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  1. #1
    Jinjaah is offline The Lord of the Rings Online Team
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    Greetings from the Runekeeper Dev!

    "Q30: JeauxLOTR - Who is the RK Developer and when will they begin to engage the RK Community?

    A30: Matt "Hoarsedev" Zimmitti
    While there are principle designers for each class, I do want to stress that this is a team effort. That said, Jinjaah is the principle on RK. "


    Hello all,

    I want to start this post off by apologizing for not stepping into the forum discussion about the Runekeeper Dev earlier this month. But I am here now so here goes nothing!

    It is true that I have taken over responsibility of the Runekeeper for the future changes that are approaching. The Runekeeper is one of my favorite LOTRO classes and was incredibly excited when pinged to work on them. I also want to take this time to just acknowledge how awesome you have all been over the past few months. The Runekeeper community has been very active ever since changes were hinted at in the Producer's Letter. You all immediately started posting ideas on where the Runekeeper is and where you would like it to be and that has and continues to inspire me a great deal.

    So let's keep all the feedback coming. Feel free to leave your thoughts and opinions on areas you would either like to see change or remain the same. As always, try and be respectful of your peers with your posts.

    Thanks and I look forward to hearing from all of you!

    -Jinjaah

  2. #2
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    In before the lock
    85 RK | 85 CHMP | 75 BRG | many others

  3. #3
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    Well my rune-keeper is only level 63, but I can see that she will become my main when I get her to cap. I've grown quite fond of her.

    So I'd like to warmly welcome as new dev and wish you luck with your work!

    Also I'm not so much of an expert, more like a newbie, but will get together my ideas.

    Cheers!
    [charsig=http://lotrosigs.level3.turbine.com/222190100001e4605/signature.png]Craisse[/charsig]

  4. #4
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    ive played a 75 Rk during ROI.
    One thing i would love to see is a bit of a discount on LI components for RK's seeing as we have a literal duel role as healers and main DPS.

    or maybe a duel stone that we can "flip", one side being for damage and the other being for healing, instead of needing 2 stones we just use one. something unique to RK's and our Duel nature.

    Don't flame me, just a wild idea!
    [highlight][color=black][size=2][B](•_•) Out numbered? Out gunned?
    ( •_•)>⌐■-■
    (⌐■_■) Challenge Accepted[/B][/size][/color][/highlight]

  5. #5
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    here are a few suggestions


    Healing:


    1)epic for the ages
    Add a group wide buff to epic for the ages. let the magnitude of the buff scale with each write of health on the target when epic is traited. Maybe tie the type of buff to attunement. Fire could be +damage, lightning +crit and frost could be defensive maybe +Crit D. let the effect last 30 seconds allowing for stacking of different effect types.

    2) Nestad Infused Parchments
    Please let these also remove the induction from EftA. it would make them more useful healing attuned and more useful as a survival skill DPS attuned.

    3)Rune of restoration. Let it play music or have some audible effect when it is up. would just be cool and also give us a cue when it gos away or is destroyed. Make the music soothing.

    4) double the duration of the rune sign buff to 1 min and make the buff retain the same cool down.



    Fire:

    1)Increase the damage of Smoldering wrath by a lot

    2)Triple the duration of Distracting flames. Also allow class set bonuses to effect the pule count of this skill. it is a bug

    3) essay of fire, remove the induction from this skill.

    4)essence of flame allow it to stun targets effected by write of fire and let the stun last for 3 seconds for every tier of write of fire on the target.

    5)Calming verse let it decrease our induction by 50% when active


    Lightning:

    1) give us more burst less sustain and some crit D avoidance

    2)Calming verse let it clear all slows from us wile lightning spec also let it provide immunity from CC for the duration.



    General stuff:

    1)Fall to X please extend the duration to 1 min and keep the 30s cool down

    2) Swapping attunement, it is clunky right now. Please let us do it by hitting grayed out abilities of the proper type. Let this be a separate mechanic out side combat. let us just click the skill even if not grayed out and make the swap instant without going through with the action.

    3) armor of flame the fire DoT is a joke needs a huge ramp up in damage

  6. Mar 21 2013, 09:08 PM

  7. #6
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    Quote Originally Posted by ifreborn1 View Post
    here are a few suggestions

    Healing:


    2) Nestad Infused Parchments
    Please let these also remove the induction from EftA. it would make them more useful healing attuned and more useful as a survival skill DPS attuned.


    Lightning:

    2)Calming verse let it clear all slows from us wile lightning spec also let it provide immunity from CC for the duration.

    General stuff:

    2) Swapping attunement, it is clunky right now. Please let us do it by hitting grayed out abilities of the proper type. Let this be a separate mechanic out side combat. let us just click the skill even if not grayed out and make the swap instant without going through with the action.

    3) armor of flame the fire DoT is a joke needs a huge ramp up in damage
    ^These along with making flurry of words and steady hands useful.

    Basically the class is in a good spot and dont need huge changes. We depend quite heavily on our ability to kite to survive. Anything that takes out this ability (slows, stuns, roots) are a killer. A short immunity to cc (like the calming verse suggestion above) will greatly help the survivability part. If this isnt an option, then I would like to see a change to prelude of hope so that a decent heal is available when dps attuned.

