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  1. #1
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    Player Guide: Class Changes Summary: Burglar

    Image from tentonhammer.com

    "Sometimes we just get caught up on the little things in life. You make sure this tends to happen more often than not." - A Small Snag



    Quick Links:



    Mechanical Changes
    These are misc changes not specifically tied to any one skill but change how you play and use skills

    Crit Chain Revamp
    The critical chain has been shortened down from 3 to 2 skill chain but the cooldowns have been reduced too.

    Burglar's advantage is now called gamblers advantage and has new effects.
    (Gamblers advantage is Tier 2 of the Gambler line so any spec can get it if you choose to)
    (Gamblers advantage has a stack-able dot that lasts 15s)


    Your critical chain should look something like this:
    Crit -> Double-edged strike / Gamblers Advantage -> finisher

    many cooldowns and animations have been revamped / reduced and changes the feel of this fast rotation a lot!

    more details in: Skills and Skill changes



    Revamp Video by Brya
    Quote Originally Posted by Brya View Post
    Hello again everyone.

    In this Helm's Deep Beta Preview, I showcase all the changes coming to the burglar class - Changes to old skills, new skills and their animations, and of course the trait trees are covered!

    This is a rather long video, but hopefully you'll appreciate the depth!
    Watch in new tab Here: https://www.youtube.com/watch?v=mhNkTbn_zv0





    Short Version


    Quiet Knife
    Slip past your enemies as The Quiet Knife and stalk
    enemies with composed cunning.
    The Quiet Knife relies on Critical Attack skill-chains,
    ready to escape into shadow at a moment’s notice.


    ROLE: Premium Stealth Class, High Burst Damage, medium Utility, medium Survival, medium Crowd Control

    Gameplay: An assassin to quickly take down even the largest of foe's. The Quiet Knife does increased Positional Damage and his Critical Response skills do insane damage. With fast rotations and short cooldowns the Quiet Knife must know his skills in detail as doing so will reward the Burglar with a heal-over-time chance on critical hit with Relish Battle. In a group with a tank holding aggression the Quiet Knife can perform Vital Target and decrease the enemies critical defense to aid himself and allies.

    Link to More information: In Depth - Quiet Knife trait line


    The Mischief Maker
    Become a master of debuffs and disables as The Mischief-maker.
    Fight multiple targets and support your fellowship by trading
    burst damage for an arsenal of Trick and Trick-removal buffs.


    ROLE: High Debuffing, High Crowd Control, High Utility, High Survival, medium healing

    Gameplay: Trick and Trick removal skills are an important part of this tree. Early on you will able to reduce the cooldown of your trick removal skills with Perplexing Proposition. Planning how you will use Clever Retort can be important as it has a different effect depending on which trick will be removed. The Mischief Maker tree provides viable solo play, but appears to be aimed at group play. Tricks can cripple enemies, applying and removing them will provide additional effects like restoring power and morale of fellowship members and stunning the target. You can also opt to use Opportunist and Subtle Stab to gain quicker access to your trick removal skills again as Subtle Stab reduces the active cooldown on the trick removal skills.

    Link to More information: In Depth - Mischief Maker trait line


    The Gambler
    Put everything on the line in battle using skills with a random
    element that demands you and your enemies to react.
    Quick wits combined with buffs and debuffs make or break victory.


    ROLL: High Sustain Damage, High Utility, High Survival, medium Crowd Control

    Gameplay: The Gambler replies on high damage-over-time skills and Damaging Gamble to overwhelm enemies. He is great at causing CJ's to heal moral or power, or just deal a lot of damage. Gamblers who are proficient in understand their debuff durations and cooldowns can cripple enemies with there Debuffing Gamble and keep it up (with some luck on his side). if your lucky and evade an attack The Gambler gets a heal-over-time from bob and weave and even unlocks his critical chain.

