I read this many times again and again, trying to understand, what is wrong here. Finally I supposed, that ZC missed DON'T. This explains everything: the truth in the words of the Faithknight as well as the out of place links of ZC, which only confirm Faithknight's words.
Dear ZC, please give us some links with the same discussions of the Lore-Master changes. Who is our Dev? Raskolnikov? When did he post last? Please compare it with Orion and yourself!
Quoted for truth
also:
in the moors, it's common to see every class running around swishing a weapon or skill in places they suspect wargs to be. these skills are "un-targeted" which means if they hit, they knock the warg outta stealth, rk's only have 3 skills that do this, and all require us to be attuned, meaning if we aren't already fighting something, even if we KNOW that the warg is there, we cant engage it, we have to wait till it pounces us..... or it goes away without fighting. and we have no way to start the fight off.
could we please get an untargetted attack at 0 attunement so we can try to pop the wargs that pick really bad hiding places?
Belolth Hisses with fury as venom drips from his maw, scorching the earth, "come manling, my brood hungers!"
Broodlord of Ungoliant's Hatchlings, Devourer of souls.
''Reveal The Fools''
In a 10 meter area, every hostile npc/player will be hit with 100-1000 frost damage to morale.
1 Min CD, 100 Powercost battle attune +2
Sounds cool imo!
Also in regards of RK lighting skill range to 30m, it could be a legacy, that way you need to do work for it, instead of just getting it, also this reduces the QQ of other classes as many people dont bother working on Lis so much! Guardians(melee skill range) and burglars(trick range) have same kind skills too, even LMS do, afaik (burning embers)
Also it effects EVERY RK skill, this way fire can be done hunter-like and healing becomes more easier/balanced compared to minis!
Also the legacy points needed has to be smallish--->A moors lighting RK rune stone has to look something like:
Fury of storm damage<>
Battle attuned skills power reduction<>
healing/HoT<->
Fury of storm skills cricital multiplier<>
Chill of winter debuff duration (AWESOME for insta cast chilling retoric??)<->
Finesse<->
Legacies marked with <> take most of the points
Legacies marked with <-> can be replaced with range legacy
My point here is, that it cannot be one of those super costy legacies.
rank1-+1,2
rank2-+2,2
rank3-+3,3
rank4-+4,4
rank5-+5,5
rank6-+6,6
rank7-+7,7
rank8-+8,8
rank9-+10,1 (<-- Just for fun :P)
Let the QQ begin
I like how you think people pointing out that your ideas are OP is QQ. Moving on...
As for the -40% inc damage for 30s on Armor, that would be slightly more OP than some of the heavies' CDs. But something a little bit less powerful, like 15s duration, or -25% damage, or a bubble I could see being totally viable, though the bubble idea has been shut down already :P. Having -80% inc damage for 30s if you're capped on tac mit is a little unreasonable on a 3 minute CD. Probably the best iteration of these ideas I've seen so far, though.
And I also agree with an untargeted damage skill that doesn't require attunement.
[charsig=http://lotrosigs.level3.turbine.com/0d2160100000cbe74/signature.png]Porken[/charsig]
Borken - Dwarrowdelf
Alphbork - Firefoot
Pineapplejuice - E
Just came back to the game, having not played since shortly after the release of RoI. This is my two cents--just explaining since all of this is very old news.
I've never died so much on any character before, much less my RK. I virtually never die soloing with any of my 7 classes L65+, but I've died like 4 times in the last two days with my RK just doing solo quests in Gravenwood and on at L71-73 against these 12k-14k Dunlendings. I upgraded my L65 LI to a L71 and that seemed to help slightly--just in time to fail against the Messenger of Isengard, which had over 14k morale. I just now unslotted Wisdom and slotted Innocence and Zeal.
Melee mobs have a magic ability to keeping hitting the player from a great distance away as they are running after while kiting--more than 10 feet away. This wide perceived melee range (I say perceived because maybe it is server lag--my latency hovers under 100) for mobs makes kiting extra-difficult with the short range of the skills, and the small radius of Distracting Winds makes this skill even more useless than it already is.
Prelude and Rune also seem very weak compared to today's morale pools. We're given all of these DOTs to use, but then snares that break on any damage--how does that make any sense? Meanwhile, I get killed quickly if I stand toe to toe with mobs, especially if I don't have every possible buff up. My "mobile" DPS is not too effective.
This afternoon I checked twice and there were less RK's on Landroval from 70-75 than Burglars--about as many RK's as Wardens. There are significantly fewer LM's than anything. When did that happen? This is not normal in terms of how the class distribution has been since shortly after Moria when the population of RK's reached a healthy level while Burgs and Wardens were at the bottom.