    Healing output along with the damage reduction skills like WF and AFE is OP. Should probably reduce it and add either the option to debuff the mob or the option to buff the fellowship.
    Zedred / Erazer - Windfola

  8. #7
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    My thoughts:
    First of all, i'm a healer. I never even tryed to equip a dps trait
    1. Our new cure(Scribe a New Ending) need to have at least +3 levels(+5 is better)
    2. Our incombat res (Do Not Fall This Day) should be in a form of death prevent. Instead of resurecting it should heal for 50-75% of max hp, if the person reach some threshold (5-10%). It should be usefull on a RK itself too.
    3. I would like old Mending Verse bonus hp back, curent mastery raitings are not so usefull.
    4. Reduce attunes cost of Their Weapons Shall Not Harm, Do Not Fall to, Calming Verse, Self-motivation at least by one.
    5. We could use some "utility" to cover lack of buffs, that a mins\captain brings to group. For example, group immune to cc effects and silience ( let's say 30 sec on 5 min cd). Or a spell that equalise a group hp.
    6. Rk could have an aura, that grants the rk's group the chance to deal aditional(fire\cold\lighting) damage with each combat hit or spell. Imo it suits the nature of the class very well and will bring us more desirability
    7. More heals is always welcome I'm already sugested a reactive heal on captain's forum.
    8. Curent itemisation is far from perfect. I would choose 5% crit over 5% to WoH amount any day. Same for free heal proc vs 2% to our big heal amount. Please be logical.
    8. Give us a havy armor!!! ;p

  9. #8
    Jinjaah is offline The Lord of the Rings Online Team
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    Quote Originally Posted by Arabani View Post
    My thoughts:

    1. Our new cure(Scribe a New Ending) need to have at least +3 levels(+5 is better)
    Just wanted to clear this up that there was a bug with this skill and the Minstrels version not being the proper strength. This has been fixed for the next update.

    -Jinjaah

  10. #9
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    Quote Originally Posted by Jinjaah View Post
    Just wanted to clear this up that there was a bug with this skill and the Minstrels version not being the proper strength. This has been fixed for the next update.

    -Jinjaah
    Thank you alot!

  11. #10
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    There are some core issues with the RK class, in my opinion these are:

    -Lack of proper aoe compared, heck even hunters got waaay better aoe than us.

    - Utility/buffs in healing are really underwhelming (enabling the rune sigil buff to affect whole fellowship would be a great start)

    -The ammount of LI's needed, We are the only class that needs 6 (sic) LI's in order to fulfill every roll. That's crazy, I envy classes like LMs and champs that only need 1 pair of LI's

    - We are nowhere near hunters/burglars/Champs in terms of single target dps.

    - Both Fire (wich is now basicly FR spam) and lightning has pretty boring rotations.


    Obviously the most easy fix is the LI problem, just combine the following legacies:

    Healing/Fury of storm damage/ Fire skill damage into -> tactical damge/healing LI

    Wrath of flame damage over time/Healing over time/ -> tactical damage/healing over time increase

    Writh of health/flame -> Writh damage/healing increase

    Some other of the LI's you can simply make part of the new trait line trees, obviously you would have to make up better name for these new LI's.

    To solve the aoe problem simply add a new legacy called " fire/forst aoe targets".

    I'll just leave it here since im out of ideas and its getting late here in northern Europe.


    PS: Make something usefull out of flurry of words!
    Last edited by D3str0yer; Mar 21 2013 at 10:03 PM.

  12. #11
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    $0.02 for you!

    1) RK is the only top tier dps class without viable AOE.
    - Fire is KINDA like aoe but since the damage comes from bleeds, and aoe is really only used on trash mobs, we're stuck with a fundamental flaw. You just can't play your rk in instances that require burst aoe.
    - RK has 2 dps trait lines, one for crits/kiting, and one for inductions/bleeds. Two traitlines for different styles? Why not one traitline and different stances or something. It's a little silly to need 2 sets of LIs on top of paying 1G to retrait each time you want to switch between induction based dps and kiting based dps. This would free up a traitline for aoe which could breathe some life into frost.
    2) Ranged DPS class with a melee autoattack. Big dps number on our runestones that can't really be taken advantage of.
    3) A heal to full rez. Many instances involve damage puddles which will kill someone who receives a rk rez into the puddle. Dying is embarrassing, don't subject them to it twice!

    Just my initial thoughts. Welcome and very brave of you to say hello to the forum!

  13. #12
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    Quote Originally Posted by DarthMobius View Post
    $0.02 for you!

    1) RK is the only top tier dps class without viable AOE.
    - Fire is KINDA like aoe but since the damage comes from bleeds, and aoe is really only used on trash mobs, we're stuck with a fundamental flaw. You just can't play your rk in instances that require burst aoe.
    - RK has 2 dps trait lines, one for crits/kiting, and one for inductions/bleeds. Two traitlines for different styles? Why not one traitline and different stances or something. It's a little silly to need 2 sets of LIs on top of paying 1G to retrait each time you want to switch between induction based dps and kiting based dps. This would free up a traitline for aoe which could breathe some life into frost.
    2) Ranged DPS class with a melee autoattack. Big dps number on our runestones that can't really be taken advantage of.
    3) A heal to full rez. Many instances involve damage puddles which will kill someone who receives a rk rez into the puddle. Dying is embarrassing, don't subject them to it twice!

    Just my initial thoughts. Welcome and very brave of you to say hello to the forum!
    do you have fire/frost gear?

    try it then come back. Writ of cold does a lot of damage and Essence of Winter crits/devs for 7-8k with my gear. then dotting multiple targets also ads up quick when done right. We don't have LM burst but we do have similar if not better lng term numbers.

    Totally agree with making our auto attack range.

  14. #13
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    Our AoE is fine. When there are three targets up we have our little niche and can out aoe any other class. And hunters don't out AoE us unless we're talking 5 or 6+ targets.

