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Thread: @Jinjaah

  1. #51
    MV could really use some love. Besides -2 pulses, +1sec cooldown, we also lost the calming verse fast casting.

    Also, comparing to Minstrel's BC, this skill is not good at all.

    Considering all the nerfs i really think this skill could have 1sec induction
    /words

  2. #52
    I was wondering what the devs thoughts on being able to complete all class deeds across all tree lines were (if it's been discussed internally, and a general concensus) - whether the intention is to head this way fully. New class deeds seem to have this in mind, but some older class deeds require you to trait a specific line in order to complete a class deed. As far as RKs go, the Sign of the Times class deed ironically requires the use of any Rune-sign of "X" skill 100 times - there is only one rune-sign now, in blue line. My hope is the class deeds will get a further makeover to allow all lines to complete all class deeds, without having to make a chuckaway setup just to complete a deed.
    Last edited by Tarlywyn; Jan 11 2014 at 10:30 AM. Reason: typo

  3. #53
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    Quote Originally Posted by Jinjaah View Post
    For healing, I am going to take a look at the HoTs. The intention was to make healing a little more involved with keeping you hots rolling on targets, but it seems like we went a little overboard.
    The without a cooldown thing is certainly true as well. I think the real issue here is prelude to hope needs some love. It needs more of a purpose, even when untraited.

    -Jinjaah
    When you look at the HoTs envision a scenario with the tank taking most damage, the group taking a little bit of AoE and one DPS off-tanking something. I can juggle my HoTs on the tank and use Rousing Words to keep the group up without issue. I have Essay of Exaltation as an emergency button for the group. However, I don't really have a good set of tools to manage the tank and the off-tanking DPS *especially* if I need to use Rousing Words on cooldown. I either end up with a long string of heals that I cycle between the targets (due to the cooldowns), e.g. PtH+MV+BI swap PtH+MV+BI swap etc. Or I just jump between the targets and apply whatever heal is off cooldown. Either way it means I'm not really managing my HoTs move like fighting against them.

    In fact, the long channel of Rousing Words (6s) means that I've used 75% of the duration of Bombastic Inspiration. If we add the animation hickup of BI (which I feel must be a bug) it becomes hard to maintain any other HoT over the Rousing Words channel. How bad of a buff would it be to let Rousing Words add ticks to existing HoTs (or maybe just MV and BI)?

    I really like the amount of power I can get from Prelude to Hope and if I push it up to 15s duration it gives me a great tool for power management. Both my own power and that of the group.

    One thing I'd (still) love to get seen added to the (healing) Rune-Keeper is a damage <-> healing. I.e. if a (healing) Rune-Keeper does damage it will also generate to healing the group and vice versa.
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  4. #54
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    Parchments: They Do NOT remove the attunement requirement as they should.
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  5. #55
    Over all, RK healing took a pretty big nerf in HD, and in comparison to minis...... wow! Minis can easily put out more than twice the hps of an RK, and on top of that, RKs had their damage reduction skills nerfed big time! RKs also had the effectiveness of their HoTs nerfed, got ground targeted skills that are clumsy to use and not as effective as the skills they replaced, and Bombastic Inspiration which is just a downright bizarre skill in the way it was conceived.
    Last edited by Nouri; Jan 11 2014 at 01:10 PM.

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  6. #56
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    Hey Jinjaah, I know you're dealing with a plethora of questions (imagery: Big Battles) but from my own personal field research, I have found that nearly every Rune-keeper wishes to know if there are going to be any future changes to the Big-battle Jewellery set bonuses, as you have not concretely answered that yet. It is extremely lackluster to the point where I don't even care for it (mind you, set bonuses are a vital incentive in the participation of Big Battles). If there are any future changes in the works, what's the ETA for it? In brute honesty, comparing set bonuses from other classes to the Rune-keeper, it's just straight pathetic. Let me know, as I know a lot of fellow Rune-keeper are waiting for a concrete answer as well. This thread is already filled with great suggestions. I have not met one Rune-keeper who is even remotely satisfied with our current "end-game" (in reference to Big Battles) gear.

  7. #57
    Posted this earlier in another post, so just reposting here for feedback to jinjaah.

