These are my personal thoughts on what I'm reading.
Yes, it's long and I did try to color code it and make it easier reading.
Of course, my rant about what I would like to have follows in small text.
There are a few questions in there also if you can clarify anything further and thanks for the updates.
TRAIT SETS
THE KEEPER OF ANIMALS
TRAITS IN THE SET:
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The traits that are in this set are largely familiar to the Lore-master, as the focus of this set is to increase the fortitude of your animal companion, restore morale, and give your companion bonuses in combat to drive off the Shadow that is creeping over Middle-earth. The addition of “The Wild and the Ward” trait enables your animal companion to better stand against some of the non-common damage types in the game.
I like the sound of non-common damage type resistance for pets also - they don't get the scroll buffs that players use BUT they can get sign of power : protection to mimic the 5% defensive aspect. I don't see this addressing their output damage being mostly common from what the combat logs look like.
TRAIT SET BONUSES:
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The bonuses of the Keeper of Animals set focus on enhancing the capacity of animal buffs and their magnitude. Chances are if a Lore-master is going to focus on their relationship with their animal companion, they are familiar with their abilities to buff and enhance their pet’s performance in all situations. The set bonuses focus on enhancing these bonuses in both duration and magnitude.
So to use these we sacrifice the eagle if the slot is legendary?
Be sure that no one is untraiting sword and staff for a mild pet improvement or longer buff pet duration when noone traits that already. From the trenches, the most common build is Sword and staff and the Eagle.
CAPSTONE SKILL: FRIEND OF CATS
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This skill enables the Lore-master to summon a saber-tooth cat to aid in The War of the Ring. The saber-tooth is not a fan of careful crowd control, however. Its default attacks injure multiple opponents at a time and thus halve the chance of kicking off fellowship manoeuvres in group situations.
What do you mean halve the chance of fellowship maneuvers?
If this little guy is a mez breaker, he will never see a group setting, it means nothing really what he can do regarding fellowships. It sounds most to me like a lynx with the 2 aoe attacks on auto cast when ready in a new sabre tooth skin.
Definately a solo pet in my eyes and maybe not often. Considering that as an LM your skill lies in ccing or avoiding dmg when fighting multiple mobs, what good will this guy be if he interrupts that control. Instead if you whip him out just to fight single mobs, you are wasting the potential aoe. This cuts it down to usage to grey mobs perhaps.
I don't think we need an aoe dmg pet. We need an aoe HEAL pet. Something like the effect from inner flame and let the pet sit there channeling instead of the LM ![Big Grin](images/smilies/biggrin.png)
If this pet has no buff and is a cc breaker I expect it will never see a group setting.
LEGENDARY CAPSTONE TRAIT: FRIEND OF NATURE
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The current crop of Lore-master companions don’t attack at a range, leaving the Lore-master without any ranged attacking pets. This is particularly an issue in high end instances. The new Bog-guardian pet will enable the Lore-master to attack at range with his walking plant friend, fulfilling a much-needed ranged pet role.
Hey now, that's interesting.
This may alleviate some of the keeping pets on passive all the time issue and just being used as a group buff instead of contributing physically.
Since they will be near us and won't be able to flank from auto attack I think an excellent buff from a "Bog-guardian" would be a personal one. Something around 1% damage we do is returned as morale! How cool would that be to put in to solve the lack of flanks.
I could see this one as a pet I might use with that sort of buff for kiting. The only reason I don't think it should be a group buff is because that would be more coding and touch more classes while this keeps it centralized to us but will give us a leg to stand on to use the pet over an eagle in groups, it helps heal in a way.
THE MASTER OF NATURE’S FURY
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The Lore-master possesses a few tools in his arsenal that allow him or her to do direct damage to the foes of Middle-Earth. Master of Nature enables the Lore-master to focus on the power of nature, and his knowledge of the ancient secrets of Middle-earth to enhance the potential for damage dealing with the Lore-master’s chosen element of fire.
