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Re: Proposed Reaver Revisions
I like how the thread devolves into a quibbling over .meter ranges to dispute I am getting hit with a ranged ability when I am indeed getting hit with a ranged ability.
I'll echo someone else here and reinforce what I have complained about for 5 ranks or so:
Give reavers a better Hamstring.
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Re: Proposed Reaver Revisions
A Reaver's main weakness is the lack of CC. Seems to me that, with the proposed changes to Blade Toss, you want it to serve as an equalizer when it comes to kiting. The current version will not cut it.
I suggest:
-Improved version of BT at r8. Reduces CD to 30s and eliminates the disarmed penalty, along with the proposed changes.
-BT should only be evadable. Or, at the very least, don't let it be parried as if it were a melee skill.
-The duration of the proposed slow should be larger than 10s. The purpose is for us to be able to apply hamstring once we've reached the target.
-Also, as stated in another thread, Jagged Cut's chance to apply the bleed should be 50-75%.
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Re: Proposed Reaver Revisions
Looks like good ideas to me, well mostly. Some of the proposed changes just need a bit of closer looking...
And to all of you who keep crying that reaver will be "god mode" forgot to read this in the main post:
Quote:
Originally Posted by
Kelsen
Keep in mind that these are just ideas- nothing set in stone.
And if you ask me, it's about time creeps getting the upper hand in pvp... hasn't been like that in ages, if ever :/
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Re: Proposed Reaver Revisions
Quote:
Originally Posted by
TheChamptain
A Reaver's main weakness is the lack of CC. Seems to me that, with the proposed changes to Blade Toss, you want it to serve as an equalizer when it comes to kiting. The current version will not cut it.
I suggest:
-Improved version of BT at r8. Reduces CD to 30s and eliminates the disarmed penalty, along with the proposed changes.
-BT should only be evadable. Or, at the very least, don't let it be parried as if it were a melee skill.
-The duration of the proposed slow should be larger than 10s. The purpose is for us to be able to apply hamstring once we've reached the target.
Great suggestion :)
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Re: Proposed Reaver Revisions
I would like to see power issues addressed a bit better.
Our primary deficit, next to being easily kited, is our inability to sustain fights after our power pot is done without triggering a defeat response.
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Re: Proposed Reaver Revisions
Quote:
Originally Posted by
Baslin
I would like to see power issues addressed a bit better.
Our primary deficit, next to being easily kited, is our inability to sustain fights after our power pot is done without triggering a defeat response.
*Misses our ~3k icpr ~400 power pool and a useful dev strike contributing towards real sustained dps* :)
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Re: Proposed Reaver Revisions
Dev. Strike could also do for a power reduction, it's silly how much it costs right now.
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Re: Proposed Reaver Revisions
Quote:
Originally Posted by
Thorandril
Dev. Strike could also do for a power reduction, it's silly how much it costs right now.
Ye agree, cost like 1/4 of power pool.
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Re: Proposed Reaver Revisions
This has been bugging me for a while too, dying rage can be used while you are stunned/dazed however it does not cure it. Also if you have something like cracked earth on you then you can be rooted with it on. Any change you could change it so it does cure it or change it so that you can't use it while stunned or dazed.
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Re: Proposed Reaver Revisions
How bout this for upgraded gut punch:
A gut punch crit generating a defeat response ..or if thats too much... toned down to unlocking only the time-out skill on a crit.
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Re: Proposed Reaver Revisions
Lol, the damage done by tricks at range is only a lil bit more than the reflect received from them, worst complaint ever!
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Re: Proposed Reaver Revisions
Quote:
Originally Posted by
JAfps
How bout this for upgraded gut punch:
A gut punch crit generating a defeat response ..or if thats too much... toned down to unlocking only the time-out skill on a crit.
Yeah actually that is a great idea.
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Re: Proposed Reaver Revisions
Quote:
Originally Posted by
Baslin
I would like to see power issues addressed a bit better.
Our primary deficit, next to being easily kited, is our inability to sustain fights after our power pot is done without triggering a defeat response.
All Creeps need a ICPR buff imo.
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Re: Proposed Reaver Revisions
Quote:
Originally Posted by
TildenAntonini
Give reavers a better Hamstring.
You really just need to use it better. Its highly effective when used properly. Most of the squabbling from reavers on here just points to how bad they are rather than how the class needs updated or changed. When I PvP on my reaver, I bascially feel the same as I do when I am on my runekeeper or minstrel. I crush stuff, and don't die unless i really want to. Its all in how you play the class. If you play it poorly, you'll probably not enjoy it. If you rage around and destroy stuff like most reavers, its quite enjoyable.
