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It wouldn't surprise me that you are lit up more often simply because your build allows for it. Being a Warg with lower mitigations anyway also doesn't help your predicament.
However, your overall claim that you are devastated by EC more than you are regularly crit by it is false, and of course, flies in the face of the basic crit math that exists in the game. That is, unless you are getting hit with Perfect Imagery prior to being crit everytime, and that would only boost it to around a 50/50 chance, which I doubt.
One night, just take the time to actually tabulate how many times you are hit with massive devastating crits. Factor that into your number of encounters and engagements. Then do it traited differently. I think you will be surprised at what you find.
This is partially true. As we all should know, Creeps have two traits to combat this issue. The Crit Defense increases the chance that you will forego the devastating crit altogether. This is the best option. Then we also have our Skill Mitigations which help to soak up some of the excess tactical damage. If it is a severe problem, you can even add the Lightning mit, but I don't even bother with that. My guess is you trait neither like 90% of the Creeps that QQ about getting torched.
Which magnitude are you talking about? Your average Freep has a 5% chance to Devastate off of a 12% Crit opportunity. Talk about tiny. You have an opportunity to increase your opportunity to avoid the devastating blows altogether and still soak up some of the damage that comes through. We are not talking huge numbers here until someone actually crits you. Anything that helps to close the gap is worthwhile.
Yes, in part. Continue to ignore it and get scorched.
The majority of Creeps do not build at all for avoidance/mitigation. They simply build for Morale/DPS. While I don't mind at all an increase to Creep avoidances/mitigations by Kelsan, I believe the majority of QQ about the issue comes from Creeps who don't even do what they can to stem the sting of the big crits, as demonstrated in this thread.
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Brandy: [b]Rotoreaver[/b] - R9 Reaver [b][i]Chop-N-Cleaver[/i][/b]
Firefoot-Retired: [b]Alphazen[/b] - R9 Hunt*rd (MoM); [b]Spankdush[/b] - R6 Warg (SoA)
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In my experiance, fights with RKs aren't by any means one sided. If you're watching closely you can usually predict their stuns/mezes. The battle may be quick if it turns into a DPS complete race, but if my CDs are up it can go either way. A high crit can turn the tide for any class, and in any case, I rarely see anything above 3.5k these days.
As for the traits, I forgo the crit or skill defense in exchange for armor and resistance boosts. It seems to work fairly well ( so please increase the effectiveness of the armor boost xD ). But I don't entirely understand how crit protection is applied. Is you crit defense checked against your opponents crit chance? As in, if you have a crit defense of 4% and they have a crit chance of 15%, their crit chance drops to 11% against you?
I think you miss-read Alpha. He was saying that he gets hit for non-crit Epic Conclusions less than he gets hit for devastating Epic conclusions.
Arctic Feathertail
[Pouncing Pwny]
R11 Warg
Member
As others have stated increasing critical defences on creeps is not the way to counter tactical spike damage. If all crit defences are increased it affects all classes and more so than the RK who has skills that increase his crit chance significantly. Even if only tactical critical defence is increased it will still affect minstrels/LMs.
I think changing some skills when entering Ettens is the way to go. Why not reduce the crit chance and/or magnitude RK buffs give when in Ettens? Or enhance other classes skills to balance things up, like giving cappies a better slow only when in Ettens. Or make cappy shout more damaging.
This way you dont affect PvE balance and it's possible to tweak certain skills to achieve balance rather than global stats that affect all and can create more problems than they solve.
Thanks for answering!
Can I have your creep please? Or...do you not actyually have one you use regularly in raids? who heals? Because either your creep was blessed by the turbine gods or
"you need to relearn your creep healing classes because you really show you've got no clue". As stated above
NPCs are a HUGE issue during keep takes. When we are forced to just run all the way from the door to the CG room then you are allowed ONE heal before the ENTIRE keep in chasing you around. the only exception is that some other healer manages to get off a large heal than you and the aggro transfers to them instead.
the only difference is that I dont have a flop, or a self bubble, or a threat reduction, or a guardian to be able to shield wall me. All I can do it yell for a spider to throw some poo on the ground so I can kite through it; that is usually long enough to get off one quick heal.
