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  1. #301
    Registriert seit
    11.05.2008
    Beiträge
    169
    Zitat Zitat von DuneBug Beitrag anzeigen
    I don't enjoy doing any of this... I can handle LI swapping because I'd rather be able to get the benefits of the junk i'm swapping in rather than give up something else... Armor sets is pretty silly, though.. And it's starting to apply to every class i play.
    I agree with you. I do it for the effectiveness, but I think it takes an element out of the game where you have to make those critical decisions of "do I want to use this for healing because I think we might be lacking or the DPS boost." When there are no interesting decisions to be made I think it can get stale. I think making interesting, meaningful decisions increases gameplay.

    I remember before the stat consolidation how fun it was to figure out captain jewelry because you had all these competing interests on gear - will for power/heals, might for dps/efficient farming, etc. Now your gearing is not nearly as interesting (in my opinion) because you only look at high might pieces. It was interesting because you had to make meaningful choices.

    I don't think they'll touch gear-swapping...but it'd be nice if they at least acknowledge it may not be a part of the game that is particularly fun. Especially captain that has an overabundance of gear-swapping necessary due to situational buffs.

  2. #302
    Registriert seit
    05.11.2009
    Beiträge
    2.135
    Zitat Zitat von Ordenus Beitrag anzeigen

    I remember before the stat consolidation how fun it was to figure out captain jewelry because you had all these competing interests on gear - will for power/heals, might for dps/efficient farming, etc. Now your gearing is not nearly as interesting (in my opinion) because you only look at high might pieces. It was interesting because you had to make meaningful choices.
    I don't think the problem was the stat consolidations. The real problem as I see it is that instances have been scaled down to such an easy difficulty that people can get away with playing as "glass cannons" and focusing on single stats.

    If you saw the difficulty of instances rise again I think you would see people caring a lot more about their other stats, and gearing would as a result become a lot more complicated.
    Geändert von Jeremi (25.04.2013 um 20:43 Uhr)

  3. #303
    Registriert seit
    15.12.2007
    Ort
    Seattle, WA
    Beiträge
    7.600
    While our choice for primary stat (might v will) is pretty simplistic, the secondary stats is where the choice is at - essentially becoming not if we want might (all the good non-tank captains do), but rather, how much vitality, morale, crit, crit defence, tactical mitigation, etc do you want with your might?

    Some gear pieces, like the necklace out of Thadur, allow us to question whether or not 150 might on everything is really worth it. What we really needed is the itemization that came with 10.2.

    And yes, I agree that we do need some hard content again, and hard content with GOOD rewards in it.
    Maley Oakensage, Captain of Elendilmir

    Alas Elendilmir, may you *jingle jangle* forever in the Forgotten West

  4. #304
    Registriert seit
    05.11.2009
    Beiträge
    2.135
    Zitat Zitat von Sabrian Beitrag anzeigen
    So another misunderstanding. Lets clear more deeply. I dont talk for leveling captain even though i said what i think will help improving dps values at low levels and at end game. Second what means DPS captain when i said it.

    Grouping

    1. 2k dps to the group
    2. Lots of crits 30% caped = lots of support heals and power that are prety good 3.5k RC crits
    3. Decreasing fellowship attack speed with 20% = WC and FB
    4. Increasing fellowship dmg with 10% with To Arms

    Solo i have no issues with the gear i have

    Not mentioning other buffs we do in general

    So if u guys want 3k+ dps and have all of the above too that will make the class OP imo.

    Replying to the post above that i have FA so my numbers arent accurate.

    Yes i can say im happy or im not happy with my dps only when i have best items the game can give me. I cant complain for my dps with quest gear and 3th age weapon can i?

    So my point was : overall dps is fair with all the other stuff we do. Ive never said our dps is at good spot did i? I just said its not so bad as most say and i show it.
    I agree, at least from a Hands of Healing point of view. I feel our damage is more than adequate considering the amount of healing and support utility we can dish out. Valiant Strike effectively countered what was used to be a serious weakness, which was our lack of a reliable AoE heal. Now we have one, and Captains are healing machines as a result. We can safely and effectively function as sole healer to our groups for the vast amount of content on this game now. So to give us substantial damage increases on par with other dps classes would be over-kill in my opinion.