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Re: Proposed Reaver Revisions
Quote:
Originally Posted by
Valkyrielady
You really just need to use it better. Its highly effective when used properly. Most of the squabbling from reavers on here just points to how bad they are rather than how the class needs updated or changed. When I PvP on my reaver, I bascially feel the same as I do when I am on my runekeeper or minstrel. I crush stuff, and don't die unless i really want to. Its all in how you play the class. If you play it poorly, you'll probably not enjoy it. If you rage around and destroy stuff like most reavers, its quite enjoyable.
Seriously.....?
The L2P argument?
*facepalm*
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Re: Proposed Reaver Revisions
There has been much discussion about combating kiting, which needs a small adjustment like
resilience will remove slows.
in conjunction with a slow from blade toss as has been mentioned.
However, in a 1v1 situation range classes are not the problem, a rank 9+ reaver >> hunter,lrm,mini( without bubble and long slow) and is fairly even with an rk. Champ/cpt depend alot on how well geared the player is, but reaver has an advantage over champ, not sure about cpt, cause on Elendilmir we have several good cpts. The classes which give the reaver trouble are guard/warden/burg, here kiting is not the issue. One solution here is
at rank 9 upper-hand is stackable, and the cd is 5.
and at rank 11, mist removes all damage debuffs.
since this skill is most often potted and rank 11 has little to offer this would be a nice addition.
and a nice rank 15 skill would be
move backwards at forwards speed.
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Re: Proposed Reaver Revisions
Quote:
Originally Posted by
flirtswithmediocrity
There has been much discussion about combating kiting, which needs a small adjustment like
resilience will remove slows.
in conjunction with a slow from blade toss as has been mentioned.
However, in a 1v1 situation range classes are not the problem, a rank 9+ reaver >> hunter,lrm,mini( without bubble and long slow) and is fairly even with an rk. Champ/cpt depend alot on how well geared the player is, but reaver has an advantage over champ, not sure about cpt, cause on Elendilmir we have several good cpts. The classes which give the reaver trouble are guard/warden/burg, here kiting is not the issue. One solution here is
at rank 9 upper-hand is stackable, and the cd is 5.
and at rank 11, mist removes all damage debuffs.
since this skill is most often potted and rank 11 has little to offer this would be a nice addition.
and a nice rank 15 skill would be
move backwards at forwards speed.
hhhmmm, a reaver who is making sense... =) No I agree with everything you're saying. When I beat good, ranked reavers 1v1, I've either gotten really lucky with crits, or they don't carry pots. I don't slot the unremovable long barbed arrow slow, since imo its an OP slow. I'd rather win with skill than a non-removable 20s -40% slow. If I use that, I shouldn't lose to any reaver. A good reaver 90% of the time is a loss for me, as it should be.
Imo, there ought to be a new carrot at every rank for all creep classes.
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Re: Proposed Reaver Revisions
Quote:
Originally Posted by
flirtswithmediocrity
However, in a 1v1 situation range classes are not the problem, a rank 9+ reaver >> hunter,lrm,mini( without bubble and long slow) and is fairly even with an rk. Champ/cpt depend alot on how well geared the player is, but reaver has an advantage over champ, not sure about cpt, cause on Elendilmir we have several good cpts. The classes which give the reaver trouble are guard/warden/burg, here kiting is not the issue.
I disagree with alot of that tbh. Whilst good guards/burgs/wardens and cappy's are tough to 1v1 these days they aren't our biggest concern. The fact that we can actually be within melee range most of the time against these classes leaves the reaver with a good chance to win. The problem with a reaver vs such melee classes comes down to cd's (guard/burg/and champ to a lesser extent) or self healing (warden/cappy). There are ways to neutralise these for the most part if a reaver plays smart so to me it isn't as big a concern. On the other hand ranged classes that don't want to be touched won't be and that is the single biggest problem a reaver has these days. LM/Mini/RK in particular can if they so choose kite a reaver from the moment charge is down until said reaver is dead without the reaver doing much, if any further dps following charge. Hunters are an exception as we can pot the slow, unless as Seyz points out they slot Barbed Hinderance. Give me a burg or guard to fight instead of a CR kiting rk, or an embers/tar kiting LM any day of the week. I've seen you do it on your LM, throw embers -> kite -> throw embers -> maybe a stun -> rinse repeat while your pet slowly chips away at the reaver and the reaver hasn't touched you since charge wore off. Surely you realise its a problem. The way I see it currently, kiting and power are our two biggest problems.
*I would however also like to see Upper Hand changed, though not quite what you mentioned. Personally id rather it be changed to effect evade aswell as block/parry and increase the amount debuffed.
*Move the 35% hamstring trait to R12/13, and give us a defeat response off crit gut punch instead of a dev reset.
