with it u can kill pairs of enemies more easy or if they have object near them (trap, tower etc), since it reflects like A-B-A-B-A. this means that ur first target gets 3x hits at once while u already have casted ur 2nd skill in the row.

generally speaking, some ppl use skill rotation at sw based on range of skills, instead of dps part:
- weak spot: 230 range
- wind arrows: 225 range
- piercing arrow: 220 range
- all rest : 180 range [i would prioritize as: reflected shot - combo shot - shot]

however we all know how laggy and cr.ap is sw, so even this 10-20 range against mages or 40-50 range against rogues benefits are null in the end. but i wont like to end in a scout-fix discussion, so end here.

13

Wednesday, December 18th 2013, 11:45pm

The problem is, aside from endgame guilds, most groups only measure straight DPS. Any thing that can't be measured in terms of DPS in the form of numbers is neglected when they consider whether to bring you into the party or not.

Fire Training/Soldier's Attack, Midnight Ritual, Morale Boost (wd/s) Snipe 2% phys dmg taken effect (s/wd), Sapping Arrow/exploiting shot (s/r, or druid seeds instead of sapping), Elemental Weakness (mage), target lock 10% phys dmg increase (s/w)

theres a lot more I prolly forgot since ive been out, but the ideal burn party would have all, or almost all of the above (mages, lol) work together to reduce boss def and bosst your party's overall dmg. I can guarantee you a party tailored to exploit buffs/debuffs available would output more dps *as a whole* than a straight FoTM party.

If your guild/party/raid is looking at scrut rather than coordinating party buffs/boss debuffs pre-boss, and you're still not "end game," well, I just may have given you the reason why you're not.

Not to mention any applicable strat > scrut, everytime. Idc if you did 1mil dps in a 10 second burn, if you're not following the strat if it applies, I don't want you in my party.

As for sw, unless anythings changed while I've been gone, its a 1 shot fest to anyone not in the top 5 or so guilds. Class shouldn't even matter for the most part.

Ravesden, D/S/Wd 80/75/62
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Cike

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14

Thursday, December 19th 2013, 2:48am

Class shouldn't even matter for the most part.

except for who can get that 1 shot off first, and currently it is m/wdn and rogues...as well as a bit of wdn/s...plus others i may have forgotten, but scout isn't up there simply due to the lack of range on the "ranged" class...180 range is nothing, heck, even the 200 those who use a bow get really isn't too impressive(base range, i am aware some skills are farther than that)
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

15

Thursday, December 19th 2013, 4:15am

its dominated by wardens and champs, followed by rogues sneaking around and mages/wds.

Scouts cant drop the high defense wards and champs, they get ganked by rogues, and are out ranged my mages. Unless you are a super endgame s/wd with straight up pvp gear and a healer. Then you eat people. Except mages. mages still eat you.

Cike

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16

Thursday, December 19th 2013, 4:36am

its dominated by wardens and champs, followed by rogues sneaking around and mages/wds.
yes, thats what i was forgetting...1 shot fest at range, or whoever can survive to 1 shot in melee
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

aardvark3

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17

Thursday, December 19th 2013, 4:41am

It is sad that someone thinks that by allowing Scouts to give a 12 second party buff in instances it compensates for their loss of range and physical damage and being nerfed into oblivion. The Scout's forte use to be range and physical damage now they are a second rate support class. O happy day.

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18

Thursday, December 19th 2013, 4:59am

second rate support class

i'd call s/r a first rate support, but thats just my opinion...
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

19

Thursday, December 19th 2013, 5:15am

Not everything is about scrut measurement. I love a s/r and a wl/m in party (those buffs and debuffs <3 tho). Also s/wd can do moderate amount of dps (in some end game vids I've seen). Maybe I'm spoiled but when it comes to top notch sw (top 10 guilds or so), there is a variety of classes that are viable. One time I saw mage-statted S/M wrecking faces with ignite (not anymore after the change). Range means little, heck even w/m is useful when it comes to one shot that 400k rouge and his 2 healers.

This post has been edited 1 times, last edit by "heoboy123" (Dec 19th 2013, 1:49pm)


20

Thursday, December 19th 2013, 8:32am

I mean if scouts in general were actually GOOD support classes, instead of just s/r and s/w being somewhat acceptable support classes...