    Rk's doesn't seem to bad on the fire and lightning apartment but i have a few issues with rk in HD(keep in mind am really into EM):

    - There is currently no way (that i can find) to slow a player/mob over a period of time, our stone slow have low radius and you gotta stay still to fire.
    - Static surgery is too random for my taste and should be some way to make it abit more dependeable
    - The cap stone on lightning(can't remember name) is a great skill but i often find myself just using my 2-3 basic skills to wait for ec to come off cd again

    Now healing i find completely screwed compared to before;
    - There doesn't seem to be any fluid rotation to be found in healing build, there seems to be a long break everytime i switch up skills.
    - Mending verse on a very low cd, really ruins the whole skill as the heal itself once doesn't do much good.
    - The new -10%inc damage + a really weak dot is a pretty useless skill, considering the duration and extremely annoying break between skills before it's used
    - The cap stone doesn't serve any real purpose; the duration is low, the dot heal is low and for some reason there is a large burst heal in the end of it. Why would i want a large burst heal at the end and not in the start? it's impossible to figure out when a player is gonna need a burst heal 10 sec beforehand, especially in moors(the tiering up of the skill is also stupid, since it almost always waste of time to tier it).

  8. #58
    I just read the 12.2 preliminary release notes.... quite a shocker. 12.2 preliminary release notes have creep morale pots healing for up to 45% of their max morale. Would you care to comment on this, Jinjaah? That would mostly kill solo action in the Moors for many RKs. Just imagine a 60k morale reaver running Wrath, with CC immunity through Charge and Resilience, with hamstring, blade toss, disarm, unmitigated damage bonuses from stacked wounds on impale, buffed in-combat morale regeneration AND with a 27k morale pot. Seriously?

    Here's a link to the preliminary release notes. https://www.lotro.com/forums/showthr...17#post7072017. No changes to RK heals, no improvement to BB jewelry set bonuses, no scaling of the Sustenance heal, no improvements to ground targeted skills, no changes to SS. What have RKs gotten so far? The only thing mentioned for RKs that I saw was a fix to the CA legacy so that it no longer actually decreases the damage it does :/
    Last edited by Nouri; Jan 14 2014 at 03:36 AM.

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  9. #59
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    jep, I came to read the release notes too and the changes didn't make me very happy.

    see: https://www.lotro.com/forums/showthr...disappointment

    I also find the 45% potions very very ridiculous. But that's just one thing out of many others that slowly ruin the game for me.
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  10. #60
    Quote Originally Posted by Alluvien View Post
    jep, I came to read the release notes too and the changes didn't make me very happy.

    see: https://www.lotro.com/forums/showthr...disappointment

    I also find the 45% potions very very ridiculous. But that's just one thing out of many others that slowly ruin the game for me.
    The morale pots are actually even more potent than they appear because they take the incoming healing rating into account. It can be more like a 50 to 60% heal when incoming healing rating is factored in.

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  11. #61
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    Quote Originally Posted by Nouri View Post
    The morale pots are actually even more potent than they appear because they take the incoming healing rating into account. It can be more like a 50 to 60% heal when incoming healing rating is factored in.
    Doesn't make me much happier :P
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  12. #62

    rk

    No changes to the rune keeper in 12.2 update, I'm confused now, our class is broken, please jinjaah, we need real change in rk, a review of all spec's, especially on the blue line. Thank you

  13. #63
    Quote Originally Posted by Malganis_Lefay View Post
    I am a healing Runekeeper (i have for damage my champ)
    and i am really depressed by the state of my runekeeper in comparison to ministrels
    they beat us in any way i can imagine.
    -there stats and survivalbility are better because of there shield and the loss of our "Martial Training"
    -there singletarget and group healing output is now by far higher and faster just by spamming "Bolster Courage"
    -there rez cd was shortened while our "rezz" got double nerfed

    we lost do not fall to x
    we lost there weapon shall not harm us
    we lost That Which Does Not Kill Us
    we lost Glorious Foreshadowing (and the buff of writ of healing is no replacement for it)
    we lost Our Fates Entwined (and the stone is not a good alternative)
    we lost calming verse and with it much of our mobility

