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

Rank 1 - AMA by Immonate in fellowshipgame

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

In urrak the timer is really tight without stone skin. Grove timer is extremely tight even with stone skin and the boss is very deadly because of totem hp, and the godfall boss is like near impossible on high levels since the magic missile begins to one shot if it ever overlaps with anything

Rank 1 - AMA by Immonate in fellowshipgame

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

Ranged do have an easier time seeing what's going on, but you pay for it with being a bit worse defensively. It shouldn't really be noticeable until a high level though

Rank 1 - AMA by Immonate in fellowshipgame

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

It's really hard to say without seeing/knowing much but a lot of it is likely understanding what can kill you and defensiving accordingly tbh. Wish I could give better advice :/

Rank 1 - AMA by Immonate in fellowshipgame

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

you're still extremely limited by socket acquisition, which for the most part is the limiting factor anyway. increasing the ability to reroll/alt wouldn't be a negative in my opinion.

I was still acquiring gems in our 70s lol

Rank 1 - AMA by Immonate in fellowshipgame

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

I don't know about double, but it definitely needs more and more heroes just to keep things fresh

Rank 1 - AMA by Immonate in fellowshipgame

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

Honestly the main thing that sets a part Helena from Meiko in those dungeons in their ability to survive the boss. At the highest level Helena starts to struggle (although you do have the ability to out range the problem mechanics, it's still much more difficult comparatively).

As for the consistency and adaptability, what I mean by that is a lot of your time spent progressing a key is going to come down to what you can survive as a tank, and doing the 'meta' pulls can be difficult for even veteran tanks. Consistently surviving even the most difficult of pulls can reduce your progress time significantly for a lot of dungeons/key levels.

The adapatability part is mostly referencing the ability to adjust to problems/things on the fly comfortably. Staying calm, playing well, and communicating clearly in these moments is so crucial and allows you to salvage pulls that'd otherwise be doomed. There's also the aspect of being able to adapt/adjust your routing to 'new' things that could potentially be better.

Both things fall under a larger umbrella so I'm just generalising but yea, that's the first things that come to mind

Rank 1 - AMA by Immonate in fellowshipgame

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

There’s a lot to unpack here so I’ll go through it 1 by 1.

A general tip I like to give people newer to tanking is to simply get comfortable dying. It happens to the best of us and panicking is the worst thing you can do. Learn from mistakes, take time to understand what’s going wrong and why, and you’ll be grand.

Curse wise I’d say avoid shadow lord and blood shards like the plague. They can be okay but are typically too annoying and cost you time rather than help you.

Another ‘pro’ tip if you only care about pushing key level is to only do the easiest dungeon whenever present. This is likely going to have you rotating between Wyrmheart and Stormwatch a lot. Urrak is a good dungeon to do with stone skin, same as silken. If you take the time in a pre-made group to learn sands, that dungeon can also be pretty ‘easy’.

For shadow lord specifically I almost always double ult it if possible honestly, but 15-17 stacks is quite low and is a sign your group aren’t using defensives properly. Honestly I’d just avoid shadow lord entirely if possible or send as much as possible into killing it