    Link to More information: In Depth - The Gambler trait line


    PLEASE FEEL FREE TO ASK QUESTIONS IF I DIDN'T ANSWER ANYTHING HERE. I WILL TRY AND MAKE A Q+A SECTION IN THE FUTURE
    Last edited by bohbashum; Nov 10 2013 at 05:52 AM.
    Level 140: Burg, Captain, Guard, Brawler, Hunter, Lore-Master, Minstrel, Champ, Warden, Rune-Keeper, Beorning

  2. Oct 25 2013, 05:37 AM

  3. Oct 25 2013, 06:41 AM

  4. Oct 25 2013, 07:06 AM

  5. Oct 25 2013, 07:14 AM

  6. Oct 25 2013, 07:14 AM

  7. #2
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    Burglar - Skill Allocation and Changes


    Skill Allocation

    Removed Skills Skills Not Tied to Tree's
    • stances
    • location is everything
    • well placed strike
    • confound
    • escape clause
    • Surprise Strike
    • Subtle Stab
    • Cunning attack
    • Provoke
    • Double-Edged Strike
    • Riddle
    • Reveal Weakness
    • Purge Corruption
    • Exploit Opening
    • Addle
    • Sneak
    • Share the Fun
    • Diversion
    • Hide in Plain Sight
    • Find Footing
    • Touch and Go
    • Safe Fall
    • Burglar's Antidote
    • Ready and Able
    • Burgle
    • Practical Joke
    • Contact Pedlar
    • Track Treasure


    Tree Skills

    Skills in Gambler line Skills in Quiet Knife line Skills in Mischief Maker line
    • Lucky Strike (spec bonus)
    • Hedge Your Bet (spec bonus)
    • Cash Out (set bonus 6)
    • Gamblers Advantage - Tier 2
    • Exposed Throat - Tier 5
    • All In - Tier 7
    • Knives Out (spec bonus)
    • Faint Attack (spec bonus)
    • Stun Dust - Tier 2
    • Aim - Tier 3
    • Flashing Blades - Tier 5
    • Trip - Tier 6
    • Coup De Grace - Tier 7
    • Mischievous Glee / Delight (spec bonus)
    • Trick: Disable (spec bonus)
    • A Small Snag (set bonus 1)
    • Dust in the Eyes - Tier 1
    • Startling twist - Tier 2
    • Trick: Counter Defense - Tier 3
    • Trick: Enrage - Tier 4
    • Clever Retort - Tier 5
    • Trickster - Tier 7

    Skill Information

    Changes to Old Skills


    Disable trick:
    • +15% attack duration -10% damage
    • 15s duration

    Dust in the Eyes trick:
    • debuff now 15s duration

    Counter defense trick:
    • duration 15s
    • lowers their crit defense instead of raising damage of incoming crits.

    Enrage trick:
    • no longer confuses target
    • all damage increased by 2%
    • 15s duration

    Clever retort:
    • cooldown 45s
    • effect depends on what trick was removed
      • Trick: Counter defense
        • Burst damage / Red Ent
      • Trick: Disable
        • Moral Heal / Green Eagle
      • Trick: Enrage
        • Damage-over-time (every 5s for 15s) / Yellow Spider
      • Trick: Dust in the Eyes
        • Power Heal / Blue Horse

    Provoke:
    • no longer effects aggro
    • reduces opponents crit chance by 2% for 15s

    Burglar’s advantage:
    • renamed gambler’s advantage
    • also applies stacking bleed on each use, every 3s for 15s.

    Double edge strike:
    • used at the beginning of the crit chain now

    Addle:
    • cooldown 10s

    Feint attack:
    • cooldown 5s (from 5m)
    • on devastate: "+10% positional damage, +20% critical multipler"
    • devastate buff duration 30s

    A small snag:
    • cooldown 5s (from 5m)
    • on devastate: "+15% trick removal effect"
    • devastate buff duration 30s

    Lucky strike / Gamblers Strike:
    • cooldown 5s (from 5m)
    • on devastate: "+40% gamble chance"
    • devastate buff duration 30s

    Ready and able:
    • cooldown 5m

    Burglar's Antidote
    • Removed up to 1 disease, wound, fear or poison effect
    • 15s cooldown

    Mischievous Delight
    • 100% power heal chance
    • heals fellowship members power and moral within 20m


    New Skills

    Hedge your Bet
    • increases the tier of a gamble by 1 and resetting it's duration if successful.
    • 7s cooldown.