    our rune sign got nerfed
    our mending verse got double nerfed to a point it is barely usefull because i cant build it up anymore because of a 1 sec cd and the 6 sec duration instead of 10 sec
    our bubbles got nerved with the loss of crit immunity
    our Epic of ages got nerved because it heals the group only if it crits which remove so much control over this aoe heal
    our Do Not Fall This Day got double nerfed as mentioned above because i am unable to reduce the cd through skilling and has now this annoying 5 min duration

    our Scribe a New Ending got nerfed but in this case it is realy understandable, this was really a littlebit op

    what we have gotten is
    -a writ of healing upgrade which is nice but it cant replace the foreshading
    -a Our Fates Entwined Stone which fails pretty hard of doing its job
    -a shorter cd of Essay of Exaltation with removed crit def and it is not enough to replace all of our damage reductions, however its the best aoe heal we have now
    so i have very twisted feelings with that
    -a shorter cd of Rousing Words which is nice but this skill is still the twisted blade of aoe heal it was before
    -Bombastic Inspiration which has a very weird concept ... at best, and an extreme terrible delay after using it
    -placeable skill which are annoying as hell while healing
    -and at last: a nice buff that shorters our inductions... which has no real flaws or is overshadowed by something... so thank you for that ^^

    but overall healing runekeeper lost far more than they get in my opinion, and just an upscaling of our numbers wouldn´t be a satisfying solution, we lost so much of our proactive and build-up gameplay that distinguishes runekeepers from ministrels. Now we are just bad and slow ministrels and i dont want to be even a normal ministrel.
    Benedictions of Peace need a really big revise :/

    I agree 100% with this. All I did on my RK in RoR was heal, and I really enjoyed it. In HD I have no desire at all to play it. There's no way a raid leader (pve or pvp) will take a RK healer over a mini. Is there anyway you can just hit the reset button on our blue trait line and return it to what it was pre HD? :P Some suggestions that might fix the issue:
    -Give us Wonderous back as the cap stone and get rid of Bombastic Inspiration
    -Give us our original Our Fates Entwined back
    -Return mending verse to as it was before, spammable that is (if mini's can spam Bolster Courage, why cant we spam mending verse?)
    -Get rid of the ground target stuff, hard to be able to use it when your screen is full of npcs/creeps and it wont allow you to place it where they're standing


    Fire seems nice, haven't tried lightning, but the healing line is in desperate need of major fixing. Without it, my RK will remain sidelined and I will remain unsubbed.


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  14. #64
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    @Jinjaah, if your reading this.

    We need the writs of health (HoTs) back as main skill for all three trait line as its one of the main healing ability for any rk class to survive through.
    Back in the RoR days and previous Writs of Health made a huge impact on RK survivability followed by Prelude of Hope, i ll suggest swap writs of health with epic for ages since epic of ages has big heals but has long cooldowns where as the writs of health has less cd and you can apply HoTs whilst you are attacking your foes whilst applying prelude of hope.

    I think this maybe one solution to a rk class of which they will need in the moors to survive a bit longer through HoTs.

    also my rk has 67% crit defence with 17k Morale with capped mitigation and i seem to be getting hit by reavers impale of 5k devastating hit, so all in all i feel RK class is in a worst position right now.
    Last edited by Eryolan; Jan 18 2014 at 07:12 AM.

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  15. #65
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    1. a persistent slow of some kind that isnt tied to a 3m cd
    2. static surge imo could be turned into a aoe targettable skill such as fiery ridicule in fire line, hitting 3-5 targets instead of a frontal aoe
    3. mv needs to go back to 1s cd and add maybe -3.3% with each tier of wondrous foreshadowing to a maximum of -10% at r3 or it could be lowered to -5% either way would still be cool
    4. heal line needs some kind of support (even for themselves) as in cc/slows type stuff
    5. fulgarite runestone seems a bit random on the range of the stun it has, maybe have the exact range on the tooltip or if it is working the same as static surge maybe up it by 5m?
    6. please dont change ceaseless argument too much, contrary to popular belief it is is a decent spot. I use it regularly (my 2nd most used skill) and if anything would love to see it buffed a little but not to the point of it being so strong it has to have a cd or anything like that, its meant to be our starting/setup skill, not one of our huge damage dealers
    7. fire feels too spammy/reliant upon smouldering wrath to do the maximum dps, maybe something could be done to change this?
    8. possibly make c&r fast or immediate skill cause i seem to have a really noticable gap between my last skill and c&r actually going off, and have wol not take a stack of it (this is more a quality of life adjustment)


