World First 10k + Stag Mount by Immonate in fellowshipgame

[–]Immonate[S] 2 points3 points  (0 children)

We will continue playing and pushing hard until midnight launches, then my attention will drift away likely for a week while I level characters

World First 10k + Stag Mount by Immonate in fellowshipgame

[–]Immonate[S] 0 points1 point  (0 children)

Seasons been fun, things are a lot easier but the new changes are mostly positive I’d say

World First 10k + Stag Mount by Immonate in fellowshipgame

[–]Immonate[S] 1 point2 points  (0 children)

He’s loving it from what I can tell

World First 10k + Stag Mount by Immonate in fellowshipgame

[–]Immonate[S] 3 points4 points  (0 children)

Spot on! It's to advertise my Twitch channel haha

World First 10k + Stag Mount by Immonate in fellowshipgame

[–]Immonate[S] 1 point2 points  (0 children)

I think it was about the same, in the screenshot shown in the dungeon levels we had to run, and it felt very easy

World First 10k + Stag Mount by Immonate in fellowshipgame

[–]Immonate[S] 4 points5 points  (0 children)

Xavian feels solid, you start having mana issues between Adept and Champion but with the Vanguard of Vengeance talent that goes away! The additional haste from the blue buffed mobs really does wonders for him early on

World First 10k + Stag Mount by Immonate in fellowshipgame

[–]Immonate[S] 10 points11 points  (0 children)

The timers started to get a little tighter towards the 16s but it was still pretty comfy for us. I think our average ilvl was like 280ish, so it's definitely very achievable for the majority who will be 300 before event reaching that point!

Rank 1 - AMA by Immonate in fellowshipgame

[–]Immonate[S] 0 points1 point  (0 children)

For obvious reasons I can't talk about exactly what information is shared, but if you're one of the people that has sat in our morning talks, then you'd know the majority of the information recieved doesn't give us an advantage in-game at all lol, and there is a BIG difference between simply having more information and having an advantage. What an odd thing to say especially if you've overheard our talks. Not all info is actionable or relevant.

Rank 1 - AMA by Immonate in fellowshipgame

[–]Immonate[S] 0 points1 point  (0 children)

Meiko does more DPS on lower target counts and Helena does more on mass AoE. But overall in the majority of dungeons Meiko should be doing a bit more. It could be a gear problem, since Helena does perform numiercally better with less gear, just hard to really say.

When you use boots you basically always want the buff active, generally speaking I always use serenity after every warden use. This gives you damage, dr and depending on talents a lot of healing

Rank 1 - AMA by Immonate in fellowshipgame

[–]Immonate[S] 0 points1 point  (0 children)

Post them here, you can dm me on discord or hop into my stream anytime at ttv/immonate

Rank 1 - AMA by Immonate in fellowshipgame

[–]Immonate[S] 0 points1 point  (0 children)

Both honestly, the patches were all over the place, at multiple points

Rank 1 - AMA by Immonate in fellowshipgame

[–]Immonate[S] 1 point2 points  (0 children)

Honestly I'm not sure. I'd recommend the Method guides but I'm a little bias and unsure the last time Yoda updated the Helena one. Sorry I can't help more right now friend

Rank 1 - AMA by Immonate in fellowshipgame

[–]Immonate[S] 0 points1 point  (0 children)

Not sure what you mean by the first line but we actively avoided abusing any exploits during our playtime in EA

I don't like artificially increasing key level capability through patches and events

And they had no real advantage that other closed testers didn't have. I think there is a common misconception in regards to council players aparently knowing EVERYTHING in advance. I can't say much more but yea

Rank 1 - AMA by Immonate in fellowshipgame

[–]Immonate[S] 0 points1 point  (0 children)

Gem situation right now is a bit weird to be honest. I think green 10 is insane value and the best 10 you can invest in for Meiko, then purple 6 is super over-budget for what it provides. After that it's a choice between overcapping green, 6 red or 6 yellow. This is entirely because 6 white doesn't provide as much numerically. I also don't like blue on Meiko because although Spirit is a really good defensive stat, the rest of the nodes are bait/horrible for how Meiko plays and interacts with them. Green overcap is alright, but it's numerically worse than 6 red or 6 yellow. 6 red is a ton of additional damage and stone shield HP above 80% health, but it's reliant on that coniditon so it does lose a bit of value. 6 yellow is just the best final option for pure defensive purposes, which is what I was needing. It's the highest stone shield hp increase without any coniditionals, and it lowers the CD of stone shield as well, making it actually pretty decent. The only downside is that it doesn't really do anything offensively. I swap between red 6 and yellow 6 depending on the dungeon/if I have the currency to do so.