    That aside, I have a whole list of useless skills and traits and various other things, but it's probably best not to scare anyone yet. My biggest problem is with the bugs this class has. Rousing Words still can't crit, and the Writ of Health it procs is also unable to crit. Smouldering Wrath can't crit, Essence of Flame can't dev (it's not a DoT, it should be able to) and our dps is too spammy.
    .
    Gruid-Level 65 Burglar. Trebon-Level 65 Minstrel. Foilfang-Level 60 Hobbit Warden. Stiric-Level 56 Man Champion.

  15. #14
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    Welcome to RK forums Jinjaah, and thanks for the response!

    I'll just paste my requests from another topic.

    SKILL IMPROVEMENTS

    • Lightning skills are fine overall, but our hardest hitting skills have a bit long cooldowns imo. Once you use EC, SW, SB and EoS, you're stuck with SS and CA (which is a bit boring). We need some cooldowns to be lowered to be a top tier DPS class again. Also Charged Runes buff duration needs to be increased again, 10 seconds is too short.

    • Fire line is not exciting anymore, it's not suitable for most fights. Make it exciting again. Make it an AoE traitline for 5-6 targets, give it a different role, other than just another damage type of DPS.

    • Healing is ok i guess, but most of the content (not the raids) can be solo healed by a captain. We need more utility and buffing/debuffing skills to be more useful. ToO healing gear 4th bonus was really great for example. Also, make our tactical mastery increase our group heals (essay of exaltation and that which does not kill us).

    • Flurry of Words needs to be a ranged skill with a lot more damage and less induction/cooldown. Also make chill of winter debuff duration legacy affect this skill. This skill is ignored for years (other than changing its debuff), please stop ignoring it.

    • Improved Armour of X bubble is pathetic, it's nearly useless. Either make it give more bubble if you have more attunement (at full attunement it should give at least 3-4k) or make it refresh its bubble every 5 seconds for 20 seconds.

    • Improved Do Not Fall This Day. I'm sick of saying this, but this skill is still not useful most of the time. Make it a real rez skill. It could work like this: If it's given to someone before he/she dies, the skill goes on its regular cd and does what it does atm. If it's used on someone who's already dead, the skill goes on a 20 min cd and has a 2 seconds induction. I don't know if it's possible technically, but if it isn't, find a solution to make us a reliable in combat rezzers to the group. Best solution that comes to my mind is to make this skill with groupwide effect, once one person gets the rez, the rez buff gets removed from the group.

    • Scribe a New Ending cures on level and lower level debuffs only. It needs to cure player level+3 debuffs like other curing skills. And its name/description makes no sense as well since the skill has changed.

    • Steady Hands is still not used. I don't know what else can be done, but it needs to be improved. It's a dead class legendary trait at the moment. You could make it a normal skill and give us an entirely new legendary trait.

    • Nothing Truly Ends is one of the worst rez skills in the game atm, even with the trait it rezzes at low morale and power.

    • Mending Verse's trait Memorable Prose should give different buffs to different classes (like call to greatness). Max. morale/mitigation/crit defence to tanks, physical/tactical mastery to dps and heal classes, finesse/+debuff duration to CC classes.

    • Writ of Health needs to be available out of combat. It's a small heal anyway. LM's water lore is way better and it can be stacked and be used out of combat. RK needs this kind of change solo survivability.

    • Improved Armour of Flame is the weakest of all Armour of X skills, make its DoT more potent or change its effect to something else, its current DoT is a joke, probably the worst DoT in the game. Another option is to make it like burglar's knives out.

    • Give us a skill to change our affinity out of combat and without hitting a target. Like warden's battle preparation.


    SET BONUSES

    I don't know who's deciding RK gear set bonuses but most of the time they just suck. Fire and heal ones are sometimes ok, but lightning is just horrible. I wonder if the person who decides these bonuses plays an RK.

    +5% shocking words crit chance = Useless. It doesn't really improve the skill.
    Lightning skills have a chance to make EoS crit = Useless. The skill already has a high chance to crit.
    +10% chance for Harsh Debate and Thunderous Words buffs to occur = Not bad, but not very good either.
    EoS crits make EoW instant cast = Not too bad for PvP, but could be better.
    EC resets SW = Good for burst dps, but it could be much better the other way around.

    Personally, I'd like to see more creative, strong and exciting set bonuses which improve the class experience.

    +Perfect Imagery duration.
    CA gives +1 more battle attunement.
    Each SS use decreases the active cooldown of EC by 3 seconds.
    etc.

    GOLD CLASS ITEMS

    Most of them are just horrible compared to other classes. First of all, we have 2 class roles, 3 entirely different trait lines. A healing pocket item has no use for a dps RK, and vice versa. Having fire, lightning and healing bonuses distributed among items is just horrible. As a lightning RK, fire bonuses mean nothing to me. And lightning bonuses mean nothing to a fire or heal RK.

    All RK bonuses are mediocre or bad anyway. Give us some exciting bonuses and increase the drop rates (drop rates are pathetic).

    On the other hand, some other classes (hunter, burg, champ etc.) get bonuses like crit multiplier and it has use for all trait lines.

    ---

    Thanks again, and good luck

  16. #15
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    Quote Originally Posted by Fasin View Post
    Our AoE is fine. When there are three targets up we have our little niche and can out aoe any other class. And hunters don't out AoE us unless we're talking 5 or 6+ targets.
    With all due respect... Considering hunters got +5 Aoe targets as an LI and the following set bonus" Critical Hits with Split Shot will reset the cooldown of Split Shot and Rain of Arrows" (which means that split shot and RoA will always be off CD).