    Blind bet
    • usable after double edge strike
    • 60% chance of debuffing gamble
    • 10s cooldown.

    Cash out
    • consumes damage gamble for instant damage
    • consumes debuff gamble for +evade on burglar
    • 5s cooldown.

    All in
    • for 15s gain +50% damage, +20% evade, +finesse
    • buff is removed on killing target
    • If you don’t kill something in 15s you get the buff in reverse (-50% damage...)
    • 1m cooldown

    Stun dust
    • 5s stun
    • 1m cooldown

    Coup de grace
    • powerful triple attack that marks target
    • if defeated while marked you enter stealth for 5 secs
    • 1m cooldown

    Trickster
    • buffs till end of combat
    • tricks become AoE (3 targets) while active
    • next trick will stack with another trick.
    • 1m cooldown

    Purge Corruption
    • Removes up to 1 corruption effect from the target
    • 15s cooldown


    Link Back to Opening Post
    Last edited by bohbashum; Nov 05 2013 at 05:34 AM.
    Level 140: Burg, Captain, Guard, Brawler, Hunter, Lore-Master, Minstrel, Champ, Warden, Rune-Keeper, Beorning

  8. #3
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    Debuffing and Damaging gambles have not changed effects. disabling has yet this is not implemented yet.

    Spec bonuses
    • SKILL - Lucky Strike
      • lucky strike does medium damage and applies a damaging gamble
      • this skill is used at the end of the crit chain
      • 15s cooldown
    • SKILL - Hedge Your Bet
      • A quick skill that does medium damage and upgrades the tier of an exsisting gamble on target
      • 10s cooldown
    • PASSIVE - Your Crit chain now unlocks on evades
    • PASSIVE - +40% stealth run speed

    Set bonuses
    Tier 1 - Bob and Weave - "grants a heal-over-time when you evade"

    Tier 2 - Blind Bet - Chance to apply debuffing gamble to the target. usable at the end of the crit chain.

    Tier 3 - Reveal Weakness - "Reveal Weakness gains the ability to reduce the target's finesse"

    Tier 4 - Overwheling Odds - Complete a fellowship manoeuvre will empower the burglar based on what was completed

    Tier 5 - Dealings Done - Lucky Strike becomes Gamblar's Strike (same cooldown and effects remain)
    • Gamblers Strike can be used outside the crit chain
    • Gamblers Strike upgrades any gamble on the target to 6
    • +10% gamble chance on other skills

    Tier 6 - Cash Out - earns skill "Cash Out"
    • Consumes damaging gambler to deal instant damage depending on tier
    • Consumes debuffing gamble to buff burglar's evade rating depending on tier
    • Consumes disabling gamble not yet implimented
    • 30s cooldown

    Tier 7 - Loaded Dice - "you always play to win."
    • +20% Even the Odds application chance
    • -10s Blind Bet cooldown
    • -10s Cash Out cooldown

    Traits of Special Mention
    Tier 2 - Gamblers's Advantage - unlocks the skill
    • 5s cooldown used in the middle of the crit chain
    • applies a dot, ticks every 3s for 15s
    • on using the skill on a target with the dot already on: dot damage increases (up to 6 times) and refreshing dot

    Tier 4 - Double Down - provoke and diversion have a chance to apply a gamble.
    • Provoke gains the chance to apply a disabling gamble
      • effects are applied if used in-combat and out of combat.
    • Diversion gains the chance to a apply a debuffing gamble
      • NEED TO CHECK IF CAN BE USED WITH FAINT ATTACK STILL
    • increased application chance from stealth.