*Increase power pools and icpr of creeps across the board.
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Re: Proposed Reaver Revisions
Didn't kelsen say somewhere (in this thread) that it'd reset blade toss? I'd be all for that, but an alternate way to unlock defeat events would also go a long ways to making the class a little more complex.
Against the odds could open a defeat event?
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AW: Proposed Reaver Revisions
The gut punch trait was changed because of the big power issues of devastating strike.
When you have a look on the power issues of blade toss....yeah it is a bit smaller than the power issues of DS, but you need a trait for it.
So that means you need a trait to have a little chance of resetting another trait which cooldown is on a one minute timer (BT).
Finally I think the smaller power issues ( ~100 ) can not be the reason to use 2 trait slots to have a use of it.
Furthermore we need a defeat event without killing something and I think the gut punch should be used for that.
- Against the odds muste be extremly increased to be usefull
-hamstring need a shorter cd, longer duration and a bigger snare!
-we need a skill to do something against "kiting to death"!
-we need more icpr!
-and with the changes of the champion ( 8s+sword duration cd: 45-50sek) there should be some changes to our charge aswell
-besides the r11 trait is ####
-I would however also like to see Upper Hand changed. Personally id rather it be changed to effect evade aswell as block/parry and increase the amount debuffed
-and please look at our damage corruptions: the morale corruptions effect correctly, but the dmg doesn´t
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Re: Proposed Reaver Revisions
Reavers do need some sort of self healing. Something like 800~ hp every 45-60s or something would be greatly appreciated. Or, as was mentioned before, let us use Defeat Responses upon crits of some skill. My suggestion:
-Glory in Victory activates upon Gut Punch crits.
-Time out activates upon Ravage crits.
-Blood-Lust activates upon Severing Strike crits.
-Wrath upon Sudden Strikes...
This would widen our rotation, as we'd aim to get different Defeat Responses depending on the situation.
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Re: Proposed Reaver Revisions
That is a great idea. Severing strike is practically useless right now, but captains sure strike is receiving some utility (nearly identical skills). This could use some too.
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Re: Proposed Reaver Revisions
My proposals for the Reaver:
Defeat response opening with Against The Odds
OR
Defeat response opening with Gut Punch crit and make a trait for it that gives Gut Punch a +10% chance to crit
Reduce Against The Odds cooldown, its to long for something not very game changing, and it already has to be traited
Increase the rank 11 racial traits icmr and icpr to +700-800
Increase bleed chance of Jagged Cut trait to 100% chance, its already avoided enough times by freeps bpe
Give us the improved hamstring trait at rank 11 instead of rank 15
Give Upper Hand -1300 target evade chance to go along with the -1300 target parry/block ratings or just replace the block rating with the evade rating
Give Severing Strike increased damage output by about 100-200, its already on a 1 minute CD and nobody ever uses it, this gives more reason to use it, and the increased damage fits with the 1m cooldown
Dying Rage needs a huge update. I suggest making the reaver undefeatable for 15 seconds, immune to all CC and slows, and keep the +50% melee and tactical damage, +200% run speed, and -100% attack duration and give defilers no introductions at all. Defeated at the end of duration. It would be nice it up the +50% damage to +75% considering its called Dying Rage and reavers should get that kind of damage on a racial trait with a 10m cooldown. Give us immunity to roots during DR, its annoying and I am popping this skill while im stunned, but im dead already after being chain stunned. Waste of the skill because I have to wait for the CD after being unable to use this skill being chain stunned. Let it remove CC.
Resilience should remove slows along with removing the CC effect and give a tail effect of immunity to slows for 10 seconds.
Increased incombat power regen and/or increase our power by itself.
Blade Toss changes are fine, but let Against The Odds reset it.
Increase Charge!'s duration because we cant chase the new fast horses and thats not even including them with the +20% mount speed. Its just good for anti CC and getting away from zergs. I dont bother trying to catch a freep mounted anymore unless they dont see me, its a futile attempt.
Please give us back 3s stun when charging.
Thanks for reading and considering.
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Re: Proposed Reaver Revisions
http://my.lotro.com/user-1317796/201...ntation-notes/
Charge:
-Does not apply a stun on first Sudden Strikes
http://www.lotro.com/gameinfo/devdia...diary-?start=3
Champion Trait Change:
Athletic: The cooldown of your sprint skill is lowered by 120 seconds and your Wild Attack will now enable you to stun your enemy on a successful hit for the 10 seconds after activating Sprint. The ability to stun is removed upon a successful strike, but the increased movement speed remains.
/sad
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AW: Proposed Reaver Revisions
Could any reaver pls post some new things from isengard?