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  1. #126
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    Quote Originally Posted by SSG_Orion View Post
    This would be a Huntsman only change, if it were to happen.
    As much as I would love to have the animation for this skill back, I think I'd prefer to keep the interrupt ranged for practicality. I do agree that having at least one more melee skill for the spec is a good idea though. I'm supportive of either an aoe attack, or at least another melee attack with a shorter cooldown. I think having one or both of those would really put it at a point where it feels comfortable at either melee or ranged.

  2. #127
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    Quote Originally Posted by theultimatekyle View Post
    And again, the reason why I liked moving bobkin arrow's buff to pen shot is because everyone benefited
    It would be too strong. So, no, I disagree.

    Quote Originally Posted by theultimatekyle View Post
    And since you continue to miss the points, I've suggested that hunters shouldn't need a cappy or lm in group to maintain power past 3 or so minutes. It's a flawed system.
    That is not a flawed system, that is actually very well designed, the whole point of the power revamp was that you actually had to "manage" your power, if you wanna go all out on DPS without anyone to support your power consumption, you're going to run out, which quite frankly is how it should be, and was the point of the revamp

    And, did you miss this? "I will agree that power costs are much more egregious now than at 105, and perhaps more could be done somewhere else in the line given the addition of Barrage, but you are entirely over-exaggerating the current situation."

    Quote Originally Posted by theultimatekyle View Post
    Don't try to tell other people what they clearly don't do when you don't even seem to raid.
    When I don't even seem to raid? Ok dude xD
    Multiple raid server firsts from t2c to t5, but nah, I don't raid.

  3. #128
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    Orion, why not make Rupture a focus spender on the same level as upshot? Blue suffers from not having a big focus spender - and then you could introduce a new melee focus builder to compensate?

  4. #129
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    Quote Originally Posted by Hephburz-2 View Post
    Orion, why not make Rupture a focus spender on the same level as upshot? Blue suffers from not having a big focus spender - and then you could introduce a new melee focus builder to compensate?
    It very well may become a spender.

  5. #130
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    Quote Originally Posted by SSG_Orion View Post
    I wanted to follow-up on this initial discussion with regard to the Trapper of Foes. The goal with the change toTrapper of Foes is to allow the hunter to use traps and survival skills to control and debuff enemies, and deal damage through, predominantly, ranged skills.

    Over the past couple of days, discussion with the team, feedback from here and elsewhere, have given me a fresh perspective that I would like to share.

    As before, if a trait is not mentioned then there are no current plans to change it. Thought the orders might change.

    Trapper of Foes

    Grant the Skill: Pinning Shot
    Grant the Skill: Decoy
    Traps can be used while moving and have no inductions.

    Nimble Fingers
    New Trait - 5 Ranks
    + [Level based] Finesse Rating

    Deadly Decoy
    5 Set Trait Bonus

    Decoy becomes Deadly Decoy
    Explodes after 15s
    If destroyed before the expiration, the decoy explodes and applies a 2s Daze

    Combat Traps
    5 Ranks

    -1s Reduction to trap skills cooldown per rank
    +10% trap skill damage per rank

    Endurance
    Moves to 5-10 Rank
    2 Ranks
    +1% to parry and evade per rank

    Danger Sense
    New Trait 10-15 Rank

    -5s Cooldown to Dazing Blow
    +5s Pinning Shot Root Duration

    Elusive
    Moves to the 10-15 Rank
    5 Ranks
    +1% Evade per rank

    Imposing Presence
    Replaces Strong Intimidation and moves to 15 Rank Set Bonus

    Reduce Bard's Arrow Damage by 25%
    Increase Bard's Arrow Fear duration by 5s
    -10% to target Fear Resistance

    Increase Deadly Decoy duration by 5s
    Increase Deadly Decoy health by 25%
    Increase Damage of Deadly Decoy by 10%

    Explosive Powder
    Moves to 15-20 Rank
    No Other Change

    Survival Gear
    Moves to 20-25 Rank tier

    Advanced Placement
    Moves to 20-25 Rank tier
    No other changes

    Master Trapper
    Moves to 20 Rank Set Trait

    +10% incoming critical chance from Deadly Decoy damage effect for 10s
    +5% bonus to Tripwire to trigger a Fellowship Manoeuvre
    +3s to Tripwire Knockdown
    -5% mitigation bonus bypass on target struck by Piercing Trap for 10s