    Tier 5 - Exposed Throat - chance to start fellowship manoeuvre
    • 20% chance for 6s stun
    • 10s cooldown
    • usable at the end of the crit chain

    Tier 5 - Even the Odds - double-edges strike may grant you a random buff if used on a target with an active gamble
    • +20/40/60/80/100% application chance
    • buffs last 8s
    • applies 1 of 3 buffs to the burglar that stack
      • -attack duration
      • +critical rating
      • +pysical mastery

    Tier 7 - All In - briefly boost your damage, evade chance and finesse rating to finish a fight
    • for 15s
      • +50% melee damage
      • +20% evade chance
      • +finesse
    • If you fail to kill the target in 15s you get debuffed:
      • -50% melee damage
      • -20% evade chance
      • -finesse rating



    Link Back to Opening Post
    Last edited by bohbashum; Nov 09 2013 at 06:31 AM.
    Level 140: Burg, Captain, Guard, Brawler, Hunter, Lore-Master, Minstrel, Champ, Warden, Rune-Keeper, Beorning

  9. #4
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    Spec Bonuses
    • SKILL - Knives Out
      • cannot avoid incoming attacks
      • sets incoming melee damage to 20%
      • on melee skill damage: reflect 30%
      • 10s duration, 2m cooldown
    • SKILL - Faintt Attack
      • Enables surprise strike from stealth
      • 10s duration, 15s cooldown
    • PASSIVE - +2 Stealth level
    • PASSIVE - +40% stealth movement speed


    Set Bonuses
    Tier 1 - Improved Knives Out - reduces the cooldown on Knives Out by 45s

    Tier 2 - Critical Magnitude - +10% critical and devastating critical damage

    Tier 3 - Reveal Weakness - Reveal Weakness gains the ability to reduce the targets critical defense

    Tier 4 - Relish Battle - 25% to apply a heal-over-time whenever you critically hit a target

    Tier 5 - Location is Everything - Critical Chain skills bypass 10% of your target's mitigations

    Tier 6 - Practiced Bluff - Faint attack becomes Improved Faint attack
    • +10% damage until removed
    • +5% damage from stealth
    • additional skills can be used as if in stealth
      • Provoke
      • Cunning attack


    Tier 7 - Improved Sneak - +100% critical chance of cunning attack and surprise attack used from stealth

    Traits of Special Mention
    Tier 2 - Stun Dust - Unlocks skill
    • 5s stun
    • 1m cooldown

    Tier 3 - Aim - Unlocks skill
    • Next skill used is garenteed to critical
    • 1m 20s cooldown

    Tier 4 - Vital Target - Critical response skills have a chance to lower your target's critical defense
    • 15/30/45% chance to apply -5% critical defense
    • 8s duration

    Tier 5 - Flashing Blades - Unlocks skill
    • Skill uable at the end of the critical chain
    • Deals high damage

    Tier 6 - Improved Hide in Plain Sight - because breaking the laws of physics wasn't good enough, you needed to IMPROVE it!!!!
    • on final rank, Hide in Plain Sight removed all poison, disease, fear and wound effects
    • Reduces the cooldown of said skill by 180 at max rank

    Tier 6 - Trip - Useable either in stealth or after faint attack, this skill causes a fellowship manoeuvre

    Tier 7 - Coup de grâce - "blow of mercy", a mercy killing of civilians or soldiers, friends or enemies, with or without the sufferer's consent
    • powerful triple attack that marks target
    • if defeated while marked you enter stealth for 5 secs, 1m cooldown



    Link Back to Opening Post
    Last edited by bohbashum; Nov 09 2013 at 06:32 AM.
    Level 140: Burg, Captain, Guard, Brawler, Hunter, Lore-Master, Minstrel, Champ, Warden, Rune-Keeper, Beorning

  10. #5
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    Spec Bonuses
    • SKILL - Mischievous Glee
      • Removes a trick to heal you over time
    • SKILL - Trick: Disable
      • Reduce's your targets damage by 10%
      • Reduce's your targets attack speed by 15%
      • 15s duration, 5s cooldown
    • PASSIVE - Stuble Stab reduce the cooldown of trick removal skills by 2s


