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  1. #1
    Join Date
    Feb 2012
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    598

    Make haste, immune to slows

    Not sure if it was discussed, but yeah, current make haste is only useful in PvE world. In PvP it is useless 99% of time, unless you PvEing in PvP
    Can grp get AT LEAST immunity to all kind of slows ? Daze/Roots/Stuns still can be applied as is currently.

  2. #2
    Join Date
    Jul 2007
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    1,693
    theres a set for this. should at least know what you're talking about before posting.
    Lugbur

  3. #3
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    Feb 2012
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    Quote Originally Posted by 0987654321 View Post
    theres a set for this. should at least know what you're talking about before posting.
    It should be passive. I can't trade -inc heal debuff for make haste bonus.
    I'd suggest to increase immunity on set bonus, but give the same bonus as a passive.

  4. #4
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    Quote Originally Posted by Leopoldio View Post
    It should be passive. I can't trade -inc heal debuff for make haste bonus.
    I'd suggest to increase immunity on set bonus, but give the same bonus as a passive.
    it shouldn't be passive. a group-wide slow removal/immunity is very powerful. you just have to decide if its worth using.

    to increase the duration, or make it a passive, would make it too powerful. there should be trade-offs, especially with something that has the potential to be very, very powerful.
    Lugbur

  5. #5
    Join Date
    Jun 2011
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    1,146
    Quote Originally Posted by Leopoldio View Post
    Not sure if it was discussed, but yeah, current make haste is only useful in PvE world. In PvP it is useless 99% of time, unless you PvEing in PvP
    Can grp get AT LEAST immunity to all kind of slows ? Daze/Roots/Stuns still can be applied as is currently.
    On Maiar i can use it in PvE often.
    On Solomission where i have to walk long peaceful ways and cant use a Animal. e.g. Moria Epic Story, Evendim the dungeon, ...
    On Raids in BG i can keep alive my Group by Buffing the Pray. So the Fellbeast cant catch it.
    In Epic Battles there is also a use of it.

    In the Etten there is a Setbonus for Captains.

    I have still a Swapweapon, with Make Hast, OB and Telling Mark (as i have it also on the Main, so it will stay at 10% when i switch)

    But i would also take every benefit for my Group, i can get :-)

  6. #6
    Join Date
    Feb 2012
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    598
    Quote Originally Posted by 0987654321 View Post
    it shouldn't be passive. a group-wide slow removal/immunity is very powerful. you just have to decide if its worth using.

    to increase the duration, or make it a passive, would make it too powerful. there should be trade-offs, especially with something that has the potential to be very, very powerful.
    Yes, it is powerful. And this skill has 3min CD. So it would be reasonably powerful to have such passive effect.
    Im just stating it is useless in moors. Pretty much every cappy should choose inc heal debuff over this set bonus.
    Other suggestion to make routing cry debufffing inc healing on passive Or as a top tier trait in red line.

    P.S.: Grave wound, 5s inc heal debuff. I guess it was a joke. Esp if u play on brandy.

  7. #7
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    Aug 2007
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    1,872
    Quote Originally Posted by Leopoldio View Post
    Yes, it is powerful. And this skill has 3min CD. So it would be reasonably powerful to have such passive effect.
    Im just stating it is useless in moors. Pretty much every cappy should choose inc heal debuff over this set bonus.
    Other suggestion to make routing cry debufffing inc healing on passive Or as a top tier trait in red line.

    P.S.: Grave wound, 5s inc heal debuff. I guess it was a joke. Esp if u play on brandy.
    Its quite powerful even without a slow immunity.

    Time your skills, grave wound and the routing cry timer allow for one of the better uptimes on -inc healing debuffs on freepside.

  8. #8
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    Feb 2012
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    Quote Originally Posted by spelunker View Post
    Its quite powerful even without a slow immunity.

    Time your skills, grave wound and the routing cry timer allow for one of the better uptimes on -inc healing debuffs on freepside.
    It is not actually. Any warg/reaver (this will drop combat, if brains are there) can screw up your make haste spamming slows on everyone. That is why I QQ here.
    At least I'm fighting with always screw up make haste. Brand aint helping as well, since it doesnt have antislow buff on some duration.
    So far I've used make haste over 30 times vs fighting creeps. I never managed to get away, neither anyone in my grp.
    Besides warg/reaver, weaver who dropped combat is running faster then you with a haste (yes, spider speed should be removed, or freeps speed increased).

    Yes Deso, I know about timing I meant grave wound is useless if you wanna trait make haste immunity set. But then you'll loose any ability to kill 2+ healers (im duoing). Well, maybe some reasonable/range distance slow would help. But my duo have only 20s slow, with 25s CD, which is being resisted whole load of times.