Oh poor you. WLs do that but every 20 seconds. FYI, if you play a rune keeper and dont know how ridiculously hard Ceaseless argument can hit for than you need to get some better gear. I have both crit resistances slotted and I had a RK kill me with 4 hits yesterday.
Last edited by bigbadbruce; Jun 28 2011 at 08:29 PM.
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Moridin
Aut vincere aut mori
Attitude is everything
League of Legends HebnesO: Singed The MAD Chemist. - Gold ranked player season one
Lotro:Minstrel x2, Burglar x2, Lore Master x2, Guardian, Champion, Captain, Hunter, Runekeeper and Warden
Ranks:3xr10, 5xr7, 2xr6, 2xr5,r4 and r3.. Lvls: 2x75 8x65
Retired status: Ultra Casual
Moridin
Aut vincere aut mori
Attitude is everything
League of Legends HebnesO: Singed The MAD Chemist. - Gold ranked player season one
Lotro:Minstrel x2, Burglar x2, Lore Master x2, Guardian, Champion, Captain, Hunter, Runekeeper and Warden
Ranks:3xr10, 5xr7, 2xr6, 2xr5,r4 and r3.. Lvls: 2x75 8x65
Retired status: Ultra Casual
I usually play as a freep on my rk, and while I will say it is fun hitting greeps for 5-6k some times, i do agree that is a bit OP and takes away a bit from the pvmp. Looking at this, the best way to correct this would be to increase tactical mitigations for creeps as a nerf to rk damage would cause alot of anger amongst the rk community. Also, I've noticed tactical classes have a bit of an advantage as most of the bosses/mobs have lower tact. mit than ranged and melee. When it comes to creeps, here is the class(es) i see them mirroring:
Reaver: Champ
Blackarrow: Hunter
Warg: Burglar
Spider: LM/hunter
Warleader: Guard/captain
Defiler: Minstril (however more along the lines of an rk when it comes to healing, HoT?)
That leaves the warden and rk without creep classes to match them. The warden would be an interesting creep, however I am having trouble thinking of something to match the warden. As for the rk, im also at a block. PvMP was designed in the SoA days and wardens and rks were introduced in moria. The only way I could see this being balanced is adding some type of angmarim sorcer as a tactical class (don't know if that goes against the creep philosophy though).
As for boxing, on my server (Elendilmir) there are two known boxers (hunter and warg). It is very annoying playing with with them as they are OP in a sense and it is very annoying being their target (dead in seconds?). Please fix this boxing issue.
Can we finnaly get ren/inf for out of fellow healing please??
.
R7-R7-R6-R6-R4-R4-R4
I do agree that Defiler healing doesn't generate threat with the threat reduction slotted. That doesn't mean defilers are always free of npcs attacking them, even if they never do an actual attack.
1. If an npc is rooted (or stationary, such as EC npcs), they wil attack anything within range to hit or shoot. BoF will reflect damage and can often times give aggro.
2. Like a WL mentioned earlier, if they run in first they'll get the aggro unless someone pulls it off them. Same with a defiler.
3. If the person who has aggro runs to the reset range of the npcs, npcs typically don't reset, but will run back and just start attacking someone else that is in combat from them. Often times a defiler, or at least in my case
4. Forgot to add in aoe from npcs (and BoF pulling them)
I don't play a WL, so I don't know all the answers to them for why they get npc aggro xP
Last edited by timmyloo22546; Jul 12 2011 at 12:06 AM.
I'm not against it, just want one that is less likely to be exploited.
The previous post was vague to the point that any healing would garner points. I merely touched up that idea to make it more viable. Not exactly foolproof but about as easily exploitable as it is to fightclub I suppose.
I'd assume the best way would be to grant inf/ren on a set ratio that is only fufilled when the target being healed has received damage from freep/creep sources respectively. No gain from healing someone after a spar or NPC/Enviroment damage.
This would make the only exploitable method the exact same as fightclubbing but would require 3 players, One to be healed, one to damage and the one whose healing.
Last edited by Argick; Jul 13 2011 at 08:13 PM.
[color=turquoise]Artiar - R5 Guardian: Former Member of Legendarium : Current member of Fate of Norns[/color]
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