    Set Bonuses
    Tier 1 - A Small Snag - "Sometimes we just get caught up on the little things in life. You make sure this tends to happen more often than not."
    • Unlocks skill - Small snag
    • uable at the end of the crit chain
    • roots target for 15s, 50% to break out on damage
    • +2% incomeing damage
    • +5% attack duration
    • 15s duration, 15s cooldown
    • 10m range

    Tier 2 - Disabling Attack - Improves the potency of diables debuffs
    • +5% attack duration
    • -5% damage
    • finesse debuff added

    Tier 3 - Reveal Weakness - Reveal weakness gains the ability to reduce the targets resistance rating

    Tier 4 - Joke with legs - I totally understand how batteries feel because I’m rarely ever included in things either.
    • +5m trick range
    • -30s riddle cooldown

    Tier 5 - A Trick for all Tastes - your trick removal buffs apply to your fellowship

    Tier 6 - Little Annoyances - A Small Snag becomes Quite a Snag
    • 30s root, 25% break out on damage
    • +3% incoming damage
    • +10% attack duration
    • If critical: +15% trick removal effect - duration 30s
    • 30s duration, 15s cooldown
    • 10m range

    Tier 7 - Confound the Fools - You almost become as good as me at tricking people
    • -15s trickster cooldown
    • Mischievous Glee becomes Mischievous Delight
      • Mischievous Delight has a 100% power heal chance
      • Moral and Power heal are for fellowship members within 20s too
    • No focus loss from movement


    Traits of Special Mention
    Tier 1 - Dust in Eyes - throw dust in enemies eyes... what were you expecting?
    • Increases targets miss chance by 20% for 15s
    • slows target by 25% somehow for 30s
    • 3 targets

    Tier 2 - Startling Twist - removes a trick to stun an enemy
    • First rank unlocks skill
    • skill stuns for 8s on trick removal
    • Removed 3 corruptions from target
    • Second rank makes Startling twist Aoe - 3targets

    Tier 3 - Perplexing Proposition - decreases the cooldown on trick removal skills by 5/10/15/20/25s

    Tier 3 - Trick: Counter defense - Reduces the targets avoidance rating and critical defense
    • first rank unlocks skill
    • second rank makes skill reduce the targets critical chance by 2% too

    Tier 4 - Enrage - Increases targets incoming damage
    • First rank unlocks skill at +3% inc damage
    • second rank makes debuff +5% inc damage
    • 20m range

    Tier 5 - Clever Retort - Removes a trick to do a corresponding ability
    • cooldown 45s
    • effect depends on what trick was removed
      • Trick: Counter defense
        • Burst damage / Red Ent
      • Trick: Disable
        • Moral Heal / Green Eagle
      • Trick: Enrage
        • Damage-over-time (every 5s for 15s) / Yellow Spider
      • Trick: Dust in the Eyes
        • Power Heal / Blue Horse

    Tier 6 - Opportunist - subtle strike does addition damage on tricked targets
    • +10/20/30/40% additional damage on next 4 ranks

    Tier 7 - Trickster - how long have we been asking for this? well we got it!!!
    • buffs till end of combat
    • all tricks become AoE
    • can have 2 different tricks on same target
    • 45s cooldown



    Link Back to Opening Post
    Last edited by bohbashum; Nov 04 2013 at 10:44 PM.
    Level 140: Burg, Captain, Guard, Brawler, Hunter, Lore-Master, Minstrel, Champ, Warden, Rune-Keeper, Beorning

  11. #6
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    Legacy Changes

    Legacy changed
    Small Snag Cooldown -> Small Snag Damage

    Feint Attack Cooldown -> Feint Attack Damage

    Location is Everything Cooldown -> Gamble Damage

    Lucky Strike Cooldown -> Lucky Strike Damage

    Well Placed Strike Cooldown -> Trick and Trick Removal Damage

    Provoke Threat Up -> Critical Chain Skills Critical Multiplier

    Ready and Able Cooldown -> Coup de Grâce Damage

    Addle Cooldown -> Hedge Your Bet Damage

    Non-Enrage Tricks Duration -> Tricks Duration (including Enrage now)