    Piercing Trap
    Gain the Skill: Piercing Trap

    Survival Gear
    Moves to 20-25 rank tier
    No other changes

    Armor Penetration
    Moves to 25-30 Rank tier

    Purge Poison
    Moves to 25 Rank Set trait

    Wilderness Senses
    Replaces Heightened Sense and moves to 30-35 Rank set Bonus

    You can now move while Camouflaged
    +6 Stealth Detection
    +3 Stealth Ranks

    Improved Distracting Shot
    Moves to 30+ Rank trait
    3 Ranks

    -50s Distracting Shot Cooldown per rank
    -10% to Distracting break Daze Chance per rank

    Emergency Preparations
    35+ Rank trait

    Gain the following Skills: Launch Decoy, Tanglewire Arrow, and Puncturing Arrow

    Launch Decoy shoots a Deadly Decoy at your target.
    Launch Decoy shares a cooldown with Deadly Decoy and has a 30m base range.
    Trap Skill

    Tanglewire Arrow shoots a Tripwire Trap at your target.
    Tanglewire Arrow shares a cooldown with Tripwire and has a 30m base range.
    Trap Skill

    Puncturing Arrow shoots a Piercing Trap at your target.
    Puncturing Arrow shares a cooldown with Piercing Trap and has a 30m base range.
    Trap Skill

    Explosive Traps
    All trap skills are now AoE and affect up to 4 targets.
    This can be modified by the AoE target traceries.


    Okay, now that this one is put together a little more cleanly. Any thoughts?
    Quote Originally Posted by SSG_Orion View Post
    As with the Trapper of Foes we looked at the initial ideas behind the considerations for Hunstman as well.

    The definitive trait tree goal for Huntsman is as follows:

    Huntsman fills its DPS role as a skirmisher. Feeling equally at home in melee and at range, the Hunstman uses mobility and honed talents to soften their targets at range and deliver devastating melee hits. In times of need, they use their ability to find cover to exact grievous injury on their enemies.

    Huntsman

    Grants Scourging Blow
    Scourging Blow
    2 Attacks
    Deals +15% damage for each stack of Lingering Wound to each attack
    Stops the Bleeding
    Cooldown 8s

    Grants Lingering Wound
    Cooldown 2s

    Induction Based Skills can be used while moving.
    No Focus Loss on Movement
    No Miss Chance Penalty for Movement

    Impactctful Arrows
    0 -5 Tier
    5 Ranks

    Increases Ranged Damage by 1% per rank

    Strong Arms
    0 -5 Tier

    6 Ranks

    Ranks 1-6: +5% Bow damage for bow skills that consume Focus and +2.5% melee damage/rank (1-5)
    Rank 6: Using a skill that costs Focus has a 15% chance to reduce the cost of all skills by 1 for 5s

    (30% Focus Skill Damage, 15% melee damage)

    The Skirmisher
    Rank 5 Set Trait Bonus

    Successful Melee Attacks grant 1 Focus
    Critical Melee Attacks grant 2 Focus
    +20% Induction Movement Speed

    Press Onward
    5-10 Tier

    Grants the Skill: Press Onward

    Quick Shot Focus
    5-10 Tier
    5 Ranks

    +4% Quick Shot bonus per rank (unchanged)

    Split Shot
    5-10 Tier

    Grants the Skill: Split Shot

    Athleticism
    5-10 Tier
    3 Ranks

    + [Level based] Physical Mastery per rank
    On every Harmful Skill,
    +3.33% Chance to gain Fleetiness per rank
    Fleetness: 10% In-combat run speed for 20s

    Barbed Hindrance
    10 Rank Set Trait Bonus

    +30 to Barbed Arrow Damage
    +30% to Barbed Arrow Bleed Damage
    Slows target by 20%

    Perseverance
    10-15 Tier Requires Pess Onward
    5 Ranks

    +5% increase to Press Onward Heals

    Precision
    2 Ranks

    Rank 1: Stance: Precision now generates 1 Focus every 4s
    Rank 2: Generations 1 Focus every 3s

    Pathfinder
    10-15 Tiers
    3 Ranks

    +5% Boost to Find the Path speed bonus per rank

    Nature's Barb
    15 Rank Trait Set Bonus

    Low Cut Becomes Nature's Barb
    Nature's Barb
    Melee Skill 5.2m Range
    Max Targets:1
    A low cut in front of you channels natural energy to purge corruption from your enemy.