    There is just no way we out aoe hunters, how often do you only pull 3 trash targets in an instance? Heck in most cases you can pull +15 with a decent tank these days.

  17. #16
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    Quote Originally Posted by ifreborn1 View Post
    do you have fire/frost gear?

    try it then come back. Writ of cold does a lot of damage and Essence of Winter crits/devs for 7-8k with my gear. then dotting multiple targets also ads up quick when done right. We don't have LM burst but we do have similar if not better lng term numbers.

    Totally agree with making our auto attack range.
    I do. Your aoe is nothing compared to a champ, LM or even a op guard. 3 targets is not aoe. Waiting for your bleeds to tick on trash mobs is not aoe. 5 target attacks with long cooldowns are not aoe.

    RKs can dps. RKs can hit more than one target. I don't dispute either of those things. If you consider RK to be an aoe class however, there is a much bigger world of true aoe classes around you and you can't compete with them. The fact you think critting for 7k is good just tells you how bad rk aoe dps is. OP guards can parse 6k DPS on a single pull, and champs even higher. That means I can do the amount of damage you crit for... every second. Take a minute to digest that.

    Try seat of the great goblin and then run sword halls on T2. DPS on your RK. Alt to your LM/champ/guard as dps and do it again. Seriously, try it before you post again. Come back and argue that RK is at that level of aoe

    Quote Originally Posted by Fasin View Post
    Our AoE is fine. When there are three targets up we have our little niche and can out aoe any other class. And hunters don't out AoE us unless we're talking 5 or 6+ targets.
    3 target niche? Are you playing the same LOTRO as everyone else? Buy the instance cluster already.
    Last edited by DarthMobius; Mar 22 2013 at 12:26 AM.

  18. #17
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    Quote Originally Posted by D3str0yer View Post
    There is just no way we out aoe hunters, how often do you only pull 3 trash targets in an instance? Heck in most cases you can pull +15 with a decent tank these days.
    I'm not exactly sure if you're disagreeing with my statement or arguing about how often it is true.

    Quote Originally Posted by DarthMobius View Post
    I do. Your aoe is nothing compared to a champ, LM or even a op guard. 3 targets is not aoe. Waiting for your bleeds to tick on trash mobs is not aoe. 5 target attacks with long cooldowns are not aoe.

    RKs can dps. RKs can hit more than one target. I don't dispute either of those things. If you consider RK to be an aoe class however, there is a much bigger world of true aoe classes around you and you can't compete with them. The fact you think critting for 7k is good just tells you how bad rk aoe dps is. OP guards can parse 6k DPS on a single pull, and champs even higher. That means I can do the amount of damage you crit for... every second. Take a minute to digest that.

    Try seat of the great goblin and then run sword halls on T2. DPS on your RK. Alt to your LM/champ/guard as dps and do it again. Seriously, try it before you post again. Come back and argue that RK is at that level of aoe



    3 target niche? Are you playing the same LOTRO as everyone else? Buy the instance cluster already.
    Loremasters can't out AoE Runekeepers. Burst AoE, yes. Sustained? no. Frost dps will not get you anywhere in the AoE department, don't get me wrong. If you want to AoE, you don't use Frost, you use Fire.

    In one out of the two current on level raids, there just so happens to be a three target spawn every 30 seconds. I have the instance cluster. Do you?

    This sort of thing is what keeps the devs from posting more often. Let's try and just keep it a little more calm.
    Last edited by Fasin; Mar 22 2013 at 02:11 AM.
    .
    Gruid-Level 65 Burglar. Trebon-Level 65 Minstrel. Foilfang-Level 60 Hobbit Warden. Stiric-Level 56 Man Champion.

  19. #18
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    Just glad we finally got someone to speak up as to who is the Dev for the class! Looks like the biggest complaints have been addressed already. We'll be anticipating feedback, too! Thanks!
    Server: Landroval
    Character: Haladain (Runekeeper) Lv. 82
    Kin: REMNANT
    Profession: Scholar

  20. #19
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    Welcome to the RK forums and good luck

    I want to echo some of the sentiments about fire. For the record, I heal quite a bit, and I will use fire or lightning depending on what is most suitable for a particular instance or raid, but given a chance to dps, I would prefer to use fire. I just like seeing all the DoTs

    Unfortunately, while fire is quite workable on the landscape now, it is very rarely useful in raids and instances. DoTs take too long to build up for most trash mobs, and in places that it could be useful, you have more than 3 targets, so again, why bring a fire runekeeper when you could have a champ, AoE traited hunter, or LM burn down more targets at once.

    Champ survivability is amazing, so it becomes a choice of bringing a champ, who barely needs heals and does massive dps over far more targets, or bring a fire RK and an extra off tank to keep the mobs off the RK, who while sturdier than before, still melts under multiple raid-level mobs. Or bring a hunter or LM traited for dps and let them root the mobs that are after them. Even a lightning RK is often better off since they can keep dpsing while kiting, while fire-traited either is using their lightning skills without the benefit of traits, and kiting or spamming MF.

    I love the dps potential of AoE fire, but from a practical level, I feel like you have to have all the stars aligned and be wearing your lucky socks to have a chance of it doing maximum dps. The range is so limited (the AoE range) that unless you have mobs closely grouped, you don't even always hit 3. Unfortunately combined with the DoTs, it is plenty large enough to make it problematic if anything has to be mezzed. Of course you can switch to lightning skills if there are mezzed mobs nearby...but you will be doing minimally 15% less dps than if you were lightning traited, without considering the benefits of specific class traits and assuming you only trait 5 deep. Currently, if you trait to eliminate the AOE element of fire, you lose a significant amount of single target fire dps because the same traits that have the largest impact on dps are the same ones that make skills AoE.