Based on my difficulties soloing, I am left wondering whether this is because Minstrels are the only class having no trouble surviving while wearing the light armor right now. Allowing skirmish soldiers in the landscape will help with an Herbalist, but that ironically will help LM's and RK's the least relative to all the other classes. A Protector is antithetical to a RK's kiting skillset.
My ideas then are to either help RK's kite things or put my light armor back the way it used to be. The random Charged special effect is also bad, and I'm not the only player I've heard complaining. Please get rid of the Godzilla sparks. Please don't tell me the functionality of my RK is the way it is in PvE because of PvP, because that's kind of what the Zombie office battle example makes it look like.
OR scratch all of that and make a monk class so I can reroll.![]()
Elven Adventuress UI ~ Newbie Guide To Playing LotRO
Thank you, I don't have a tailor/access of these recipes to screenshot. This is also NOT an exhaustive list of tac crit multi gear, I know for a fact I have a lvl75 crit robe made by a kin tailor that also has 4% multiplier on it (I think its a rep recipe or some such, possibly a mob drop?). Sure, rings/cloaks/gloves etc do not have the stat anymore, but the above evidence surely doesn't support "Critical Magnitude gear is gone." With uncapped stats, everything is a balance, I get it. This multiplier gear is a pain to balance, granted. It also had a huge impact on output for players, and my personal belief is it still isn't back in balance.
Ideas, real quick:
Flurry of Words: debuff changed from -evade for enemies to +finesse for friendlies. This skill is now inline with the insane mini buffs that help melee/ranged/tactical classes (almost) equally, by changing the benefit provided from -evade (only melee/ranged) to +finesse (useful for all dmg "styles" ie., melee, ranged tactical.)
I'll stop there, that was my big inspiration moment.
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65:Ashdale - 60:Elrohirn - 52:Sinuvil - 38:Boneata
Ive been off yesterday and this morning thinking of new quotes to troll Bragedor with. So ZC might have already addressed these (ZMOG yes the same ZC who never reads the forums, QQ)
1. Make armor of the storm a bubble: this will have the pleasing effect of allowing RK’s to feel more like mini’s. Regardless of the outcry to contrary anyone with a modicum of honesty should be able to admit the value. It will also increase survivability which is a legit concern for RK’s, make the cool down reasonable 10min (maybe 5-7 tied into a trait) but remove the stun. Having both would be to OP.
2. Upgrade self motivation to group motivation with 5 benediction traits. 1000 power boost for the fellow within 20m of the RK, cool down 10 min. This again will have the pleasing effect of allowing RK’s to feel more like mini’s, it will also increase the RK desirability for end game raids which is apparently a problem for some.
3. Improved EFTA(lvl 80): spike heal that does 75% morale increase off of base for a single target. Reduce the induction to 2 seconds(this should help with the comparative to MV), adds WOH T1. Make the cool down 2 minutes. This will make it a good emergency spike heal with a HOT on the back end. Great for true emergencies.
The last idea I have is for the RK’s to realize they are excellent in 2 crucial areas, DPS and healing. We really are in a good spot and the sooner we all let go of the silly mini comparisons the better of you’re going to be. Also, ZC reads the forums. He isnt the most active dev, nor is he the least active he’s been good for RK’s (see fire line) just remember he comes out to play mostly when an update is pending, that’s the best time to hit him up.
Good luck RK’s
i think the short duration off do not fall this day (with the legacy and the trait) is about fine where it is. 4min20s is fairly fast and for longer fights, i can have a lot of rezzes on a lot of people.
what i would REALLY like to see though, is people being able to take the rezz if the rune-keeper dies. generally (and especially for 3man content), if the tank dies, the rune-keeper is next. i rarely use it on tanks and instead put it on whomever else is in the instance just in case they die since they can actually take the rezz.
i know perhaps there's a bit of a concern with say, having it up on everyone in the raid, the raid wiping, and everyone taking a rune-keeper rezz and continuing as normal, but perhaps if the skill is active on a multitude of people while the rune-keeper is incapacitated maybe the first person cast (or the first person to accept) can take the rezz?
i would also like to see some kind of dread removal skill. often this is the case with raids after a wipe:
minstrel retreats, AOE rezzes everyone in a relatively short amount of time, then removes dread from herself and anyone else who happened to retreat.
rune-keeper retreats, single-target rezzes everyone, starting with anyone else who can rezz to speed along the process (and of course saving the person who caused the wipe until last), but everyone who retreated loses all hope unless someone has a token.
i know that 'taking the hit' isn't something everyone really wants to do, but i would like to be able to help out in some way. maybe it's a pride thing, but i actually really dislike purposefully not retreating if a minstrel is in our group (since they recover from a wipe so much better. and i'm not even going to count the fact that they can 'flop' instead of having to retreat at all)
i'm actually fine with the fact that our rezz is only single target with a shorter induction. i would like to be able to revive people with at least a little bit of power however so they can get to helping with rezzing right away (5% maybe?).