    2 Attacks:
    Main-hand damage
    Off-hand Damage
    100% chance to remove a corruption on the main-hand attack
    25% chance to remove a corruption on the off-hand attack
    Cooldown 10s

    Improved Blood Arrow
    15-20 Tiers
    2 Ranks

    Rank 1: Blood Arrow heals 5% of Max morale over time
    Rank 2: Blood Arrow heals 10% of Max morale over time and reduce the cooldown of Blood Arrow by 5s

    Exsanguinate
    15-20 Tiers Requires Blood Arrow Rank 2

    2 Ranks

    Tier 1: 66% chance to unlock Ensanguinate after Blood Arrow
    Tier 2: 100% chance to unlock Ensanguinate after Blood Arrow

    Barbed Fury
    15-20
    4 Ranks
    Increases Hunter Bleed damage by 5% per rank

    Hunter's Voice
    20 Rank Trait Set Bonus

    10s Cooldown to Cry of the Hunter
    +10% Movement Speed

    Shot through the Heart
    20-25 Tier

    Heart Seeker and Merciful Shot do more damage to targets with active bleeds

    Volley
    20-25 Tier
    5 Ranks

    Using a skill that costs focus has a 3% chance per rank to remove the induction time of your next skill stacks 5 times Expires out of combat

    Martial Training
    20-25 Tier
    2 Rank

    On every Harmful Skill +5% chancce to gain Fleetness and increase Fleetness run speed efficacy by +2.5% per rank
    At Rank 1: Fleetness now grants 1 Focus per 5s
    +5% melee damage per rank

    Find Cover
    25 Rank Trait Set Bonus

    In-combat Camouflage becomes Find Cover and can be used in-combat but increases the cooldown to 60s;
    Ranged attacks while in Camouflage gain +25% Critical Chance and +25% Critical Magnitude

    Strength of the Earth
    25-30 Tier
    2 Ranks

    Rank 1: Grants Skill Strength of the Earth
    Restores Power while Active
    5s Duration
    1m 30s Cooldown
    Rank 1: Increases Ranged and Melee Damage by 10%
    Rank 2: Increased Ranged and Melee Damage by 20%

    Improved Inten Concentration
    25-30
    2 Tiers

    12s Intent Concentration Cooldown per Rank

    Earthborn
    30 Rank Trait Set Bonus

    Strength of the Earth now restores morale and focus while it is active:
    +1 Focus per second
    Restores Morale while active

    Rupture Artery
    30-35 Tier

    Grants the Skill: Rupture Artery

    A melee attack dealing additional damage to target a target suffering from Barbed Arrow, that automatically scores a critical strike on targets affected by Exsanguination.

    Crtiical Hits stop the Exsanguination Bleed.

    2 Attacks
    Rupture Artery deals 225% of Main-hand Damage + bonuse Bonus
    Deals
    225% of Off-hand Damage + bonus Bonus

    Cooldown 20s

    Rapid Assault
    30-35 Tier

    Grants Skill: Rapid Assault
    Skills that cost focus no longer have a cost. Resets all skill cooldowns.
    Duration 10s
    Cooldown 180s

    Intense Assault
    35 Rank Trait Set Bonus

    Every attack made while Rapid Assault is active puts a stacking Physical Mastery buff on the Hunter.

    Now, there would be a lot to ensure that the Huntsman balances well against Bowmaster which I hope to be able to describe and outline a bit more later today.

    Looking forwaard to reading thoughts on the updates here.
    Quote Originally Posted by SSG_Orion View Post
    The last update I will make here is to Bowmaster.

    Only the updated traits or trait sets are listed here.

    The changes to this trait tree are far less and have the following goal: Bowmaster is the traditional back-line archer with skills that deal devastating damage because of careful aim and concentration. Bowmaster can move, but is rewarded with greater efficacy when stationary and making the most of their induction skills.