    thats all i can think of off the top of my head but i think if these changed were implemented rk would be in tip top shape again

    also thanks jinjaah for communicating so regularly and openly with us

  16. #66
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    Quote Originally Posted by Eryolan View Post
    also my rk has 67% crit defence with 17k Morale with capped mitigation and i seem to be getting hit by reavers impale of 5k devastating hit, so all in all i feel RK class is in a worst position right now.
    5k Main Impale + the 4 bleed stack = what, 11k? lewl

  17. #67
    Hey Jinjaah, I'd like to thank you for the continuing discussion

    Fire
    First the good stuff, Fire line does really great damage and is a lot of fun, it just lacks a little surviveability, I have 2 suggestions:
    -) Master of Connotation: At five stacks Writ of Fire is instant and places a tier of Writ of Health on the caster
    -) Replace the Finesse trait (nobody uses it anyway) with a new trait: -3/6/9/12/15s Self Motivation Cooldown, at max tier Self Motivation is instant and useable on the move

    That's all I can think of for fire, it's great as it is

    Lightning
    Lightning is in a good spot too, but there's room for improvement. I really like the orb idea from Confessions and Rebuttal, but I'd like to take it further. I think we should get the orbs passively over time (1 orb every x seconds) and actively via gameplay (x% chance on crits, etc) rather than from the skill. They should be consumed from our standard consumers at different rates (1, 2, 3 or all orbs - for example EC should consume all orbs and the DoT should last 4s/2ticks per orb consumed)

    Confessions and Rebuttal should consume all orbs that exist at a given time and give 4% damage reduction per orb consumed for ~20-30s, Perfect Imagery could maybe give 1/2/3 orbs on use (depending on the trait rank used)

    Right now the orbs feel a little static and not involving enough

    Apart from that the most important fixes are scaling the heal from sustaining bolt with attunement consumed and make Fulgurite Runestone and Steady Hands useable while moving. Concerning Fulgurite Runestone I think it's duration and cooldown could be increased. Right now we have too many stuns and not enough slows, Fulgurite Runestone could help with a longer duration, being some kind of mini-Tar, but stunning less in return

    Healing
    Healing is what I feel needs the most work, it does not feel good to play and really lacks extremly compared to Minstrels

    We have too many short duration HoTs and we cannot keep up with spike damage, the HoTs take too long to apply and the direct healing and bubbles are really weak

    -) Mending Vers - it heals less than half of what Bolster Courage does and has a CD, it just seems weak to me. I think removing the CD and scaling the heal wouldn't lead to spamming it, because my suggestion for Bombastic inspiration would prevent that.

    -) Bombastic Inspiration - it's part of the short duration HoT problem, therefore I suggest making it a direct heal at a 8-10s CD. Furthermore it should upgrade Writ of Health to Writ of Inspiration, which heals the same per tick, but ticks twice as fast (every 2s for 20s) and gets the expiration heal that BI currently has. The tier of Writ of Inspiration depends on the previous tier of Writ of Health, a WoH T2 will become WoI T2. Writ of Inspiration cannot be tiered up or kept up, but a new tier of Writ of Health can be applied while Writ of Inspiration is active

    -) Apart from that I think our bubbles should be increased by 10/20/30/40/50% with Exalted and Rune-sign should become a higher damage reduction at a higher CD, it feels odd as an "use whenever it's up skill"

    -) Epic for the Ages should be a consumer again and heal similiar numbers as the Minstrels Perfect Ending does, also the group heal shouldn't rely on critical. Right now even EftA heals less than Bolster Courage, healing balance is really screwed up

    -) There's a lot of filler traits especially in the healing tree, Evade, Will, Morale and Power for Nothing truly ends and the EftA HoT come to my mind. Getting some healing critical multiplier trait and a way to prevent induction setback like old Fates Entwined did, even temporarily, would be very welcome

  18. #68
    Quote Originally Posted by Chris91 View Post
    Hey Jinjaah, I'd like to thank you for the continuing discussion
    I might be in the mood to thank Jinjaah if and when we see action/results, rather than just "lots of good ideas guys" type of feedback on suggestions RK have made repeatedly in these forums.