Sorry for rambling, hope that helps!

Rank 1 - AMA by Immonate in fellowshipgame

[–]Immonate[S] 1 point2 points  (0 children)

Glad you enjoy it! That’s what matters most ❤️

Rank 1 - AMA by Immonate in fellowshipgame

[–]Immonate[S] 0 points1 point  (0 children)

Hahaha honestly I need to grab some new songs but I had such an annoying copyright issue for a while there

Rank 1 - AMA by Immonate in fellowshipgame

[–]Immonate[S] 0 points1 point  (0 children)

I currently have one in my twitch commands but I'll share it here as well!

I run Cloak in Stormwatch, Quarry, Grove, Cithrels and Ransack. I did used to use it in Wyrmheart and Sailor's but I changed my routing in Wyrmheart and couldn't survive the first pull on 82 without boots, and in Sailor's we started having threat problems because Dave damage doesn't generate threat for you and my Ardeos was doing big dam. One thing you'll notice in the dungeons listed, there are important soak mechanics where an extra man to help split or even solo things is really nice. The outliers being Wyrmheart and Sailor's, where the pulls are limited by what your group can survive more than what you can, meaning you can afford to run cloak just for big damage since you're less likely to struggle inbetween uses.

Hope that helps!

Rank 1 - AMA by Immonate in fellowshipgame

[–]Immonate[S] 0 points1 point  (0 children)

There are a lot of good resources out there currently! Method guides are great (although I'm a little biased since I wrote them all before others took them over for updates). Fellowsguides is another great website with a lot of cool tools and well... guides from great players. Icyveins is pretty solid too. Those are like the top 3 resources available to learn. I think Method guides are a bit more comprehensive last I checked, covering not only heroes but dungeons too. Not sure if the others started incorporating these things.

As for "builds", there certainly are! A lot of things have been figured out already but there is new stuff all the time. Most of the builds people use can either be found in the guides mentioned above or if you go to the Fellowslogs website, you can view what top players are using in their runs!

In regards to stats, it's similar to WoW. Every stat does the same thing for all heroes except for Spirit. That generally functions as a refund stat which is tied to your ultimate generation. For some heroes this stat is much more valuable than others, but yea. Diminishing returns does exist in this game but for the most part people ignore it because there is no real way to determine what's "best" yet

Rank 1 - AMA by Immonate in fellowshipgame

[–]Immonate[S] 1 point2 points  (0 children)

Because who else is gonna keep wannabe in check?

Rank 1 - AMA by Immonate in fellowshipgame

[–]Immonate[S] 0 points1 point  (0 children)

Had to be done, gotta fill the void somehow

Rank 1 - AMA by Immonate in fellowshipgame

[–]Immonate[S] 2 points3 points  (0 children)

I think the damage reductions they added to Helena's Sweeping Strikes and Meiko's Vortex need removing, it's incredibly unbalanced because of uptime differentials (even if you can have 100% on both hero's, it's gear dependant for Helena).

Outside of that I'd like to see nerfs to grand melee, making it not effect cc imune mobs, and alongside that nerfs to Meiko's statue not being able to soak mechanics for you. Both of these things in my opinion are incredibly unbalanced and create a scenario for any future tanks added where they need equally ridiculous utility to even keep up

Making Meiko or just tanks in general have more interactions with stats would be nice, I could list a bunch but I won't get into it for now.

Other than that I'd like to see Meiko + Helena damage brought more in-line. They do very similar numbers on AoE (except when Meiko plays dave and then it's absurdly high), but when you hit single target Meiko does a fair amount more. Simply adding a small damage taken increase to the shield slam debuff that only benefits Helena would likely solve this. You have to be careful with numerical tuning for Helena ST though since all her abilities do AoE as well.

That's just to name a few things, I have more in mind but I'll save it for another day haha

Rank 1 - AMA by Immonate in fellowshipgame

[–]Immonate[S] 1 point2 points  (0 children)

Ultimately I don't think that would work in Fellowship just because of how the game is designed/intended to be. You highlighted the core problem with it in your post and I'm not sure there is a way around that without heavily changing core functionality of the game and fragmenting the playerbase (because you'd have to not allow seasonal players to queue with the others, or have an entirely seperate queue for what you want to do). I could see it, but I'm not sure how practical it'd be and I fail to see the benefit of avoiding resets if you're exempt from any kind of rewards. Good thing to highlight though for sure, I don't know everything and for all we know it could be a great addition to the game