  5. #305
    Registriert seit
    03.10.2010
    Beiträge
    127
    "Maybe revamp all three buffs into a multiple buff each: one for DPS w/ Outgoing DMG/Crit - Decrease AD , one for Tanking w/ Parry/Evade - Crit Defense, and one for Healing w/ Outgoing/Crit - ICMR/Decrease Skill Cost. Add the seperate parts of the buff as you level, kind of like they did with BoE. And then do something different with our XBro Skills, more benefit to Leveling/Solo Cappies and better for Group Content this way as well?"

    This is something I posted in another thread. I kind of like the idea of our buffs becoming more effective as we level, while still keeping us in a good place as we come up the ranks. With this kind of setup the XBro Skills could be made to further specialize our contribution to group dynamics. Another thought I'm sure no one has come up with is to kill the mother-lovin buffstick, but please do this without decreasing our effectiveness in our role as a jack-of-all-trades. We are sooo legacy dependent, to the point I've seen people getting the boot from instances b/c they were missing a legacy for Telling Mark even though they were Capped/Geared out. If this is not possible please give us an extra half bag to keep our trusty array of LI's from taking up valuable bag space.

  6. #306
    Registriert seit
    25.05.2013
    Beiträge
    96
    1) allow us to lose the buff stick/items by acquiring a completion deed for casting the out of combat buff 100 times with the item equipped.once done it becomes a passive skill upgrade. The enhancements from legacies on the buff stick (crit, parry, motivating) and Tognir armor (tact mit for motivate). Obviously the in combat stuff would be a little OP.

    2) add a bonus to IDOME based upon our capstone (armor for tanking, Inc heal buff for HoH, do a Buff for War) and/or our brother choice (or at least add resistance equal to what was given to the recent hope tokens). IDOME has gone from staple to stale afterthought. What once was 10% or more boost for multiple important stats is now 3 to 4% after the explosion in stat totals. It needs a revamp or sprucing up up to stay relevant.

    3) allow us to use fighting withdrawal on a fellow to shepherd them out of harm's way and down the aggro list. I raid a lot and might have used this skill once ever. It has buff potential as a threat reducer.

  7. #307
    Registriert seit
    01.06.2011
    Beiträge
    1.864
    Zitat Zitat von SirAndrose Beitrag anzeigen
    3) allow us to use fighting withdrawal on a fellow to shepherd them out of harm's way and down the aggro list. I raid a lot and might have used this skill once ever. It has buff potential as a threat reducer.
    I like this one, it also feels a lot more Captain'ish to make others "withdraw from the fight" for tactical purposes.

  8. #308
    Registriert seit
    25.01.2007
    Ort
    Canada
    Beiträge
    1.945
    For me, the only thing I think Captains need is POWER. Every single time I go into a grouped mission, I'm out of power in a matter of seconds, and that's doing very minimal things.

    I've suggested a new mark that heals power instead of morale, or an added morale component to an existing mark. Alternatively, adding a reliable power restoration effect to Blade of Elendil. I prefer the former, but the latter would do, I suppose.

    R.I.P NIDOR of Brandywine Server(1970-2012)

  9. #309
    Registriert seit
    15.12.2007
    Ort
    Seattle, WA
    Beiträge
    7.600
    Zitat Zitat von Elrantiri Beitrag anzeigen
    I like this one, it also feels a lot more Captain'ish to make others "withdraw from the fight" for tactical purposes.
    That would be one of the best things for a captain tank to have. It's definitely something that needs to be looked at.

    I can also see some rather amusing griefing options here.

    I can also see some rather interesting options when using withdrawal on a warden to vent threat from a DPS group in a raid.

    Zitat Zitat von Tiamo Beitrag anzeigen
    For me, the only thing I think Captains need is POWER. Every single time I go into a grouped mission, I'm out of power in a matter of seconds, and that's doing very minimal things.