    RKs have commented on lots of issues where RK healing has been nerfed with the changes to HoT skills, the nerfing and removal of RK damage prevention skills, and the clumsiness and ineffectiveness of some of the new RK healing skills. I think most RKs would agree that RK healing took a BIG nerf in HD!

    RKs have asked him to look at lots of other things, as well. Changes to BB set bonuses that are presently worthless. Fixing the bug on the Sustenance triat set bonus. Three pages worth of suggestions and feedback. What has come of it? Almost nothing! Read the 12.2 release notes. The bug on the CA legacy was fixed.... that was all that was done. Discussions don't get you anywhere unless they lead to action/changes, and so far, they haven't. I you look at the 'Classes' section in the release notes, you'll see that RKs came in dead last in the number of changes listed; with only a single change.

    Imo, HD made such a huge mess of things that it's going to take another 4 to 6 months to sort through and implement much needed changes.
    Last edited by Nouri; Jan 23 2014 at 02:32 PM.

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  19. #69
    Quote Originally Posted by Chris91 View Post
    Hey Jinjaah, I'd like to thank you for the continuing discussion

    Fire
    First the good stuff, Fire line does really great damage and is a lot of fun, it just lacks a little surviveability, I have 2 suggestions:
    -) Master of Connotation: At five stacks Writ of Fire is instant and places a tier of Writ of Health on the caster
    -) Replace the Finesse trait (nobody uses it anyway) with a new trait: -3/6/9/12/15s Self Motivation Cooldown, at max tier Self Motivation is instant and useable on the move

    That's all I can think of for fire, it's great as it is

    Lightning
    Lightning is in a good spot too, but there's room for improvement. I really like the orb idea from Confessions and Rebuttal, but I'd like to take it further. I think we should get the orbs passively over time (1 orb every x seconds) and actively via gameplay (x% chance on crits, etc) rather than from the skill. They should be consumed from our standard consumers at different rates (1, 2, 3 or all orbs - for example EC should consume all orbs and the DoT should last 4s/2ticks per orb consumed)

    Confessions and Rebuttal should consume all orbs that exist at a given time and give 4% damage reduction per orb consumed for ~20-30s, Perfect Imagery could maybe give 1/2/3 orbs on use (depending on the trait rank used)

    Right now the orbs feel a little static and not involving enough

    Apart from that the most important fixes are scaling the heal from sustaining bolt with attunement consumed and make Fulgurite Runestone and Steady Hands useable while moving. Concerning Fulgurite Runestone I think it's duration and cooldown could be increased. Right now we have too many stuns and not enough slows, Fulgurite Runestone could help with a longer duration, being some kind of mini-Tar, but stunning less in return

    Healing
    Healing is what I feel needs the most work, it does not feel good to play and really lacks extremly compared to Minstrels

    We have too many short duration HoTs and we cannot keep up with spike damage, the HoTs take too long to apply and the direct healing and bubbles are really weak

    -) Mending Vers - it heals less than half of what Bolster Courage does and has a CD, it just seems weak to me. I think removing the CD and scaling the heal wouldn't lead to spamming it, because my suggestion for Bombastic inspiration would prevent that.

    -) Bombastic Inspiration - it's part of the short duration HoT problem, therefore I suggest making it a direct heal at a 8-10s CD. Furthermore it should upgrade Writ of Health to Writ of Inspiration, which heals the same per tick, but ticks twice as fast (every 2s for 20s) and gets the expiration heal that BI currently has. The tier of Writ of Inspiration depends on the previous tier of Writ of Health, a WoH T2 will become WoI T2. Writ of Inspiration cannot be tiered up or kept up, but a new tier of Writ of Health can be applied while Writ of Inspiration is active

    -) Apart from that I think our bubbles should be increased by 10/20/30/40/50% with Exalted and Rune-sign should become a higher damage reduction at a higher CD, it feels odd as an "use whenever it's up skill"

    -) Epic for the Ages should be a consumer again and heal similiar numbers as the Minstrels Perfect Ending does, also the group heal shouldn't rely on critical. Right now even EftA heals less than Bolster Courage, healing balance is really screwed up

    -) There's a lot of filler traits especially in the healing tree, Evade, Will, Morale and Power for Nothing truly ends and the EftA HoT come to my mind. Getting some healing critical multiplier trait and a way to prevent induction setback like old Fates Entwined did, even temporarily, would be very welcome
    Your points are so well thought out and written that I wanted to make sure skill hang/lag is not forgotten, really long pause between the time you cast EC and it actually going off. Not just that skill but I can go 2-3 seconds doing nothing but waiting for a skill to fire.