    Gamble Chance -> Self-healing Multiplier

    Aim Cooldown -> Critical Chain Skills Critical Chance

    Hide in Plain Sight Cooldown -> Coup de Grâce Stealth Period

    Confound Countdown Duration -> All In Duration


    Main-hand Major

    • Burglar Skill Bleed Damage Multiplier
    • Small Snag Damage
    • Feint Attack Damage
    • Position Surprise Strike Damage from Stealth
    • Surprise Strike Critical Rating
    • Cunning Attack Bleed Stack Chance
    • Critical Response Skill Damage
    • Subtle Stab Damage Multiplier

    Main-hand Minor

    • Riddle Range
    • Trick Range
    • Gamble Damage
    • Lucky Strike Damage
    • Trick and Trick Removal Damage
    • Critical Chain Skills Critical Multiplier
    • Coup de Grâce Damage
    • Subtle Stab Critical Multiplier

    Class Item Major

    • Skills Critical Multiplier
    • Off-hand Critical Chance
    • Positional Damage
    • Devastating Critical Buff Duration
    • Hedge Your Bet Damage
    • Mischievous Glee Healing
    • Tricks Duration (including Enrage now)
    • Self-healing Multiplier
    • Critical Chain Skills Critical Chance

    Class Item Minor

    • Coup de Grâce Stealth Period
    • Pulse Modifier for Mischievous Glee
    • Sneak Movement Speed
    • Stealth Level
    • Clever Retort Damage and Healing
    • Increased Reveal Weakness Range
    • All In Duration
    • Addle Induction Multiplier



    Link Back to Opening Post
    Last edited by bohbashum; Oct 26 2013 at 10:41 PM.
    Level 140: Burg, Captain, Guard, Brawler, Hunter, Lore-Master, Minstrel, Champ, Warden, Rune-Keeper, Beorning

  12. Oct 27 2013, 03:30 PM

  13. Oct 27 2013, 04:24 PM

  14. Oct 27 2013, 07:02 PM

  15. Oct 27 2013, 07:11 PM

  16. Oct 27 2013, 07:18 PM

  17. Oct 29 2013, 05:24 PM

  18. #7
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    Generally a pretty solid description of the class as-is.

    Naturally, there are still changes which are going into the class, so this will need updating as we come to additional beta builds.

  19. Oct 29 2013, 06:28 PM

  20. Oct 29 2013, 07:13 PM

  21. Oct 29 2013, 07:30 PM

  22. #8
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    Quote Originally Posted by bohbashum View Post

    thanks

    I'll try my best to update on anything I find in beta 5 and further. HOWEVER, sapience has said he's collecting these guides on the 4th and said he'll do some witch craft or something too it and give us credit... no idea what that means and I'll be PM'ing him shortly now you've reminded him.

    so yeah! hopefully this will be the "community guide" after launch ^_^ thx rock!
    Thanks for taking the time to compile this. I feel it will be very helpful for players when HD hits to have someone already able to go 'here's what changed and how'.

  23. Oct 30 2013, 12:10 PM

  24. Oct 30 2013, 01:56 PM

  25. Oct 30 2013, 10:33 PM

  26. #9
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    Well done!

    Is there any way to get this over to the live forums?

    (Now that the NDA is lifted, this would be great to have for those worried about the changes)

  27. #10
    > Enrage no longer confuses target

    How does Enrage work now? Does it just cause ranged attackers to use melee?