    I would love to see fire be a truly effective dps line for raids, even if it means it goes back to it being a single target line (though I do love the AoE myself). Given the inherent squishiness of the RK, AoE does not seem to be viable without much better CC, and even that is problematic because of the DoTs. One option might be to allow fire to be single target or multiple target depending on specific traits, rather than forcing it toward AoE by linking traits that maximize dps to those that increase targets. Or combine the fire and lightning lines into a single dps line, and give RKs a healing line, a dps line and perhaps a buff/debuff line. Not really sure about that, but it is a thought.
    A Vote for Sapience is still a vote for progress!

  21. #20
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    Oh its that time of the year again! May i represent to you...Elro's wild ideas. (This time not so wild!)

    I love the tier aspect of Rk skills and would wish it developed further, as in having more skills give debuffs/buffs that at t3 are at their best etc.

    I read in the twitter chat that the teams are now committed to the class trait tree idea so im gonna leave traits alone as i believe (and highly want) them to be revamped totally.

    FIRE

    Fire is overall a fun trait tree which i like but its very situational. The dots dont do that good damage that its good for boss fights and keeping the dots on all mobs in AoE fight is sometimes just frustrating. (and power consuming with mystifying flame.)

    If there is something needed for fire its bigger fire DoT dmg. I've run 3mans etc with champs as dps and me trying fire and i cna hardly get a dot out sometimes before the mobs are dead, simply forced to spam fiery ridicule over and over.

    More AoE attacks would be nice(ish).

    Skills that need some love

    Fiery ridicule:
    You end up spamming this most of the time while waiting for CDs to come off and go thru Mystifying, writ, Essence and smouldering BUT i dont either see any good other use for it.

    Mystifying flame:
    Nice DoT but dura is kinda too short atleast when it comes to many mob situations, as i said with FR, you end up spamming this too on all mobs.
    As i said on the beginning of the thread, the tier aspect could be added here somehow too.

    Essence of flame:
    Just doesnt fit fire at all, make it into a moderate for for a long time (over 30s) or a HUGE dot for short time (Follow the damage line of smouldering wrath.

    Improved scathcing mockery:
    It doesnt have that good potential. Long induction and low dmg effect. If the induction was shorter and it was added its own dot ALSO, it would be nice again.

    Smouldering wrath:
    Same as with essence, doesnt fit RK that much, same idea long/short huge/small dot transform.

    Improved essay of fire:
    It was awesome with the 5skills non induct, now its only good when mixed with essence. (<<---My opinion)

    LIGHTINING

    Lighting is still awesome and fun mobile dps. only problem is that you cant REALLY be main dps with it, or dps at all for that matter.
    Basically shorten Cds, mix skills and more attack speed.

    Ceaseless argument and Scribes spark:
    Oh how much i hate these too. Simple change, mix them up, make it have a dmg between those 2 and make our buff management easier. Im simply tired of spamming these 2 in hope of a good EC.

    Shocking words:
    Make the CD shorter. to like 10 or 12seconds.

    Essence of storm:
    I dont think any1 else agrees here but i'd like this into a little smaller dmg but CD at 5seconds. other idea is keep it the way it is.

    Sustaining bolt:
    Shorten CD to match it with essence of storm so the buff can be used more efficiently.

    Vivid imaginery:
    This is one of the wild ideas, make the CD 1min or atleast make every use of a lighting skill reduce it by 1-2seconds.

    Epic conclusion:
    It kinda feels epic again. Shorter CD would be fun.

    FROST

    The troubled group of skills. Some say it should become non-dmg and for healing and some say increase its AoE dps potential.
    Im highly against non-dmg for healing as i want more grpup buff skills for Rk instead of mob debuff.

    Writ of cold:
    Fun skill. Maybe a little more damage.

    Essence of winter:
    The debuff is only good in moors now and hardly there either when it gets resisted most of the time.
    Make it more potential for PvE (Maybe just make it slow more the attack dura of mob or make it more vulnerable to damage/crits)
    1s induct instead of 1.5

    Flurry of words:
    Make it into a mark like cappies or burgs. Make it have the same boost maybe a little bit buffed (atleast buff the Rk him/herself more)

    Frozen epilogue:
    Shorter CD and bigger damage.

    HEALING

    Prelude to hope:
    Asked this last year and gonna do it again.
    Make it tick every 2 or 3 seconds and when in heal traits, apply it to the whole group in range.
    I also dont understand the power restore of it. it just makes prelude ''free of power cost''? if yes, its kinda useless part of it with the new power changes.

    Rune of restoration:
    I wanna make this skill big, HUGE. this is one of my revamp ideas and you can read it if u want (warning, wild idea)

    Attunement 0
    CD 5s
    Duration 30seconds
    Induction 0,5s
    150 morale every 3seconds (double what its now)
    50 power every 2s (double what its now, dont understand the power restore nerf on it)
    Depending on affinity (fire, lighting and frost) The fellowship members get a buff depending on which affinity the RK was on when the rune stone was casted.
    Fire: Increase damage by 5-10% (to match minnie anthem of war)
    Lighting: Increase critical hit chance by 3%
    Frost: Chance to heal to group for a small amount of morale on every skill (i couldnt imagine anything but debuffs on frost and i didnt like them so i just changed it into a heal)
    Frost2: Chance(10%) to debuff the enemy for +3% attack duration (every grp member can have one for total of 18% attack dura debuff but usually just 6-9 with 2-3dps)

    Mending verse:
    Its kind of boring, you spam it when the tank is under heavy fire and pop one to fellowship members who caught an AoE on themselves.
    But then again i cant come up with any better ideas for the skill.