    Bowmaster

    Gains the Skill: Barrage
    Gains the Passive Trait: Needful Haste
    -.8s Swift Bow induction
    -25% Attack Duration
    +10 Max Range for all ranged skills

    Swift Release
    5 Rank Set Trait Bonus

    33% Reduction to Barbed Arrow and Swift Bow Inductions

    Draw Weight
    5-10 Tier
    5 Ranks
    +3% Induction Bow Damage and +3 Induction Bow Critical Multiplier /Rank

    Swift and True
    5-10 Tier
    6 Ranks
    +6% Swift Bow Damage/tier
    and
    Tier 5: Quick shot has a 25% chance to reduce the induction of Swift Bow by 100%

    Shoot to Kill
    10 Rank Set Trait Bonus

    +10% Ranged Damage
    +2.5% Critical Magnitude

    Deadly Precision
    10-15 Tier
    3 Ranks

    +33% chance to gain +1 Focus on a critical hit/rank
    Reduces the cooldown of Penetrating Shot by 1s per rank

    Archer's Mark
    15 Rank Trait Set Bonus

    20% Chance on Critical to increase incoming damage on the target by 2.5% for 10s can occur once every 60s. (Benefits all players hitting the target)

    Bow of the Righteous
    20-25 tier
    No other changes

    Relentless Barrage
    Replaces Bodkin Arrows
    25-30 Tier
    2 Ranks

    Rank 1: Reduces the cooldown of Barrage 1 and 2 by 1s
    Rank 2: Removes the cooldown of Barrage 1, 2 and 3
    Barrage 3 becomes:
    +280% Barrage Damage
    +400% Barrage Power Cost
    Cost: 2 Focus
    Adds Barrage 4
    Damge+Bonus Damage
    [9320 power]
    Cost: 2 Focus
    Cooldown 12s

    Storm of Arrows
    Replaces Hail of Arrows
    25-30 tier
    2 Ranks

    Rank 1: Rain of Arrows becomes Hail of Arrows
    Fires two volleys of arrows that strikes up to 10 targets within 10 meters of your target. Costs 7 Focus
    First volley Deals Current value of Rain of Arrows, second volley deals 66% of the first volley

    Tier 2: Hail of Arrows becomes Storm of Arrows
    Channeled Skill 6s
    Costs 2 focus per second
    Hits up to 10 targets within 10m of original target, applies a 10% slow and deals damage every 2 seconds while active.

    Plant Feet
    30+ Tier

    Every 1.5s you do not move gain a tier of Hold Ground; Max 5 tiers, expires if you move for more than 3s, or are out of combat for 9s, Tiers down on Critical Strike:
    +2% Evade, Damage, and critical chance

    Marskman
    35 Rank Trait Set Bonus

    Marksman
    5% Bypass Mitigation for all focus bow skills
    On Critical Hit, Reduce Cooldown of Upshot, Merciful Shot, and Heart Seeker by 1s
    On Devastating Critical Hit, Reduce Cooldown of Upshot, Merciful Shot, and Heart Seeker by 2s

    Current thoughts on the potential change to Bowmaster for Option #1.

    Discuss?

    wow, now i feel like an idiot... i somehow didn't see this when i responded before... now i'm leaning more heavily toward option 1 version 2...
    i quoted all three posts so i could put them all in one place to more easily understand the WHOLE change. but dang! this actually looks really good.

    there' TWO things i think should be changed though...

    1) the set bonus Eaarthborn... it buffs only one optional skill (there is a chance someone won't trait the skill, so it would be a wasted set bonus), so i really think it should just be a trait that requires points requiring strength of the earth, (so that earthborn would be available to other lines as well) and then replaced with a more general Huntsman set bonus, Like "Deep Wound" (bleed on crit or buff Lingering Wound somehow or buff bleeds in general with maybe longer duration, say 2 more pulses)... a bleed buff set bonus would synergize well with skirmishing playstyle... This suggestion would offer additional healing / focus for Bowmasters / Trappers who might not necesarily trait Press Onward (because it no longer grants power)