    I use it quite often to pull a mob away from the group (the enraged mob typically tries to attack me first, and I stun him or riddle him once he's out of the mix). And I use it to pull mobs off the healer. It sounds like it won't work for either of those uses any more .
    Last edited by Beleg; Nov 04 2013 at 03:22 PM.
    Mosby, Founder of The Palantíri kinship (Landroval) - LotRO Charts Tumblr - Runes & Translations

    As glides in seas the shark, Rides Mosby through green dark. -Melville

  28. #11
    > Clever Retort - effect depends on what trick was removed

    Since tricks can stack, which trick is removed if there are more than one?
    Last edited by Beleg; Nov 04 2013 at 03:22 PM.
    Mosby, Founder of The Palantíri kinship (Landroval) - LotRO Charts Tumblr - Runes & Translations

    As glides in seas the shark, Rides Mosby through green dark. -Melville

  29. #12
    Sapience is offline Former Community Manager & Harbinger of Soon
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    Quote Originally Posted by Jeffythequick View Post
    Well done!

    Is there any way to get this over to the live forums?

    (Now that the NDA is lifted, this would be great to have for those worried about the changes)
    Psst. It, and your request, are live.

  30. #13
    Since Exposed Throat and Trip are now in the trees, should we expect to see far fewer FMs? Not that it matters much I guess, since few people even bother contributing to them any more. I usually wait until they are about to trigger, and pick blue just to restore some power.

    I think making Trip a QK skill probably makes sense, but making Exposed Throat a tier 5 Gambler skill seems to take away a rather iconic burg skill.

    In any case, FMs need to be significantly improved (hopefully), or just removed from the game (which would be a real shame).
    Mosby, Founder of The Palantíri kinship (Landroval) - LotRO Charts Tumblr - Runes & Translations

    As glides in seas the shark, Rides Mosby through green dark. -Melville

  31. #14
    Can anyone explain (or link to an explanation of) how the new aggro works?

    Since we can't Provoke or Enrage to affect aggro any more, is it hard to avoid getting aggro?
    Mosby, Founder of The Palantíri kinship (Landroval) - LotRO Charts Tumblr - Runes & Translations

    As glides in seas the shark, Rides Mosby through green dark. -Melville

  32. #15
    Does Startling Twist still remove up to three corruptions, even though we have a Purge Corruption skill now?
    Mosby, Founder of The Palantíri kinship (Landroval) - LotRO Charts Tumblr - Runes & Translations

    As glides in seas the shark, Rides Mosby through green dark. -Melville

  33. #16
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    Quote Originally Posted by Beleg View Post
    > Enrage no longer confuses target

    How does Enrage work now? Does it just cause ranged attackers to use melee?

    I use it quite often to pull a mob away from the group (the enraged mob typically tries to attack me first, and I stun him or riddle him once he's out of the mix). And I use it to pull mobs off the healer. It sounds like it won't work for either of those uses any more .
    I'll try to answer some of your questions, but I can't double check (at work).. so take these with a grain of salt.

    Enrage is now solely used as a debuff trick. It does not cause ranged targets to enter melee.
    Since Reveal Weakness (or was it Counter Defence?) has been reduced in effectiveness, applying Enrage onto a target will bring it back to pre-HD effectiveness.
    Last edited by Bootstwaddle; Nov 04 2013 at 05:26 PM.

  34. #17
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    Quote Originally Posted by Beleg View Post
    Since Exposed Throat and Trip are now in the trees, should we expect to see far fewer FMs? Not that it matters much I guess, since few people even bother contributing to them any more. I usually wait until they are about to trigger, and pick blue just to restore some power.

    I think making Trip a QK skill probably makes sense, but making Exposed Throat a tier 5 Gambler skill seems to take away a rather iconic burg skill.

    In any case, FMs need to be significantly improved (hopefully), or just removed from the game (which would be a real shame).
    A little Beta History, these two skills were originally flipped.
    In the early stages Trip was part of the Gambler line, and Exposed Throat part of the QK line.. there was enough constructive feedback to suggest that Trip would be fairly useless in the Gambler Line (only useable out of stealth or after HiPS), so it was moved to QK (where it can used with Feint Attack more often).

    The argument (or feedback) for making Exposed Throat a Gambler skill is due to it only being a chance to open a FM.. much more Gambler-esque.