  9. #9
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    Jun 2011
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    Ah 45s run speed + slow immunity for the entire group?

    That's a completely ######## idea. It's powerful enough right now. What in the world makes you think this needs a buff.

  10. #10
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    Dec 2011
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    372
    Quote Originally Posted by Leopoldio View Post
    It is not actually. Any warg/reaver (this will drop combat, if brains are there) can screw up your make haste spamming slows on everyone. That is why I QQ here.
    Every competent group would slow multiple targets, make haste helps to make this less worse. It is one of the most powerful skills captains have in group play if used well.

    Quote Originally Posted by Leopoldio View Post
    At least I'm fighting with always screw up make haste. Brand aint helping as well, since it doesnt have antislow buff on some duration.
    So far I've used make haste over 30 times vs fighting creeps. I never managed to get away, neither anyone in my grp.
    Besides warg/reaver, weaver who dropped combat is running faster then you with a haste (yes, spider speed should be removed, or freeps speed increased).
    You don't use make haste to get away..

    It's a skill that can be used offensively for your melee dps and defensively for your healers ( higher speed to kite).

    The fact that you even use the '30 times' argument makes me wonder if you even have any idea how powerful this skill is, considering you would use this skill to run away rather than using it to improve your group...


    Quote Originally Posted by Leopoldio View Post
    Yes Deso, I know about timing I meant grave wound is useless if you wanna trait make haste immunity set. But then you'll loose any ability to kill 2+ healers (im duoing). Well, maybe some reasonable/range distance slow would help. But my duo have only 20s slow, with 25s CD, which is being resisted whole load of times.
    Grave wound is far from useless... The debuff ,with a couple dps buffs, is 95% of the time good enough to burst down a healer with competent dps. I usually stick with the command set because i know that GW is enough if used well.
    Fully Wrecked/Stainless

    Arkenstone: R14 captain, R11 hunter, random other freeps and creeps

  11. #11
    Join Date
    Dec 2010
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    332
    I only see sprints used as run away skill, and it's bad enough champs and guards have immunity for full duration.

    I'm not saying it shouldn't be there at all, but make the immunity part much shorter in duration than the sprint itself, and I think this should be reasonable for Cappy sprint as well.

    About 10s would be good...I mean if you haven't gotten away far enough by then, then awww poor you.

  12. #12
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    Feb 2012
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    Quote Originally Posted by tarpelion View Post
    You don't use make haste to get away..

    It's a skill that can be used offensively for your melee dps and defensively for your healers ( higher speed to kite).

    The fact that you even use the '30 times' argument makes me wonder if you even have any idea how powerful this skill is, considering you would use this skill to run away rather than using it to improve your group...

    Grave wound is far from useless... The debuff ,with a couple dps buffs, is 95% of the time good enough to burst down a healer with competent dps. I usually stick with the command set because i know that GW is enough if used well.
    Tarp, i barely can find situation, when I can use make haste as offensive skills. 99% of time I have spider poop there. Using this skill in it - worthless. If you are slowed - worthless. And there is no actual need in it as offensive one, since it helps only melee, who, besides warden, all have sprints with immunity (guard/champ).

    Grave wound is not useless, if you have warden, who dots up, and when he says ready - u r using it, target melting. Correct. But 99% of time on brandy, 5s is nothing, because you have 5s-10s skill delay....No comments.

    I neither can trade inc heal set for immunity one. 99% of time I'm fighting 2-3 defilers + WLs. Just grave wound + oathies will help me kill 2 initially, but if they get rezzed....O well, im screwed.

    P.S.: Yup, i would trade off duration of it for some kind of immunity.

  13. #13
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    Dec 2011
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    372
    Quote Originally Posted by Leopoldio View Post
    Tarp, i barely can find situation, when I can use make haste as offensive skills. 99% of time I have spider poop there. Using this skill in it - worthless. If you are slowed - worthless.
    Quote Originally Posted by tarpelion
    Every competent group would slow multiple targets, make haste helps to make this less worse. It is one of the most powerful skills captains have in group play if used well.
    What I meant is that slows are gonna happen regardless. Make haste helps to partially negate those slows wich will improve the speed of your melee dps so they can get to a target faster thus offensive.

    Quote Originally Posted by Leopoldio View Post
    And there is no actual need in it as offensive one, since it helps only melee, who, besides warden, all have sprints with immunity (guard/champ).
    Every good cappy would use make haste when those sprints from other classes are not up/used. Imagine having 2 cappies in a 6 man. Your group would have a speed buff 50% of the time, even more for classes with their own sprints on top of that. As we both know the key to win a fight is speed, if your melee dps can reach a target faster, combined with ranged dps that can swap fast, you'll have a significant advantage.

