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  1. #1
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    Cash Out feels weak

    For a skill that's supposed to deal more for cashing in a high tier gamble, it feels very meager. While most of my other skills are hitting for 3k easily, Cash Out is only dealing about 2k for trading in a Tier 6 damaging gamble. Is anyone having better luck with this skill? As it is, feels like I'm better off just letting the gamble fully tick and ignore Cash Out.

    Edit: Called it the wrong name
    Last edited by Lenton; Nov 22 2013 at 08:29 PM.
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  2. #2
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    Yeah It's underwhelming, I keep the t6 gamble any day over cash out. I hope they will tweak it on the upcoming patches. The evade buff from it isn't very good either, at max lvl the 2k evade rating does not mean much and It's 8 (?) seconds long.
    But overall I like the new gambler only little tweaks needed.
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  3. #3
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    Anyone else feel like they hit as hard as a wet noodle traited blue? It feels like I'm weaker than I was at 85..

    Haven't experimented with QK much because I like the Gambler too much, but it's disappointing so far DPS-wise.
    Exploit

  4. #4
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    Quote Originally Posted by Jureon View Post
    Yeah It's underwhelming, I keep the t6 gamble any day over cash out. I hope they will tweak it on the upcoming patches. The evade buff from it isn't very good either, at max lvl the 2k evade rating does not mean much and It's 8 (?) seconds long.
    But overall I like the new gambler only little tweaks needed.
    Yeah. The evade buff isn't worth using honestly. I'm pretty much at the evade % cap anyway, so having more rating doesn't help at all. And considering the buff only lasts for about 8 seconds, it doesn't seem worth just refreshing the debuffing gamble.

    Quote Originally Posted by TheOrcsBane View Post
    Anyone else feel like they hit as hard as a wet noodle traited blue? It feels like I'm weaker than I was at 85..

    Haven't experimented with QK much because I like the Gambler too much, but it's disappointing so far DPS-wise.
    I'm mixed. I'm not really having any issues killing trash mobs, and that's without really upgrading my equipment. But on the flip side, I'm not hitting nearly the same numbers that Hunters and Champions as they just one shot everything in sight.
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  5. #5
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    Quote Originally Posted by Lenton View Post
    I'm mixed. I'm not really having any issues killing trash mobs, and that's without really upgrading my equipment. But on the flip side, I'm not hitting nearly the same numbers that Hunters and Champions as they just one shot everything in sight.

    I wasn't expecting to be hitting the same numbers as Hunters or Champions, especially not in our DPS focused line, but I don't even get anywhere close to the numbers these guys are hitting. I haven't even seen over a 2k Dev for me..

    Meanwhile Hunters and Champs are hitting for 20k+, and LM's are hitting for 30k+...
    Exploit

  6. #6
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    Re: OP, I view Cash Out as a finisher. It gives us a second route to quickly destroying a landscape mob - either the traditional banging out the crit chain, or instead Gambler's Strike, Hedge Your Bet, Cash Out. Of course when dealing with landscape mobs, as the saying goes, "You know what else works? Anything."

    Against bosses, agreed, let the damaging gamble keep ticking (refresh with HYB/GS as needed). And the evade from using Cash Out on a debuff gamble is totally pointless.

    Re: gambler dps overall, seems fine so far. I hadn't done much with my burg these last few months (not much to do at cap on my server) but I think I'm killing things at least as fast as before HD, probably a bit faster. Still getting used to the new skills, the skills I don't have anymore, and the skills that don't work quite the way they used to, so my dps will only increase from here.

    Can't compare to hunter/LM/RK dps since those are the three classes I've never capped. And what little I've done on my champ since HD has been blue line so I don't know what champ dps is like now either.

  7. #7
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    Quote Originally Posted by J_Howell View Post
    Re: OP, I view Cash Out as a finisher. It gives us a second route to quickly destroying a landscape mob - either the traditional banging out the crit chain, or instead Gambler's Strike, Hedge Your Bet, Cash Out. Of course when dealing with landscape mobs, as the saying goes, "You know what else works? Anything."