Yes, we have one fire improvement trait for dmg.
Please say this converts Improved Staff Strike damage to fire during instead of always light...
TRAITS IN THE SET:
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This set includes several of the direct damage enhancements that Lore-masters had access to before, including Improved Staff Strike and Harmony of the Body. This line also includes Improved Storm Lore and Improved Sign of Power, both of which raise the effectiveness of these damaging skills.
Do you mean Awareness of body here? Could be an old skill name.
Hmm Improved Storm Lore, this skill I use most often for the stun effect when being overwhelmed for a moment to get an induction off. Increasing the stun time would aid, otherwise, the damage is not so important to improve. I guess I'll see on this one what direction the improvement sways.
Improved sign of power.... oooo hope that includes wizardry! Tank and flank is an LMs joy.
TRAIT SET BONUSES:
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The Master of Nature’s Fury focuses on giving enhancements to one of Nature’s most powerful elements: flame. This raises the damage potential of many of the Lore-master’s fire skills, at the cost of some of the blasting powder from Blinding Flash, causing the latter to have a shorter duration.
Oh you dirty, dirty boys. More damage but less cc hmmm. Well, with the diminishing return changes I suppose this might work out for the pvp LMs. It's already low durations and eventual immunity, what is it going to hurt to reduce 1 second to 1 second. If dr is already against you, why not profit from it by increasing your damage.
CAPSTONE SKILL: STICKY GOURD
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This skill is a direct damage attack that deals explosive fire damage to your enemy.
Explosive? That sounds like aoe. I can see this working if it's on a cooldown similar to Cracked earth. See, when I build for fire dmg I use that but the root portion makes the pet back off. If instead we had this aoe to use, that could keep pet micromanaging down.
LEGENDARY CAPSTONE TRAIT: IMPROVED STICKY GOURD
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This enhancement enables your Sticky Gourd to become an AOE hotspot that burns enemies who linger within its radius, while doing no damage to allies.
Mmmm even more damage. Will this stack with Sticky Tar fire resistance and perhaps our Warding circles for increased tact dmg? Hope so. Being either or is not another skill in your repertoire, instead it is an alternative.
THE ANCIENT MASTER
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The Ancient Master trait line focuses on enabling Lore-masters to raise the effectiveness of debuffs the ancient lore provides. This line provides increases in magnitude and reliability to the skills in their portfolio.
Ok, better debuffs, I wasn't aware that what we had were in need of improvement.
TRAITS IN THE SET:
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This line includes a larger slice of the new class traits, including magnitude increases with "The Study of the Lore of Wind" and "The Study of the Lore of Fire" as well as increasing the reliability of blinding flash with Explosive Force.
Wait, say that again, blink, INCREASES THE RELIABILITY OF BLINDING FLASH WITH EXPLOSIVE FORCE. Are you saying aoe blinding flash or just that it will shake off early less often?.
TRAIT SET BONUSES:
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The Trait Set bonuses of this line focus on enhancing the power of some of your already existing debuff skills, such as reducing the time before the root for Cracked Earth takes effect, or increasing the type of targets your Warding Lore skills effect.
Warding circles do leave out some pretty common creatures. Like uh Humans, Orcs, Goblins, the list goes on and on. I would like to see something generalized like "Humanoid" just for space on the toolbars. It would likely not be that sweeping huh.
CAPSTONE SKILL: SIGN OF POWER: SEE ALL ENDS
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This skill enables players to reduce the enemy critical chances for a short time, creating a zone of very predictable damage output from their enemies.
So, while all other classes increase their critical chances from skills, we will decrease the enemies critical chance. I worry about the power cost on all these debuffs. Can only hope you keep this one low because as it stands it can cost over 500 power just to debuff a mob. Picky picky I know ![Smile](images/smilies/smile.png)
LEGENDARY CAPSTONE TRAIT: FORCE OF WILL
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Force of Will duration and magnitude are increased with this capstone trait, giving Lore-masters unparalleled control over enemy critical chances. This enables the Lore-master to ensure that his Fellowship’s Tank won’t be wiped out by an unexpected devastating strike.