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  20. #70
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    Suggestion for Static Surge

    If I recall correctly we would have to sacrifice "potency" in order to get "range" with Static Surge. There are situations where I would want to use Static Surge but the enemy I'm fighting is ... unpleasant ... to be near. However, the huge burst I get from Static Surge is also very (very) nice.

    Would it be possible to change Static Surge so that it is targeted instead of a frontal cone AoE? The AoE effect would instead be that it hits enemies nearby the primary target. Most often I find that I miss with Static Surge only because I was a few degrees off my intended group of targets. I don't feel this change would greatly impact the potency of the skill while still being a huge quality of life improvement.

    The second change I would like to see (and I don't know if this is technically feasible) is to have damage scale with range so that it does less damage the further away the primary target is. This would allow Static Surge to have greater range while still maintaining a high degree of damage output when used at short range. Sort of safety vs potency. I was thinking something like: damage = base - factor * max(delta-x, delta-y) as a light-weight scaling formula (ideal would, of course, be to use the "true" distance).
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  21. #71
    Raven-EU
    Suggestion for Static Surge

    If I recall correctly we would have to sacrifice "potency" in order to get "range" with Static Surge. There are situations where I would want to use Static Surge but the enemy I'm fighting is ... unpleasant ... to be near. However, the huge burst I get from Static Surge is also very (very) nice.

    Would it be possible to change Static Surge so that it is targeted instead of a frontal cone AoE? The AoE effect would instead be that it hits enemies nearby the primary target. Most often I find that I miss with Static Surge only because I was a few degrees off my intended group of targets. I don't feel this change would greatly impact the potency of the skill while still being a huge quality of life improvement.

    The second change I would like to see (and I don't know if this is technically feasible) is to have damage scale with range so that it does less damage the further away the primary target is. This would allow Static Surge to have greater range while still maintaining a high degree of damage output when used at short range. Sort of safety vs potency. I was thinking something like: damage = base - factor * max(delta-x, delta-y) as a light-weight scaling formula (ideal would, of course, be to use the "true" distance).

    Do you mean something akin to Cry of the wizards on the minstrel ?

    or something like a stronger version of EC ?

  22. #72
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    Quote Originally Posted by Madmanthief View Post
    Do you mean something akin to Cry of the wizards on the minstrel ?

    or something like a stronger version of EC ?
    Hmmm... Good question. It would become a bit like CotW by making it ranged, AoE, and targeted. Does CotW have diminishing damage on increasing range?

    I've been thinking a bit on it and maybe it's better to keep the frontal cone but give it greater range (and maybe widen it a little bit) and just scale damage with distance. I like Static Surge but I feel the range and cone makes it less than ideal. Especially in situations where a tank is keeping your target in place and using Static Surge would mean having to run in, fire it off, then running back out. Dragnakh anyone?

    I don't think it should be stronger than EC but balancing the skill is probably quite difficult. It's a proc so you may get to fire it off several times while EC is on cooldown but on the other hand it may never proc while EC is on cooldown. If we make it stronger or proc more often we end up with situations where a Rune-Keeper may do insane burst damage but if we make it weaker or proc less often it becomes a "meh" skill.
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  23. #73
    Raven-EU




    Hmmm... Good question. It would become a bit like CotW by making it ranged, AoE, and targeted. Does CotW have diminishing damage on increasing range?

    I've never noticed a decrease in damage based solely on range. It mostly depends, in my experience, on the skills that I've fired off before it like Call of Orome where it increases the damage done to a mob because of CoO's debuff.

    Perhaps widening it and giving it a bit more range would be good. Where EC is a single target, Static Surge could be the same thing but intended for large groups of mobs.