    I could see that, if it dealt more damage. As it is, I get as much or more from my other skills. Even Hedge Your Bet tends to deal more damage than Cash Out. The only time it feels appropriate to use Cash Out so far is when all my other skills are on cooldown.
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  8. #8
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    I really like the idea of cash out, timing it precisely to the last second of gamble to get max potential from gamble and get a nice effect at the end as well... 2K evade buff is ok I think, its about what wardens had in RoR (not sure about now) even though their B/P/E self buffs were usually for 30 seconds or more.. but the dmg int probably really worth it.. overally gamblers dmg feels really inferior to QK.. it makes sense, its not a pure DPS line as QK is, but it has lots of DoT, which if have enough time should be more powerful than normal dmging skills nad yet not, it still feels like that quick rotation of burst dmg skills is more powerful... but Im not suprised we cant do much dmg in blue line because BoB and Weave is too damn strong.

    I think best for gambler would be if the BoB and Weave heal would be reduced and some of it power would be transferred to +x% dmg buff on evade which would stack, lets say 5 times.
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  9. #9
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    Not sure what some of you guys are talking about. The evade buff is completely useless since you hit the cap without it..... As for the damage option, your just as better off letting it tick over and continuing with a standard dps cycle (have you even looked at the amount of dmg it does v t6 gamble?)... For a trait line that gives VERY FEW dps skills, cash out is completely redundant....

    Oh and also, as for being a 'mob finisher', if you were in the situation of killing mobs quickly you would certainty have spent the 1 second required to switch to QK....

    Given the lack of dps in the gambler line, cashout should promote melle crit/physical master/crit magnitude
    Last edited by iolio1; Nov 25 2013 at 04:55 AM.
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  10. #10
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    Quote Originally Posted by J_Howell View Post
    Re: OP, I view Cash Out as a finisher....
    You could always Cash Out before you reapply Gambler's Strike, which should provide a nice little burst to liven up your DOTs.

    And if you need even more, just go All In before you Cash Out > Gambler's Strike.

    All these gambling phrases keep reminding me of Fallout:New Vegas lol - Ring-a-ding-ding

  11. #11
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    the dmg boost when consuming a dmg gamble is indeed very weak. when i first read what 'cash out' does i was under the impression that it would give you ALL the damage your gamble was going to make, just immediately instead of over time. so a fresh t6 gamble would give you a lot, and an almost finished t4 would give you next to nothing. i really think that is the way it should be.

    Quote Originally Posted by Elendric View Post
    You could always Cash Out before you reapply Gambler's Strike, which should provide a nice little burst to liven up your DOTs.
    yeah i mainly use 'cash out' to just clean up unwanted gambles (debuffing/t6 dmg). btw i think it should also consume disabling gambles- only way to get rid of one is to overwrite it with debuffing gamble and then consuming that with 'cash out'. pretty annoying. on a similar note: having provoke apply disabling gambles on unmezzable mobs is pretty annoying too. all that leads me to not wanting to use provoke.

  12. #12
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    Quote Originally Posted by Kalyna View Post
    the dmg boost when consuming a dmg gamble is indeed very weak. when i first read what 'cash out' does i was under the impression that it would give you ALL the damage your gamble was going to make, just immediately instead of over time. so a fresh t6 gamble would give you a lot, and an almost finished t4 would give you next to nothing. i really think that is the way it should be.
    It would not make much sense for Cash Out to equal the overall damage applied by the DOT. Why would you let the DOT run its entire course if you could convert it to instantaneuos, equivalent damage? A suggestion to the devs: maybe a more appropriate skill name would be "Cut Your Losses"

    Quote Originally Posted by Kalyna View Post
    yeah i mainly use 'cash out' to just clean up unwanted gambles (debuffing/t6 dmg). btw i think it should also consume disabling gambles- only way to get rid of one is to overwrite it with debuffing gamble and then consuming that with 'cash out'. pretty annoying. on a similar note: having provoke apply disabling gambles on unmezzable mobs is pretty annoying too. all that leads me to not wanting to use provoke.
    I think you've nailed the true point of the skill in the first line - It's a gamble remover, not something to build the class rotation around. And I think the Prove/Distraction gambles come from Double Down, so switch the point from there to another skill and voila, no more debuffs.