    2) Nature's's Barb should just be a new skill, NOT replacing low cut, because of the trait Quick Escape for the root... (and Low Cut's higher target count of 5) (assuming , since it's not mentioned in Option 1 Version 2, that it's still a Bowmaster 10-15 trait) and if Rupture becomes a focus spender, Low cut OR Nature's Barb OR both could also become a focus builder if necesary.

    otherwise this looks really good

    EDIT: I also like how Camouflage now has a different version for each traitline, helping to add definition through changing a base skill.
    EDIT: i'm thinking about the potential with the synergy between Deadly Precision (crits giving focus) and Storm of Arrows. just think how overpowered this could be IF the channel could be maintained as long as there was enough focus (instead of a hard 6s limit), or would it be balanced around the lifespans of the enemies if there was also a power cost per 2s?

    (sorry for editing this post so many times...
    Last edited by Forgotten_Legend; May 01 2023 at 01:32 AM.
    Forgotten_Legend, The Baconnaire
    Malinon - 105 Champion | Avornial - 120 Champion | JAZRAIEL - 140 HUNTER | Taeran - 120 RuneKeeper
    Founder - Lifetimer

  6. #131
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    I guess I'm late to the party, but I'll add my thoughts regarding trapper of foes:

    Finally a less clunky way to apply traps/debuff from range.
    I'll miss lingering wound, but the current version was clunky and weak anyway.
    Why another root with pinning shot in exchange for lingering wound? Hunter, especially yellow has already lots of roots, which is one of the worst kind of cc. As has been suggested before: rather add a debuff to it.

    Why on arda are you so stuck on adding damage to rain of thorns via trait. It is a (rather weak) cc skill with long CD. Who traits it for damage? I second the suggestion of letting it apply triple trap debuff and more ranks reduce CD.

    Stances, focus management: imp precision and deadly precision out of reach makes generating focus harder additionally there's no strong focus spender for yellow.

    Exploding arrow: I'd prefer it to be a utility skill instead of a damage skill. Suggestion : explosive arrow stuns foes in radius for 2 sec and applies deadly decoys Inc crit debuff

    Strong intimidation or its new version: I'd prefer it to remove induction for distracting shot and bards.

    One trap: as a capstone it's underwhelming. Damage is meh, slow weaker than qs in strength... I'd rather have it function as a way of applying all trap debuffs quickly with according CD to match the power. Or option b: if triggered, it casts bane flare.

    All in all I thank you for going in the right direction with trapper of foes
    Ceterum censeo Carthaginem esse delendam.
    Trapper of Foes needs better tools to fulfill it's supporting(CC and offensive debuffs) and DoT role.

  7. #132
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    Quote Originally Posted by Hephburz-2 View Post
    "Currently", but if the damage on the one trap is scaled, and piercing trap retains its healing element, both of these would be wholly invaluable, given that both would be AoE DoT effects, and piercing trap would restore morale on hits to every target currently suffering from the dot, these would be massive elements of primarily damage, and then off-healing support.
    Quote Originally Posted by Hephburz-2 View Post
    One of the traps (probably the one trap) could debuff targets damage, I think that would be a good fit, but you wouldn't want to go more than that.
    Heal on hit for piercing currently scaled terrible too, but could be very good. It's funny the heal isn't % based like Captains/Lore-masters were so hasn't become overvalued in recent content. So it should be fine if bumped up to say 25k per hit?

    I'm fully wanted hunter to be an alternative to yLM & yBurg. I'm not saying replace, but gives hunter a defensive option. Giving it at least 1 heal and 1 damage reduction skill should be priority and then it sets it in that zone.


    Quote Originally Posted by Hephburz-2 View Post
    The idea would obviously be that you would only use "decoy" when a tank dies, or get aggro off of a healer or another squishy target if the tank is out of range, I actually see this being incredibly useful considering it puts the hunter and others out of harms way. I also understood this to mean that "deadly decoy" would not have the taunt component, but Orion would need to clarify.

    I believe the idea would be deadly decoy would explode faster and decoy would last longer.
    Not trying to sound patronizing, just trying to explain. Thats now how decoy currently works and I don't see much change there.

    Decoy DOES NOT taunt enemies.
    Decoy DOES NOT copy aggro.