    I've suggested a new mark that heals power instead of morale, or an added morale component to an existing mark. Alternatively, adding a reliable power restoration effect to Blade of Elendil. I prefer the former, but the latter would do, I suppose.
    Ironically, we were fixed with power issues for U10 P2 BR Patch 1, but the dev decided to maintain the status quo with the class, and gave us our power issues back >=(

    The problem with a power restore mark is the amount of power consumed to DPS output would either:
    A) require such a low percentage point conversion that most would perceive it not be worth it
    B) completely negate power management if done wrong because it generates **TOO** much power.
    Geändert von Almagnus1 (30.06.2013 um 01:35 Uhr)
    Maley Oakensage, Captain of Elendilmir

    Alas Elendilmir, may you *jingle jangle* forever in the Forgotten West

  10. #310
    Registriert seit
    25.05.2013
    Beiträge
    96
    Zitat Zitat von Tiamo Beitrag anzeigen
    For me, the only thing I think Captains need is POWER. Every single time I go into a grouped mission, I'm out of power in a matter of seconds, and that's doing very minimal things.

    I've suggested a new mark that heals power instead of morale, or an added morale component to an existing mark. Alternatively, adding a reliable power restoration effect to Blade of Elendil. I prefer the former, but the latter would do, I suppose.
    I think a few minor adjustments can fix that for you. Power return from rally cry, use of blade brother or song brother and reliably hitting your Inspire attack, power potions. I took melee skill power cost off my weapon for the first time in years recently and I just need to use an occasional potion to bump me up.

  11. #311
    Registriert seit
    21.02.2011
    Beiträge
    1

    Banners

    One thing that can change is the banner of the captain.
    Today we are limited for only 3 options, but i think the 3 banner can make different things depends of your legendary traits.

    Here is the idea:

    Banner withouth any legendary traits.

    Hope
    Give morale + ICMR

    Victory
    Give power + ICPR

    War
    Give Physical Mastery

    Banner with HoH
    Hope:
    Give more incoming healing to all

    Victory: LIKE WITH NO LEGENDARY TRAIT
    Give power + ICPR

    War:
    Give Tatical Mastery

    Banner with LoM
    Hope: LIKE WITH NO LEGENDARY TRAIT
    Give morale + ICMR

    Victory:
    Give Tatical and Physical Mitgation

    War:
    Give small % of the others threat to the captain

    Banner with MoW
    Hope:
    Increase Critical

    Victory:
    Drecrease enemy armour

    War: LIKE WITH NO LEGENDARY TRAIT
    Give Physical Mastery

    Of course other bonus is also good, the important in this post is the idea.

  12. #312
    Registriert seit
    01.06.2011
    Beiträge
    1.864
    Zitat Zitat von Rassor Beitrag anzeigen
    One thing that can change is the banner of the captain.
    Today we are limited for only 3 options, but i think the 3 banner can make different things depends of your legendary traits.

    Here is the idea:

    Banner withouth any legendary traits.

    Hope
    Give morale + ICMR

    Victory
    Give power + ICPR

    War
    Give Physical Mastery

    Banner with HoH
    Hope:
    Give more incoming healing to all

    Victory: LIKE WITH NO LEGENDARY TRAIT
    Give power + ICPR

    War:
    Give Tatical Mastery

    Banner with LoM
    Hope: LIKE WITH NO LEGENDARY TRAIT
    Give morale + ICMR

    Victory:
    Give Tatical and Physical Mitgation

    War:
    Give small % of the others threat to the captain

    Banner with MoW
    Hope:
    Increase Critical

    Victory:
    Drecrease enemy armour

    War: LIKE WITH NO LEGENDARY TRAIT
    Give Physical Mastery

    Of course other bonus is also good, the important in this post is the idea.
    The diversity and choices are nice, but I think they should be seperate banners and always available. That gives more choices for your build and make it a lot more simple. Skills that radically change depending on your setup is a bad idea IMO, it is one of the bigger issues that Warden is facing atm with the stance-specific gambits.

 

 
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