    Writ of health:
    Longer duration (30s)

    Rousing words:
    Just give up with the channeled stuff, its stupid. Just make this a 2s induct AoE heal HoT (Like its now but no channel) and make it apply the writ.

    Epic for the ages:
    Shorter induct and/or make the group heal more potent, 400-600 is kinda low atleast imo.

    Word of exaltation:
    Its cool but i always want more so shorter CD or make the CD be reduced by 1s for every writ/heal skill cast.

    Wonderous foreshadowin:
    It was awesome when the duration was ''bugged'' if the dura could be brought back to 30s it would be more than AWESOMEWOO

    Essay of exaltation:
    Its good as it is but a shorter CD wouldnt be bad (to 3min or 2min)

    Rune sign:
    Make it affect the whole fellowship and adjust the buffs to fit that, if theres something RK healing needs, its more group buffing skills.

    Our fates entwined:
    Its a...weird skill and kinda too situational. The grp members have to be very bad to take that much dmg that the 8% become effective enough (other than BfE ofc) but i dont have any idea on how to make it any better or anything.

    That which does not kill us:
    WHY does the damage part go away when hit? It ruins the good part of the skills and ends up being just a moderate heal. Atleast make the CD shorter (alot shorter, make it 1min or 2min atleast)


    NEUTRAL

    Fall to XXXX:
    The fact it reguires a trait to be nice is kinda dumb. and when solo it doesnt boost ur dps pretty much at all considering the fights last 5seconds on mobs.

    Do not fall to XXXX:
    Again very situational skill. but then again i got no ideas on how to change it.

    Their weapons shall not harm us:
    Good skill as it is. maybe shorter induct and smalles attunement switch.

    Do not fall this day:
    a fun skill, just easy to forget to use as its not THAT useful with the ''on death'' rez.

    Shocking touch:
    good as it is but...maybe a longer range? just the moors me wanting OP...

    Self motivation:
    Its a JOKE. Compare to minnie power restore, minnie wins right away. atleast make the CD shorter or make it restore atleast a potion worth of power or something.

    Calming verse:
    Its good when healing but (imo) useless when dps. lighting one works for moors (but sucks becouse it doesnt take away any slows) and fire is just weird considering u shldnt get dmg when dps in raid and fire dps in moors is just suicidal.

    Distracting winds:
    O_O the aggro dump of it doesnt even exist and only real good use is moors.

    Steady hands:
    Remove the legendary trait reguirement.

    Improved armour of XXXX:
    the bubble is just a big joke. the debuffs on it are kinda a big joke.


    I wrote this all on this morning so i might have forgotten some skills etc but atleast got my basic ideas out...

  22. #21
    Join Date
    Jun 2011
    Posts
    0
    Hello Jinjaah,

    Thanks for introducing yourself to us

    Maybe (I hope so) you will have read my old post from the thread "RK U10 and 2013", it was quite a wall of text. Well here is the new, updated wall of text. I hope you read and enjoy it

    Lightning:
    In total it lacks compared to what other classes can do in terms of raid DPS, my suggested Sustaining Bolt revamp would help to bring us in line with, where other classes are now (if they get extra buffs, we need them too)

    Skills:
    The good:
    Scribe´s spark: Love the Threat down, low CD making us actually not spam one skill
    Shocking Words: Good skill, nothing to add. Just please not another set with +5% stun chance (not in PvE, not in PvP, never please)
    Essence of Storm: Nice skill, nice mechanics
    Epic Conclusion: The revamp to Critical Rating/Critical Defence makes me put it into this category again. Critting a 30K WL for 5k with EC, while all self buffs are up and he crit heals with his 4s CD heal for 5k in the same moment wasn't fun

    The mediocre:
    The buff proc chance without Erebraw Set just sucks, having a 5-10% higher proc chance would help

    The bad:
    Sustaining Bolt: it completly lacks the Lightning line feeling, it simply doesn´t fit. Lightning isn´t about conserving power, it´s about power intensive extreme DPS with large crits. Therefore a new suggestion: Sustaining Bolt. -Power Cost Buff removed, increased damage, +10% critical chance and 25% extra critical magnitude, 5s Cooldown. Improved Sustaining Bolt: Critical Hits with Improved Sustaining Bolt reset it´s own cooldown.

    Traits (I know we get trees, but I guess our current traits will somehow be rolled into the trees, therefore I guess it's good to share my opinion about them):
    Thunderous Words/Harsh Debate: The buff proc chances are rather low, they should be increased by 5-10%.
    Harsh Debate: Finesse is really easy to get now, can we get Critical Defence Penetration?
    Closing Remarks: A good trait, not much to say
    Tale of the Storm: A nice buff
    winterstorm: Still a useless trait, needs a complete revamp
    Icy Discourse: Also, not really useful. The extra bonus damage from Essence of Storm is completly compensated by the lower damage of Chilling Rhetoric compared to what basic Lightning skills hit for.
    Confounding Principles: It´s ok, though it could use a buff. Should do something else, maybe increasing the Armor of X Bubble or lowering it´s CD by 30sec

    Calming Vers with the Lightning bonus should add CC-immunity for 5s and remove CC, 20% runspeed for 10s isn't much

    Healing:

    Skills:
    The good:
    Mending Vers: not much to say, just not another nerf please
    Rune of Restoration: serves it purpose since it doesn´t fall through the floor anymore
    Rousing Words: Nice heal, especially the improved version (make it CRIT PLEASE)
    Epic for the Ages: Great
    Word of Exaltation/Essay of Exaltation: nothing to add
    Fates Entwined: A great skill, though it could have an offensive group bonus added (so that we don´t rely on a set bonus like Eglerin set)
    Glorious/Wonderous Foreshadowing: My single most favourite skill, while healing. Perfect as it is
    Rune-sign: A nice skill, (though, the +damage bonus should be the fire attunement bonus and the -miss chance should be removed. Frost should decrease incoming damage by 5% and incoming critical chance by 5%) obsolete because of U10 revamp

    The mediocre:
    Writ of Health: It´s lacking compared to the rest of the skills. A nice additional upfront heal of 500 morale (at 85 and full equipped) would allow it to be used in our healing rotation more often

    The bad:
    Prelude to Hope: Almost no healing, high power cost, low power restore. I suggested a new instant heal in my original proposal, my new idea is to make PtH that heal. It should heal as much as Chord of Salvation, but instead of the HoT (that CoS has) it restores power. CD 20s, which should be reduced by 5s if traiting a little bit into the blue tree and by another 5s by traiting (almost) full blue

    That which does not kill us: that was in the mediocre category before, but I came up with something else. I don't think it should be a weaker Fellowship's Heart anymore. It's a legendary trait and it heals ~as much per tick as Defiler's Efflorescence (which has 45s Cooldown) and ticks every 2s over 20s opposed to Efflorescence which ticks every 3s over 30s.
    So lower the Cooldown of TWDNKU to 45s, replace the 20% damage with a +3% damage that stays over the whole 20s and remove the damage negation

    Traits:
    Only one thing, the Revive Moral and power should be increased by 50/50 at least with the trait, so that our rez isn´t a complete waste
    All other traits are fine

    Traitline bonuses:
    2-set and 4-set bonuses get the CD reduction for the new instant heal added, Calming Vers should either get it´s duration reduced to 6s to compensate or make the next Epic for the Ages instant (and on the move) instead of Mending Vers (thus allowing only one skill use because of EftA CD). 5 Mending Verses plus the new heal would be to much. Reason for this change is to make the instant healing more often available, but a lesser amount of it.


    Fire:

    Skills:
    The good:
    Smouldering Wrath: It´s great, nothing to add
    Fiery Ridicule: standard DPS skill
    Essence of Flame: Good Damage, low cooldown.

    The mediocre:
    Writ of Fire: It´s there to keep the buff at T3 when Essay of Fire is on CD, but it lacks anything to make it interesting
    Improved Essay of Fire: The reason for the nerf was that we shouldn´t spam Fiery Ridicule. We still do, we use Essence of Flame in between (which we always did, even before the nerf), Smouldering Wrath (but that´s due to the buff to Smouldering Wrath not the nerf to Improved Essay of Fire) and keep Mystfying Flame on the foe (which we also always did). So the nerf hasn´t changed anything.

    The bad:
    Improved Scathing Mockery: This is a sidegrade at best, if not a downgrade. It should apply a Tier of Writ of Fire in addition to it´s own Scathing Mockery DoT. That DoT is important because it adds damage to Fiery Ridicule
    Distracting/Mystifying Flame: High power cost and only 15sec duration. Still it should be kept on a foe. What about increasing the DoT duration to 30-45sec. This would help to reduce the power costs

    Traits:
    Having 2 AoE Traits while needing 7 traits for maximum DPS isn´t exactly an advantage
    Conflagration of Runes: removed AoE Fiery Ridicule, added +1 DoT Tick to Fiery Ridicule
    Linnod of Flame: added Fiery Ridicule AoE (making this the only AoE trait)
    Frost Burn: This just sucks and needs a complete revamp - new idea: Chill of Winter skills apply a 3 times stacking buff with -5% induction per tier, duration 15sec
    the rest is fine

    Traitline bonuses:
    4-set bonus: Calming Vers isn´t exactly giving a very useful buff, change it to -20% induction

    Neutral/Frost skills:
    You shall fall to our wrath: Lightning and Fire versions are fine, Frost should decrease outgoing damage and increase attack duration
    Steady Hands: As a skill it's fine as it is (though many people consider it too situational for a legendary trait - maybe make it a regular skill, if you can come up with some create new legendary trait, preferably a damage trait, since when healing I already have to choose between Martial Training and You shall fall to our wrath, while
    Distracting Winds: Threat down needs scaling
    Armor of X: Fire Dots needs a serious buff, bubble isn´t really worth it either
    Self motivation: an improved version could get a 30s Power over time effect

    Armor Set bonuses:
    PvE Fire:
    +2 Wrath of Flame DoTs (that bonus is awesome, I like it on ToO and Erebor and will like it on any set where it appears) ->2set
    Mystifying Flame decreases Fire Migitation by 5% ->4 set
    Fire Ridicule decreases Smouldering Wrath CD by 2s ->4 set

    PvP Fire:
    who plays fire in the Moors? anyway..
    Fiery Ridicule becomes an on the move induction ->4 set (yeah I know, this is a big buff, but Fire needs a big buff to be viable in the Moors)
    +5m Fire skill range ->2 set
    Essence of Flame applies a 40% slow that lasts 30s to any target under the effect of Mystfying Flame ->4 set


    PvE Lightning:
    +10% buff proc chance -> seems someone read this, because it got a 2 set instead of a 4 set, as I suggested
    Tale of Rage increases damage by 10% (in addition to Critical Chance) ->4 set
    -4s Essence of Storm CD ->2 set
    scribe´s Spark decreases Epic conlusion Cooldown by 1,5 seconds per use ->4 set