    Quote Originally Posted by Leopoldio View Post
    Grave wound is not useless, if you have warden, who dots up, and when he says ready - u r using it, target melting. Correct. But 99% of time on brandy, 5s is nothing, because you have 5s-10s skill delay....No comments.
    That is more a Brandywine issue, not a class issue itself. Sometimes there is a lot of lag and sometimes there is none at all. In normal fights the debuff will be effective enough to burst down almost every creep with competent dps.

    Quote Originally Posted by Leopoldio View Post
    I neither can trade inc heal set for immunity one. 99% of time I'm fighting 2-3 defilers + WLs. Just grave wound + oathies will help me kill 2 initially, but if they get rezzed....O well, im screwed.

    I always found the overusage of the loyalty set pretty weird. Granted it's a powerful debuff if you know how to chain it but in groups, where you normally have multiple people with inc healing debuffs, i don't think that set is actually better than the command set. Then again if you rely on oathies to kill healers, i think the issue lies more with the dps in your group...
    Fully Wrecked/Stainless

    Arkenstone: R14 captain, R11 hunter, random other freeps and creeps

  14. #14
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    Feb 2012
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    598
    Quote Originally Posted by tarpelion View Post
    What I meant is that slows are gonna happen regardless. Make haste helps to partially negate those slows wich will improve the speed of your melee dps so they can get to a target faster thus offensive.



    Every good cappy would use make haste when those sprints from other classes are not up/used. Imagine having 2 cappies in a 6 man. Your group would have a speed buff 50% of the time, even more for classes with their own sprints on top of that. As we both know the key to win a fight is speed, if your melee dps can reach a target faster, combined with ranged dps that can swap fast, you'll have a significant advantage.



    That is more a Brandywine issue, not a class issue itself. Sometimes there is a lot of lag and sometimes there is none at all. In normal fights the debuff will be effective enough to burst down almost every creep with competent dps.




    I always found the overusage of the loyalty set pretty weird. Granted it's a powerful debuff if you know how to chain it but in groups, where you normally have multiple people with inc healing debuffs, i don't think that set is actually better than the command set. Then again if you rely on oathies to kill healers, i think the issue lies more with the dps in your group...
    Well yeah, it works if you have grp, with inc heal debuffs and enough dps overall, make haste set gonna work
    But I duo with warden 99% of time. So I have not much options Warden inc heal is 12.5...lawl....Which is not even worth building it.

    Probably its a bit selffish to offer such suggestion, just because I don't grp with more ppl *-*

  15. #15
    Join Date
    Apr 2014
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    86
    Quote Originally Posted by Leopoldio View Post
    Not sure if it was discussed, but yeah, current make haste is only useful in PvE world. In PvP it is useless 99% of time, unless you PvEing in PvP
    Can grp get AT LEAST immunity to all kind of slows ? Daze/Roots/Stuns still can be applied as is currently.
    I agree, this is a valuable suggestion.

  16. #16
    Join Date
    Dec 2011
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    372
    Quote Originally Posted by Leopoldio View Post
    Well yeah, it works if you have grp, with inc heal debuffs and enough dps overall, make haste set gonna work
    But I duo with warden 99% of time. So I have not much options Warden inc heal is 12.5...lawl....Which is not even worth building it.

    Probably its a bit selffish to offer such suggestion, just because I don't grp with more ppl *-*
    Well I know you mostly as a group/raid leader so, I don't tend to group with a lot of people either.

    Also command set is the inc damage set, not the make haste one.
    Fully Wrecked/Stainless

    Arkenstone: R14 captain, R11 hunter, random other freeps and creeps

  17. #17
    Join Date
    Aug 2013
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    2,334
    Useless? LoL.

    I would KILL for a parallel on Creep. The skill is good, you are asking for it to be game breaking. Freep have enough speed steroids and clears as is. You want to complain, go look at Purge on WL.
    "It is wisdom to recognize necessity, when all other courses have been weighed,
    though as folly it may appear to those who cling to false hope."

  18. #18
    Join Date
    Jun 2011
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    3,635
    Quote Originally Posted by infinitewhimsy View Post
    Useless? LoL.

    I would KILL for a parallel on Creep. The skill is good, you are asking for it to be game breaking. Freep have enough speed steroids and clears as is. You want to complain, go look at Purge on WL.
    I agree, OP clearly doesn't know what he's talking about.

  19. #19
    Join Date
    Dec 2013
    Posts
    182
    Well, they implemented a slightly weaker version in the new Osgiliath set anyway.

 

 

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