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Maurader DH dying to most major ground effects

Faignz

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Has any one else run into the problem after the Trinity update where their DH will either stand in Molten, Arcane beams, Frozen Pulse, etc. and just die regardless of distance settings?

I feel like I lost all control over the positioning and movement of my DH with this latest patch and my toon now does such amazing things as "running in a circle with the beam from the arcane beam" and the ever popular "run back and forth wildly as if pacing frantically while not attack mobs and dying".

I've set everything to have a minimum distance of either 20 or 30 except bees, those are 10 and nothing seems to fix this. I did at one point slide everything to 30 and my character couldn't clear grifts it was easily clearing prior because of how far back it stood and attacked.

If any one else has experienced this and has a fix, please let me know. It's extremely frustrating and I don't want to have to "dumb down" my grift # just so the bot can clear it with ridiculous combat settings to cater to what could be a larger issue.
 
Have this Problem on my UE. Doing 68 Rifts now. But mostly because Avoidance not work how it "should" I think. It doge away once its almost to late sadly. But I think this is hard to change.

That is why I opened the Thread in hope to add a Function "Min Range between me + Monsters X" so you can "real" Kite a bit on higher Grift
 
Are you running with experimental avoidance? If not, try that.
 
I tried both. At least for me also set to 100% and 1 to 0.5 and 1.5
 
I tried both. At least for me also set to 100% and 1 to 0.5 and 1.5

I ran at 100% last night, but running it at 99% gave me a lot better results.
Also running with 1.5 distance shizzle.
 
Most stuff kill me is fronzen PUlze (The orb, that hunt you and tick). normaly he should wait and instantly switch.
 
Biggest issues That I have is with the Arcane Lasers, I have my Config set to max range but it still stands in the beam and sometimes rite in the middle of it.
 
Some of you do 65+ with Marauder? Think about to swap from UE to Marauder.
 
Turned on the Avoidance tab, 99% and 1.5 across the board, upped to GRift 69 and things got worse. It now stands in environmental hazards and died, vaults into elites and guardians to die to melee, runs in and out of Pulse (it will always be in the Pulse for the explosion), rarely moves for mortar, and I just watched it stand in the Ghom gas and die twice. There has to be a fix to this...

I also noticed that it will stop attack mobs if the avoidance rules kick in and just start running back and forth around corners.
 
Turned on the Avoidance tab, 99% and 1.5 across the board, upped to GRift 69 and things got worse. It now stands in environmental hazards and died, vaults into elites and guardians to die to melee, runs in and out of Pulse (it will always be in the Pulse for the explosion), rarely moves for mortar, and I just watched it stand in the Ghom gas and die twice. There has to be a fix to this...

I also noticed that it will stop attack mobs if the avoidance rules kick in and just start running back and forth around corners.

Same problem avoidance and position/kite is really bad for me with my hunter
 
I always had alot of issues with DH. Regardless of Trinity version. Glad to see I am not the only one. I always chuckle when jt would vault and try to hug an Elite, only for the Elite to smash my toon.

1 thing I have noticed is that on a fresh instal, on first start up, it will say that the combat routine is out of date, and so it will use version 1.2. It asks me which I want to use, I always choose the Trinity one.

Even with all this weird actucity, I thought ok let me try a FOK spec. Still the issues remain. Hopefully it will get looked at. I am sure these guys working on Trinity have alot on their plate.
 
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