    Decoy transfers some of the hunters aggro to the decoy after 1s of being deployed.
    While decoy is up, each "tick" of it's AoE will so around 25k of "threat damage".

    On live, once decoy dies it doesn't explode - if I'm not corrected I read that this will always happen once it goes now.

    So decoy will never take the tanks aggro. It won't save your healers. Has little value if the tank dies, it's not saving the healer.

    Decoys only use in a group is to die and drop it's stun+debuff. It has a rare use of adds spawning and grouping them up quickly, but any dps/healer/tank will likely gray the enemies straight away with any skill. In add waves like HH b2, you can be able to drop decoy before adds come on there position to make them target decoy first. But it loses aggro almost instantly to anything like hots.

    Assuming Orion does put a force taunt on decoy (and not deadly decoy) they you could have duel usage. But even then, solo will likely want the easy stun + damage + debuff unless the decoy gets giga tanky.

    The main issue with decoy is consistancy. You can't ensure it explodes on who you want, when you want it. Adding 5seconds reads like he's making it stay up longer so unless there is AoE that decoy will not hit.

    I know I'm repeating this, but it's because it's super super obvious when you play yHunter. Make exploding arrow trigger deadly decoy explosion and keep it a stun. The combo is perfect.
    Level 140: Burg, Captain, Guard, Brawler, Hunter, Lore-Master, Minstrel, Champ, Warden, Rune-Keeper, Beorning

  8. #133
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    Quote Originally Posted by bohbashum View Post
    Heal on hit for piercing currently scaled terrible too, but could be very good. It's funny the heal isn't % based like Captains/Lore-masters were so hasn't become overvalued in recent content. So it should be fine if bumped up to say 25k per hit?
    25k per hit would be a ridiculous number, especially considering the trap is being made AoE (Which could end up being a 150k heal per hit on 8 targets), it should no more amount to 0.5% of your max morale, and shouldn't be activated by DoT ticks either, in AoE situations, hitting all targets would still be a 4% heal. I expect however it will go a similar way to revealing mark if it is kept, that there would be some kind of internal cooldown on how often the Heal could proc (perhaps 1 tick per target every 3-4s), because otherwise the rate of healing would be no better than the OLD revealing mark, but 10x worse given the AoE nature of the skill; so there needs to be some clever plan here in place, but if they can manage it, I'm all for Piercing trap retaining this heal aspect. If not, YHunter should get a fellowship wide healing skill of some kind.

    Quote Originally Posted by bohbashum View Post
    I'm fully wanted hunter to be an alternative to yLM & yBurg. I'm not saying replace, but gives hunter a defensive option. Giving it at least 1 heal and 1 damage reduction skill should be priority and then it sets it in that zone.
    Damage reduction is a no for me unless you mean a damage debuff on mobs - but if you mean a -% inc damage buff for anyone except the Hunter themselves, then the answer from me is no, we have way too many of these already. But a damage debuff I fully support being incorporated into the One Trap in some way, and again, I support the introduction of a heal if piercing trap is changed to not heal anymore.

    EDIT: Orion what would your thoughts be about moving Press Onward into Yellow (in the 0-5 bracket), but in Yellow Press Onward would become fellowship wide?

    Quote Originally Posted by bohbashum View Post
    On live, once decoy dies it doesn't explode - if I'm not corrected I read that this will always happen once it goes now. So decoy will never take the tanks aggro. It won't save your healers. Has little value if the tank dies, it's not saving the healer. Decoys only use in a group is to die and drop it's stun+debuff. It has a rare use of adds spawning and grouping them up quickly, but any dps/healer/tank will likely gray the enemies straight away with any skill. In add waves like HH b2, you can be able to drop decoy before adds come on there position to make them target decoy first. But it loses aggro almost instantly to anything like hots. Assuming Orion does put a force taunt on decoy (and not deadly decoy) they you could have duel usage. But even then, solo will likely want the easy stun + damage + debuff unless the decoy gets giga tanky. The main issue with decoy is consistancy. You can't ensure it explodes on who you want, when you want it. Adding 5seconds reads like he's making it stay up longer so unless there is AoE that decoy will not hit. I know I'm repeating this, but it's because it's super super obvious when you play yHunter. Make exploding arrow trigger deadly decoy explosion and keep it a stun. The combo is perfect.
    You weren't patronising, but it's worth noting I was operating under the assumption that the suggested yellow-line taunt that was brought up in Option 2, would be copied over into the decoy. What I would like to see is the following:

    Decoy: An indestructible decoy, with a 10s taunt in 15-20m range on a 3min cooldown, that will explode on expiration for damage & stun; which would thus only be used in situations where a tank dies, or where dps/healers get aggro of a new add wave, or if something goes awry and the tank(s) struggle. The taunt should not be greater than a tanks threat taunt, and as such a tank should be able to easily taunt off the targets from the decoy, the decoy should not "tick threat" as it does now, rather simply just pull aggro once placed, and then explode on expiration.

    Because you are right, the "tick threat" mechanic that the decoy has currently, would not help in any situation given the threat it produces is not strong enough to help in any given situation and you would almost certainly be using this for it's cc effect and not its threat mechanic, which if this is the idea behind the decoy then the threat mechanic should be removed completely. So, please consider how you implement this @Orion.

    Deadly Decoy: An indestructible decoy, that persists for 10s, dealing fire damage to all enemies in 10-15m radius on a 1min cooldown, that will either explode on expiration, or can be targetted and insta-destroyed with explosive arrow by the hunter (this obviously is predicated on the hope that explosive arrow will become targetted rather than ground targetted), when the deadly decoy expires naturally or is destroyed by the hunter it will explode dealing fire damage & leaving the +% incoming critical chance debuff on mobs effected.

    It also goes without saying it would be ideal if the decoy(s) could be ground targetted placement, rather than appearing next to you.
    Last edited by Hephburz-2; May 02 2023 at 10:12 AM.

  9. May 02 2023, 10:11 AM

  10. #134
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    Quote Originally Posted by Forgotten_Legend View Post
    1) the set bonus Eaarthborn... it buffs only one optional skill (there is a chance someone won't trait the skill, so it would be a wasted set bonus), so i really think it should just be a trait that requires points requiring strength of the earth, (so that earthborn would be available to other lines as well) and then replaced with a more general Huntsman set bonus, Like "Deep Wound" (bleed on crit or buff Lingering Wound somehow or buff bleeds in general with maybe longer duration, say 2 more pulses)... a bleed buff set bonus would synergize well with skirmishing playstyle... This suggestion would offer additional healing / focus for Bowmasters / Trappers who might not necesarily trait Press Onward (because it no longer grants power)
    "Deep Wound" could make it so Lingering Wound tier up to 3 times, so Scourging Blow would only remove a tier of the bleed instead of stopping the bleeding.

    that way the set bonus would affect a skill that the huntsman is guaranteed to have, instead of a skill that the huntsman doesn't trait.
    (in b4: but intensified fire and rapid fire!.... raid fire is also a capstone of Huntsman. if you specialize in Bowmaster or Trapper, even if you build up the huntsman tree, you are not allowed to trait rapid fire. (i tried this on live to verify it) Strenth of the Earth is NOT a capstone nor restricted to only Hunstman specialized hunters, so Earthborn shouldn't be a set bonus, but rather another trait that requires max-traited Strength of the Earth
    Forgotten_Legend, The Baconnaire
    Malinon - 105 Champion | Avornial - 120 Champion | JAZRAIEL - 140 HUNTER | Taeran - 120 RuneKeeper
    Founder - Lifetimer

  11. #135
    Join Date
    Aug 2019
    Posts
    6
    I like the updated huntsman notes. Much better than option 2, and trapper of foes actually seems appealing to try from a blue-line solo player pov

  12. #136
    Join Date
    Aug 2019
    Posts
    6
    Quote Originally Posted by SSG_Orion View Post
    This would be a Huntsman only change, if it were to happen.
    From huntsman pov, I found the change to blindside being a ranged attack works well, it improved play in that you could interrupt ranged mobs like defilers etc - very handy. Please don't make it melee. Although huntsman is slightly lacking in the melee department, so maybe either balance the dps for the 2-3 melee attacks that are already there, or introduce a strong melee attack that has a longer cooldown. Obviously huntsman is not meant to be a tanker or anything like that, but a somewhat stronger melee than what we have rn would be good.

 

 
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