  24. #74
    Join Date
    Jun 2011
    Location
    Sweden
    Posts
    1,457
    Quote Originally Posted by Madmanthief View Post
    I've never noticed a decrease in damage based solely on range. It mostly depends, in my experience, on the skills that I've fired off before it like Call of Orome where it increases the damage done to a mob because of CoO's debuff.

    Perhaps widening it and giving it a bit more range would be good. Where EC is a single target, Static Surge could be the same thing but intended for large groups of mobs.
    Static Surge does about the same damage as Epic Conclusion and it can proc multiple times in a row. Just giving us more range and wider cone would make it very OP. If we get it widened and with more range we'll most likely also see a drop in damage output (to make the skill balanced :/). What I'm hoping to find is a solution that would allow us increased range (and hopefully wider cone) without having to sacrifice the very nice close-range damage output. Hence, diminishing damage at longer range.
    A small cog in a big machine.

    Life has no "Undo" button, only "I'm sorry". Thinking before doing is a good thing.

  25. #75
    Quote Originally Posted by Chris91 View Post
    Fire
    -) Replace the Finesse trait (nobody uses it anyway) with a new trait: -3/6/9/12/15s Self Motivation Cooldown, at max tier Self Motivation is instant and useable on the move
    I use it honestly, in fact if usually stack a bit more of mastery/crit/morale since I can ignore that bit of finesse (I use old pieces for more pulses, and I know lots of people do that too). Also if self motivation is reduced to 15d cd (given we can reduce 30s with legacy) it would just be OP, it's a 30% morale and 15% power heal while in raid dps traits.
    Quote Originally Posted by Chris91 View Post
    Healing

    -) Mending Vers - it heals less than half of what Bolster Courage does and has a CD, it just seems weak to me. I think removing the CD and scaling the heal wouldn't lead to spamming it, because my suggestion for Bombastic inspiration would prevent that.
    -) Bombastic Inspiration - it's part of the short duration HoT problem, therefore I suggest making it a direct heal at a 8-10s CD. Furthermore it should upgrade Writ of Health to Writ of Inspiration, which heals the same per tick, but ticks twice as fast (every 2s for 20s) and gets the expiration heal that BI currently has. The tier of Writ of Inspiration depends on the previous tier of Writ of Health, a WoH T2 will become WoI T2. Writ of Inspiration cannot be tiered up or kept up, but a new tier of Writ of Health can be applied while Writ of Inspiration is active
    -) Apart from that I think our bubbles should be increased by 10/20/30/40/50% with Exalted and Rune-sign should become a higher damage reduction at a higher CD, it feels odd as an "use whenever it's up skill"

    -) Epic for the Ages should be a consumer again and heal similiar numbers as the Minstrels Perfect Ending does, also the group heal shouldn't rely on critical. Right now even EftA heals less than Bolster Courage, healing balance is really screwed up

    -) There's a lot of filler traits especially in the healing tree, Evade, Will, Morale and Power for Nothing truly ends and the EftA HoT come to my mind. Getting some healing critical multiplier trait and a way to prevent induction setback like old Fates Entwined did, even temporarily, would be very welcome
    I agree MV is way weaker than it should be, and need some more love. In my opinion it should be given additional 2-3 pulses and a bit increase in magnitude. But honestly cooldown is not that far of being able to spam it, you can use writ in the meanwhile or prelude (which is not that bad nowadays, since it can heal 80 HPS). And some delays on skills like Bombastic is almost the same as cd of MV.

    And regarding your Bombastic inspiration suggestion, I think it's a PERFECT IDEA for the skill, as long as initial heal is not too high to be used without writ effect.

    For Rune sign: Just my thoughts too. I think a 25% reduction for 15s with a 30s cooldown would be right. Given we had a total of 8% dmg reduction on every member and one huge inc healing and inc dmg buff. That or just make that 10% be fs wide (which is almost the same we had given most classes got buffed on their healing and rk didn't), though I don't like either the idea of a ''click when it's off cd skill''. Could be maybe turned into a toggle skill?

    About Epic for the ages HoT I find it more logical to have it happen AOE on crits (with a higher magnitude) and make that direct heal like an added magnitude for EfTA base heal (15% more heal on a skill with 15s cooldown and which heal less than a 0cd Bolster courage is not OP at all, is it?)

 

 
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