    As far as I was aware, no changes were made to FM's potency.

  35. #18
    Join Date
    Nov 2011
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    Quote Originally Posted by Beleg View Post
    Does Startling Twist still remove up to three corruptions, even though we have a Purge Corruption skill now?
    Yes, ST still removes up to 3 corruptions.
    [CENTER]
    [IMG]http://i42.tinypic.com/15evc3l.png[/IMG]
    [I]Tu ne cede malis sed contra audentior ito[/I]
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  36. #19
    Join Date
    Jun 2008
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    Quote Originally Posted by Sapience View Post
    Psst. It, and your request, are live.
    Rick, You da man!

    Thank you very much to both of you!

  37. #20
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    Sep 2010
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    So Location is Everything, Well-Placed Strike, and Confound are now gone? I only intermittently play a Burg, in early Moria currently, but I know all of those have class Traits associated with them--what happens to those (since if I recall there are still 24 class traits to earn, with every 3 traits giving a trait point)? In particular, I'm wondering if I need to make a concerted effort to finish the Location is Everything deed, since a concerted effort would be the only way it got finished before launch. :P

  38. #21
    Join Date
    Jul 2009
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    Quote Originally Posted by Beleg View Post
    Can anyone explain (or link to an explanation of) how the new aggro works?

    Since we can't Provoke or Enrage to affect aggro any more, is it hard to avoid getting aggro?
    Once we're told specifics, I'm sure it'll be right out in the open. As far as I know right now from what has been said, aggro is pretty much based on what are passive abilities in certain builds for certain classes. If that class gets aggro, it holds aggro. So there's no tussle for aggro meant to be there. In theory. Maybe. Guard forums may have more snippets because I stopped trying to follow in depth once I found out I wasn't meant to worry myself about it on any class I play.

  39. #22
    Join Date
    Feb 2007
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    0
    Quote Originally Posted by ObGynKenobi View Post
    So Location is Everything, Well-Placed Strike, and Confound are now gone? I only intermittently play a Burg, in early Moria currently, but I know all of those have class Traits associated with them--what happens to those (since if I recall there are still 24 class traits to earn, with every 3 traits giving a trait point)? In particular, I'm wondering if I need to make a concerted effort to finish the Location is Everything deed, since a concerted effort would be the only way it got finished before launch. :P

    For those traits where the skills no longer exist, they'll be changed to reflect a new skill (or something as simple as "use crit chain skills x times").

    None of them looked particularly hard to complete (I think I only have one remaining in Beta.. on live I have at least 2 left to complete).

    If you want to finish it up before HD Launch, go for it.. it would mean you'll have more points to play with.

    Even if you don't complete it before launch you won't be punished, you'll simply have to complete the new version.

  40. #23
    Join Date
    Sep 2010
    Posts
    508
    I like the changes so far to the burglar, it seems that the class is finally getting some of the attention it deserves.

    It's going to be interesting to run my Burgs, considering i'm going to have to start paying a bit more attention to my rotations than I used to.

    Judging from the way the Points will be spent, this is almost exactly like building my Rogues in DDO.

  41. #24
    Join Date
    Jul 2009
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    Oh Flashing Blades. Animation. Thank you.

  42. #25
    Join Date
    Feb 2007
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    0
    Quote Originally Posted by Madmanthief View Post
    I like the changes so far to the burglar, it seems that the class is finally getting some of the attention it deserves.

    It's going to be interesting to run my Burgs, considering i'm going to have to start paying a bit more attention to my rotations than I used to.

    Judging from the way the Points will be spent, this is almost exactly like building my Rogues in DDO.
    I, personally, am very fond of my Beta Gambler Burg.. I've actually grown to prefer it over my current Live version (other than the fact Disable Gambles aren't functioning properly in Beta, and there's still some tweaking necessary).

    Beta MM plays similarly to the current Live Burg.

    And Beta QK.. well.. I think it needs a little more tweaking than the other 2 lines.

 

 
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