Re: Black Arrow Revamp
This isn't a problem, your scenario still describes an advantage to the targets: Time.
Originally Posted by deathman22
Burst DPS is the most efficient and effective means of HP removal in the game, even with healers. You get hit by direct/burst damage and the HP is gone. Healers, if present, only able to compensate after that has landed. DoT damage can be mitigated as it's occurring, DoT ticks matched by HoT ticks or direct heals.
This means anyone afflicted by a DoT, running away trying to get to help, should melt down into the dirt if they don't make it in Time. Hallelujah!
The core problem with the BA at the moment is not DPS, it is the entire operational profile that relegates it to a binary role on the field, whether solo or group: Stay at 40M and DoT away, toss some low DPS shots, rinse/repeat. Or run, even if targets just hit 30-40M. That's all folks.
On the other hand in raid vs. raid situations where freeps have multiple lms captains and healers dots are not nearly as useful as freeps superior burst dps. This is why I suggest that flame dot be severely nerfed and black arrow based damage and crit/dev multipliers boosted. My rank 10 black arrows without any buffs or in hardhitter has a base tick of 190 for flaming arrow(completely dmg traited) I would like that be moved down to about 100. In exchange I want screaming shafts which reads 225x3 shadow dmg(hits much less seeing as shadow mitigation is not hard to get on a freep) needs to be changed to about 300 and its miss chance needs to be decreased. Headshot currently has a 30second cooldown and base is 531 Common damage. On non heavies this hits in the low 400s( can dev for a little over 1k). I suggest that its cooldown gets increased to 1minute is base damage increased to about 750( will now dev like a hunters merci shot) and its induction removed.
Next skill to be changed is Puncture target which base is 429 common dmg on a 10second cooldown and costs 233power! for one since this skill is mostly used on heavy Armour targets which have high common mitigation it needs to be changed to a different dmg type boost of base damage to 500 and a decrease in its power cost.
Fire trap got nerfed in moria from 330 a tick to 183 it would be nice if it got a boost to 200 or so seeing as it can be easily avoided. And final vital target I like this skill the way it is now although it NEEDS to be a different damage type. So again in exchange for theses boosts fire dot will be extremely nerfed and i could under stand taking the additional +25%ranged evade off of moving target.
If you get noticed, RUN. And I mean right now. You stick around and it's CC, CC, dead. Starting at 30-40M. The Evade helps . . . sometimes. But most times only as a once in a while buffer to a Freep nuke rush (and still not guaranteed to boot).
Better CC ability doesn't dribble in until like Rank 12 - 15. lmao. BAs need two CC abilities in Ranks 5-8 somewhere, listed at the bottom of this post.
So as a BA all you get to do is either run away or lay on your Fire Dot, toss some fill-in attacks, fire dot again, run some more. And make sure you've got LOTS of Creeps around to protect you so you can do more Fire Dotting and shotting (induction based), and less time simply running around like a chicken-head.
You don't get to CC stuff on the other side (e.g. Stun or Fear a Healer). You don't get to truly CC anything chasing you (e.g. Root of 20sec+ or Fear or Stun). You don't get to AoE root several people being chased or the front lines being charged. You don't get to setup in Camo for safer movement across the Moors or for opener setup. Heck, I don't even get to SPANK anything hard and fast, even if only once in a while. I get to run away a lot, lay on DoTs, hit with Hindering Shot hoping to slow them a little, only to see about 7 to 8 times of 10 my targets get back to healers with DoTs cleansed or compensated for easily.
No relevant CC on a DoT based class. Hindering Shot is the one and only skill that keeps BAs from being CC-zero. Unfortunately it means we are only one notch or so above zero.
Suggestions (available somewhere between Ranks 5 - 8):
1) Add a melee knockdown ability using the Warden's "kick" animation. Knockdown of 3 seconds, and matches the concept of BAs being "hideously strengthed Uruks". Cooldown: undetermined (but a cd necessary)
2) Add Bards Arrow to BAs. This provides BAs with one ranged CC effect of some magnitude and matches the concept of "monsters and mayhem" from Sauron's side.
Given the BA is principally a DoT based class, not Burst, adding these two skills would simply allow more flexibility for the class, and would not be OP. We'd be able to do a little more tactically for our groups.
Last edited by Silverbranch; Apr 29 2010 at 02:32 PM.
Scorpashi, R7 BA
Bushwack, R6 Weaver
Snakeoil, R3 Defiler