    PvP Lightning:
    Critical Hits with Lightning skills apply a stacking Critical Multiplier buff (3 times, ~5-8% each) ->4 set
    +10% buff proc chance (because it´s also awesome in the Moors) ->2 set
    Essence of Storm applies a 10s -30% incoming healing buff ->4 set
    +50% Shocking Words Critical Multiplier ->2 set
    +20% Shocking Words Critical Chance ->2 set
    Epic Conclusion applies a +25% incoming damage debuff (not potable, lasts 5s) ->4 set


    PvE Healing:
    +2 HoT pulses ->2 set
    +100% EftA group healing ->2 set
    -5s EftA Cooldown ->2 set
    Rune-sign applies a smaller version of the buff to the whole group ->4 set
    Our fates Entwined applies Critical Magnitude bonus (because Critical Rating is capped so easy) ->4 set




    PvP Healing:
    Mending Vers initial heal applied to target and caster -> I listed this first, because I always want an up-to-date Audacity set with that bonus
    +50% all bubble morale (this isn´t as much as it looks at first) ->2 set
    +20% wondrous foreshadowing damage migitation (60% instead of 40%) ->4 set
    +2 HoT pulses ->2 set


    Legacys:

    As much as I hate the need for 6 LIs I can´t think of any way to get rid of it. Lightning and Fire need different relics (Crit vs Mastery), only unifying Healing and Fire could work, but I´m not a fan of it either.

    Steady Attuned Skill Power Cost/Target Shocking Touch Resist Rating: these 2 Legacies are completly useless, and I suggest replacing them
    New Minor Satchel Legacy: +Fiery Ridicule Damage (max at 15%)
    New Minor Stone Legacy: Tactical Skills Critical Chance (max at 3-5%)

  23. #22
    Join Date
    Jun 2011
    Posts
    55
    I would like to see the cooldown of Rousing Words (and maybe for the partial same reasoning, the CD of Smouldering Wrath) be proportional to the channel duration.
    Rousing Words is probably the base of our healing rotation, as it makes keeping up Writ of Health tier 3 on every member of the fellowship tremendously easy, and on top of that (even thought it never crits!) does quite a lot of healing.

    The problem with this skill is, well, it's a channel. It roots us to a certain place for up to 6,5 seconds, making us unable to move away without breaking the channel. This makes healing raids like Draigoch (or Battle for Erebor with lazy LMs) a huge pain (not saying it's impossible, just very annoying).
    Just started channeling and have to run from a rock flying at your face, or the big Dragon throws you in the air? Well, your group just received no healing from your most important group healing skill, and the skill goes on a 20s cooldown.

    As channels seem to be intended to be used until no longer useful (as in, say RW full channel heals your group for 20% of their morale, but you only need 10%, so cut off mid channel) the cooldown should also accomodate this.
    What I would like to see is, if RW is used for 1s, 5s cooldown. When used for 2s, 10s cooldown, etc. This way you still get the same cooldown it has now when you use it for the WoH procs, but when interrupted by any means you get to use the skill again a lot sooner.

    I really don't want to see Rousing Words to be made in a copy of Inspire Fellows, it should remain a channel. But it should also be adapted to be more usable in highly mobile instance mechanics, as it makes certain raids less favorable to heal with Rune-keepers.
    Characters: Tindillin (100 Rank 7 Rune-keeper), Arnillion (95 Rank 4 Hunter) on Evernight

  24. #23
    Join Date
    Jun 2011
    Posts
    12
    Why is fire our aoe line, dots and aoe just dont work, when your finally done building dots the mobs die. Fire should imo be single target sustained dps line. If you want to make a rk aoe line, use frost or a combination of frost+lightning, the aoe dps doesnt need to be as high as a champ as we can stand at a distance but added debuffs would be nice.

    Healing we lack dmg buffs for the group but our heals are fine, -10% inc dmg from fates entwined is real nice.

    A ranged auto attack should be added for sure.
    [center][charsig=http://lotrosigs.level3.turbine.com/2921e000000181c8c/01008/signature.png]undefined[/charsig]
    [/center]
    [center]
    .: Rune-keeper - Irthoniel | Warden - Tolidis :.
    [/center]

  25. #24
    Join Date
    Dec 2012
    Posts
    1,065
    Tbn, i like the idea of mele autoattack. As a healer i usualy stay in and auttoattack a boss. But i agree, that it's not always posible. Ranged auto would be nice, but it should not be the only option.

  26. #25
    Join Date
    May 2011
    Posts
    122
    Quote Originally Posted by Fasin View Post
    Loremasters can't out AoE Runekeepers.
    Any similarly geared LM will out dps a RK when it comes to AOE. Either you measure dps by how it 'feels' or you are unfamiliar with LM as a class. LMs also have more AOE skills with shorter cooldowns. The range on their AOE is better too in that you don't need your tank to pile up all the mobs directly on top of each other like a RK would need.

    Quote Originally Posted by Fasin View Post
    Burst AoE, yes. Sustained? no. Frost dps will not get you anywhere in the AoE department, don't get me wrong. If you want to AoE, you don't use Frost, you use Fire.
    What you are completely missing is that fire damage over time is fundamentally flawed as viable AOE. If you truly think 3 target damage over time is viable as AOE, then that's where our opinions differ and we won't be able to come to an agreement.
    Last edited by DarthMobius; Mar 22 2013 at 09:24 AM.

 

 
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