Yikes, so not only are we rotating stun immunity, air-lore, wound, disease removal on the tanks there will be something new?
Is this something I can cast on myself or my pet? Can't say I've been pleased that I can't air-lore myself. Is the +12 or so dmg really that much of an issue. You know we like to tank and flank. Please don't let this skill follow that path of skills that are only good to cast on others. Remember, we still only wear light armor and are the only class that can never upgrade. For that reason crit really can hurt us more than others.
I don't see some of our commonly discussed topics included in these class updates. So I'll air them if you haven't seen previously.
I saw nothing that addressed an LM as a secondary healer role.
Inner flame improvement, look around, it's unused in general because it takes you out of a battle too long unless you are fighting a single target and is less healing than a lvl 40 potion.
What if innerflame could be converted into group wide and decreased cooldown to about 1.5 min? It would still be channeled and keep us out of doing something else but allow us to contibute a different heal at times. It wouldn't be any stronger than the heal component in "Noble Cause" from a minstrel.
Increased hit chance for tactical skills! We don't seem to have a stat to improve this but melee is able to increase their odds to actually hit a target with just general stats. Stats are found on gear, weapons, in virtues, and in some traits which means that the opportunities to improve hit chance for melee are easily attainable.
The same is not true for tactical skills - there is not a stat that transparently increases our chances to improve our chances to perform. This is even more detrimental to the class because many skills are morale reducing and on induction timers. So not only do you not do the damage but you have also lost morale, time, and power. Not to mention that receiving more than 2 resists in a row makes it extremely difficult for a group to trust your crowd control. Since that is the main reason your class was needed, you do them no service to not perform.
Make it fair, noone resists a heal, stop making it so difficult for a Loremaster to just perform crowd control in a group.
I have seen up to 3 cc classes taken in a 12 man group just because of the amount of resists out there. That can't be healthy.
We don't take 3 tanks and we don't take 3 healers. But it is mandatory anymore to have a backup cc and a backup for them lately simply because the resist rates are staggeringly unpredictable.
Myself I have been resisted 4 times on blinding flash in a row.
That was cast the skill, use my 10 min cd reset skill, cast the skill again, stun the mob, wait, cast blinding flash again and see a resist, then stun the mob again and once more cast blinding flash to see a resist.
You are talking about nearing 1 minute just to get a skill to stick!!! That is not excusable, I'm sorry and is an eternity when the mobs are slapping ppl around.
My solution would be to drive it by stats, the same way that melee classes improve with agility.
Let's have a look at agility...
Defensive perks:
+ evade chance
+ parry chance
Damage perks:
+ crit chance
+ ranged dmg
- miss chance
One way to think of it is that agility is both an offensive and defensive buff in one stat. You can hit more often, do more damage, and defend better from attacks facing you or from behind.
My opinion is that it should tie into fate. Fate is lacking in punch in comparion but an important tactical build component for both Loremaster and Minstrel for the regeneration during combat.
Now a gander at Fate...
Defensive perks:
+ power regen in combat
+ morale regen in combat
Offensive perks:
+ tact crit chance
+ tact crit dmg
---- see something missing here?
The hit chance is gone. It doesn't matter if you can do 1000 points of damage in one hit if you CAN'T actually hit anything
In fact, the more often you miss and resist the more you are taxing this stat's value because now you have lost the regen amount for the power spent on a skill that did nothing.
Well why not just build your Loremaster for agility? Simple answer, passing power - the one thing this class does better than any other. A Burglar can mez, a Hunter can root, a Minstrel can fear but not a one of them can directly pass power to someone like us. Other classes step on our toes for cc but in one way we have a particular niche. Banners are most comparable but still deal with range issues. To perform that power passing over long battles you must have good regeneration in combat. The other secondary reason is that the majority of LM skills are tactical, not melee. Technically there is only 1 melee skill.