and what i would really like is some time of dread management, perhaps even a self dread removal. in either scenario, if the healer was the only person to retreat, a self dread removal for rune-keeper would have the same effect as the minstrel's.
i'm hesitant to add new skills. perhaps add a component to nothing truly ends that removes dread from the rune-keeper?
i'm not entirely sure how to go about this problem (just throwing lame ideas out there), but i would like to be able to 'take the hit' instead of the minstrel and not have a significantly less desirable outcome with a much longer recovery time and still having to live with dread
i think a combination of fixing do not fall this day and looking at the problem could kill two birds with one stone perhaps (pun intended)
i believe i heard a rumour about epic for the ages and i like what i've heard. that's honestly the only healing skill i really wish would be reworked. i feel that currrently, the only 'burst heal' we have is our bubbles
and sorry for the tl;dr (and lateness as it's now after mardi gras and well i guess you have a lot of ideas already implemented)![]()
Last edited by oaceen; Feb 22 2012 at 09:02 AM.
Before i comment anything, i want to say that you use too much time on editing post
1.ZC alrdy said he wants to make more skills instead of mixing them (armour of XXXX) also the CD...lol...Its 1-4mins, otwerwise im gonna kill myself -.-
2.I'd rather take a self heal, i dont want the LMS boring job on being power gives, i just want to heal 3 mans without too much help on power
3.Sounds good but remove the lvl 80 from it :P no rohan till autumn
I'v said this many times, and i say again, i want to match minnies surviability. It will be possible if zombie gives us the 1minute CD bubble (matching minnies one) and insta cast mending verse on move, EVERYHTING ELSE is an exra for me >_<
(flame me)
about lightining dps: what about get a "little" boeast to ceaselessarguement? like a direct damage increase or make spark damage legacy benefit also CA too.
or a initial crit chance bonus.
we use it a lot and if we see the total damage from skills its far better than everyother skill. i prefer a dps bonus to CA instead of ec or other skills.
zc says totally no for ec increase but thats about the one shoting issue. i dont think a little love to CA wouldnt hurt anyone but make us really happy
Member
Gone in the sense I am very hesitant to assign the Tactical Critical Magnitude stat to gear, as it is a stat we decided to phase out for the Rise of Isengard expansion.
Sure, you might be able to find a couple pieces here and there with it, but you won't find much at level 75 with it.
Member
It might be a good addition to the PvP Armor, that´s the place where we need burst more than in PvE
Not to much of it, between 6% and 8% for the whole set , or even better, add it to the PvP jewelry instead, since it´ll be still rank gated then
Talking about PvP stuff, please more Will and less Fate on the next Armor Sets, PvP Armor is so unpopular due to the high Fate and severe lack of Will
Just thinking out loud, but what if Do Not Fall This day actually worked and when it does work it offers a res for the target it applied to and up to three targets in a small/medium area. It would be a wipe prevention and may at times encourage dying to res the rest of the party when all options are extinguished. Sacrifice if you will.
Also, new skill called Orb of X:
Carve a sphere of power that when spoken to in the Ancient tongue will hover above the ground and emit an affinity according to the affinity of equipped rune-stone.
Orb of Fire - Creates a burning sphere that emits heat at up to 3 nearby targets decreasing tactical resistance by 1% per stack. Stacks up to 5 times. Pulses every 5 seconds for 30 seconds.
Orb of Lightning - Creates an electric sphere that arcs sharp bursts of lightning at 1 nearby target dealing medium damage per pulse. Each pulse has a 10% chance to stun target for 2 seconds. Pulses every 5 seconds for 30 seconds.
Orb of Frost - Creates a frozen sphere that invokes the Winds of the North freezing the ground in a medium range slowing all enemy movement speed by 50% for 2 seconds. Pulses every 1 second for 30 seconds. Generates no damage or threat. Ideal for healing.
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Given that they've nerfed the skill on at least or four seperate occasions (at least, maybe more, I've kind of lost count) this seems less than likely. They want it to be a low cost, low damage pseudo auto-attack, and they'd be unlikely to buff it except as a side effect of buffing everything.
On Arkenstone: Toltrandor - Rune-keeper | Vorhedar - Warden | Telcharan - Lore-master | Halthinian - Hunter (mostly retired)
Zombie, tell me do we get awesome on move self heal and bubble(ANY ATTUNEMENT!) on u6 before you start on that strange new stat!!!
Also buff moors set to have 122 will and 61 vitality on each piece...
Also thay CA damage seems fun, yes yes its our ''autoattack'' but still, why not?That legacy mix sounds good.
Last edited by marlwyn; Feb 23 2012 at 06:17 AM.