Here are a list of the changes I would like to see to the LM skills set in the coming update. I tried to keep the class balanced, while at the same time adjusting things I thought needed tweaking. What do you all think?
Skills
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4) Inner Flame
- This skill is pretty lackluster: long channel time for lousy pay-off, even when it’s fully traited and AoE. The only purpose right now is the threat dump, which is still often to slow to do anything. So, in order to breathe life into this skill, heal roughly 50% more over 10 second channel, with each healing pulse transferring 5% threat.
- Also reduce cool-down to 2 minutes, traitable to 90 seconds. (right now, it’s 3 minutes, traitable to 2)
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8 ) Gust of Wind
- This skill is primarily debuff, since the damage is minimal. However, the debuff is mild at best. Sooooo
- Either make the miss chance 15%, traitable to 25% or 30%.
OR
- Make the debuff stack up to three times. (This will utilize the peculiar combination of long durations (2mins) and short CD (10 seconds)
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8 ) Beacon of Hope
- Sort of a lame healing skill, especially since it’s our only base one. Long induction, killer cooldown and costs moral. Further, this can heal about 1/3 of a persons total moral, but as the characters level it loses a lot of its “umph”. Soooooo
- Make the skill improve more with leveling, so that at level 75, it heals about 50% more than it currently does.
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12) Fire-lore
- A little underpowered, when compared with Wind-Lore and SoP:C Improve to -40% damage and 5% miss chance. Also, of the three main debuff skills (Fire-Lore, Wind-Lore and SoP:C), this is the only one that can’t be sustained 100% of the time. Reduce CD to 30s. To compensate, increase power cost by about 50%.
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14) Cracked Earth
- The root function is important, but not very realistic; it should be an instant effect. If the earth cracks underneath me, I’m not going to walk around un-phased and then suddenly be stuck to the ground. So, proposed changes: Instead of root, gives 5 targets the slow debuff from BE (So the slows don’t stack) for 20-30 seconds.
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16) Power of knowledge
- Not really useful later game, when power pools are huge. If uninterrupted, this skill should drain roughly a third of the amount of the LM’s power pool. (For example, if the LM has 6000 power, this skill should drain around 2000)
- 16s channel does murder to our DPS. Like inner flame, lower channel time to 10s.
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22) Share the Power
- In the past, this was effected by healing bonuses. Bring that back
- To avoid OP, add a cooldown of 6 seconds. (This will also take some pressure off us from other players. We’re not energizer bunnies people!)
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29) Non-combat pet skills
- Add some more, and let us summon more than one, like maybe five . Also, sometimes they are hard to select in order to dismiss them. Make it so we can dismiss all with one click (like the dismount button that appears when we are riding)
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32) Back from the Brink
- Can’t they beef this a bit? Right now it’s the worst rez…
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32) Sign of Power: Vigilance
- Make the potency increase with leveling (like, +1 stealth detection every 15 levels, making +5 at level 75)
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36) Herb-lore
- Lower cooldown to 90 seconds, to compensate for changes in Cracked Earth. Costs a ton, so still not really a spammable skill
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40) Frost Lore
- Have it naturally increase induction time of spells by 20% (instead of with traiting). Right now, pretty much too situational to be useful skill … When do we really use it? So let’s sweeten the pot.
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44) Air-lore
- Sort of pointless. Reflect is minimal, and mitigation is 1% of the time? Make mitigation 100%, and instead increase the potency with traiting. (At level 75, my mitigation is like 20, so hardly overpowered when MOBs deal upwards of 150 damage per blow.)
- To compensate, increase power cost by 50%
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60) Sticky Gourd
- Make un-traited slightly better. It should have a DoT anyway, just not AoE. After all, you’re throwing a gourd filled with fluid that ignites. It’s bound to stick on someone
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64) Continual Air Lore
- To compensate for increased effectiveness listed above, make upkeep around 8 power per second.
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74) Improved Burning Embers
- Add the DoT duration to 15 seconds. Right now, un-legacied, the DoT won’t last long enough to have more than 2 embers ticking.
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Suggested Skills
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76) Improved Beacon of Hope
- Adds a HoT, which heals for roughly 70% more over 12 seconds
- Huge buff, I know, but we need something with a bit more “umph” for healing. Note that this is not a second spell, so the long cooldown and high morale cost still hurt us
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78) Sign of the Wild: Agility
- Increases pet’s movement speed by 5% and lowers skill cooldown by 10%
OR
78) Improved Sign of the Wild: Protection
- Now also improves Block and Parry ratings
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80) Fury of the Anduin (Hat tip to PsychobabbleJJ for this skill. This is basically a tweaked version, but the idea was his. See: http://forums.lotro.com/showthread.p…n=1&sp_login=1)
- Max Targets 6; Frost damage; 5 min cooldown.
- Sends forth waves of water against an area; 6 waves 1 second apart, each wave dealing as much damage as Gust of Wind (roughly). Each wave has a 30% chance to daze for 15 seconds, unbreakable for 6 seconds. (So the skill can’t break its own daze)
- Also adds a chilling effect, like lowering movement speed by 30% and increasing attack duration by 25%.
- Other effects can include putting out all fires, making this and ISG not possible together.
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82) Sign of Power: Fortitude
- Dispels fear and protects from fear for 30 seconds
- Roughly the same cool down and induction stats as SoP: Righteousness
OR
82) Improved Sign of Power: Fortitude
- Now also removes fear
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84) Improved Ancient Wisdom passive
- Increases Will by [1.5 x level]
OR
84) Improved LotRD
- Blinds target, giving a 15% chance to miss for 15 seconds. (We hit them with a beam of light so strong, it stuns them. It should have some residual effects :P)
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All this is part of a permanent journal entry I have here, should you have nothing better to do with your time:
http://my.lotro.com/user-1859746/201...e-next-update/