  13. #13
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    Quote Originally Posted by Elendric View Post
    It would not make much sense for Cash Out to equal the overall damage applied by the DOT. Why would you let the DOT run its entire course if you could convert it to instantaneuos, equivalent damage? A suggestion to the devs: maybe a more appropriate skill name would be "Cut Your Losses"
    As I see it, Cash Out should be only looking at the Tier of the gamble, not how long the duration is. That way, a T6 damaging gamble always gives a predictable amount of damage. And this way, a burglar could let it run it's full course, then Cash Out for a big burst at the end, getting more damage out of it than if they used Cash Out right away. Granted, Gamblers can do that now, but removing a T6 damaging gamble with Cash Out only ends up being just a bit more than a normal tick.

    I'd say Cash Out should probably be worth about 75% of the damage if a Damaging Gamble went it's full duration.

    As for the Evade Rating portion, I still don't like it. I would much rather be able to use Cash Out for a heal or power restore instead.
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  14. #14
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    Quote Originally Posted by Lenton View Post
    As for the Evade Rating portion, I still don't like it. I would much rather be able to use Cash Out for a heal or power restore instead.
    How about an increase to your Critical and/or Physical Mastery ratings?

  15. #15
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    Quote Originally Posted by RockX View Post
    How about an increase to your Critical and/or Physical Mastery ratings?
    Physical mastery and crit are same as evade, we already have it plenty enough so 8 second buff feels quite well.. useless I suggest some kind of power heal or heal over time/ or just better damage on the cash in based on the tier of the gamble. Burglars on gambler/qk don't have a power heal at the moment so it would be 2 birds with 1 stone Just my 2 cents, otherwise good job with the new burg!
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  16. #16
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    Quote Originally Posted by Jureon View Post
    Physical mastery and crit are same as evade, we already have it plenty enough so 8 second buff feels quite well.. useless I suggest some kind of power heal or heal over time/ or just better damage on the cash in based on the tier of the gamble. Burglars on gambler/qk don't have a power heal at the moment so it would be 2 birds with 1 stone Just my 2 cents, otherwise good job with the new burg!
    I'd rather not add a heal to this, as I feel the Gambler's healing is a bit too strong on Live with Bob and Weave. I was thinking Crit and/or Physical Mastery since you don't run into cap issues (at least Crit magnitude continues to rise) with them like you do with Evade, which you already are pretty high-up with.

    As for the power-heal, I'd like to get additional numbers on how long the two lines can last before making any further adjustments to power costs and/or giving them power heals.

  17. #17
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    Quote Originally Posted by RockX View Post
    I'd rather not add a heal to this, as I feel the Gambler's healing is a bit too strong on Live with Bob and Weave. I was thinking Crit and/or Physical Mastery since you don't run into cap issues (at least Crit magnitude continues to rise) with them like you do with Evade, which you already are pretty high-up with.

    As for the power-heal, I'd like to get additional numbers on how long the two lines can last before making any further adjustments to power costs and/or giving them power heals.
    Aye, I agree with the Bob and weave, It's quite potent self heal and gamblers don't need other selfheals, but still I think that some sort of power over time effect could be interesting in 'Cash in'. As for the Crit and Physical mastery, I think that critical damage multiplier buff would be more unique, let's say +10% critical damage multiplier for 10 seconds.
    Last edited by Jureon; Nov 25 2013 at 05:16 PM.
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  18. #18
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    My suggestion would be:

    Cash-Out on Debuff (Yellow Dice) grants the debuff additional 15s duration and the ability to stack with a bleed instead of beeing removed.

    Ah, and please let the burglar loose his pants if All-In runs out in combat.
    Last edited by Schinderhannes; Nov 25 2013 at 07:08 PM.

  19. #19
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    Quote Originally Posted by RockX View Post
    I'd rather not add a heal to this, as I feel the Gambler's healing is a bit too strong on Live with Bob and Weave. I was thinking Crit and/or Physical Mastery since you don't run into cap issues (at least Crit magnitude continues to rise) with them like you do with Evade, which you already are pretty high-up with.

    As for the power-heal, I'd like to get additional numbers on how long the two lines can last before making any further adjustments to power costs and/or giving them power heals.

    That's fair I guess. Though I will note that I'd be perfectly willing to take a small reduction on my Bob and Weave healing in return for an on demand heal. Bob and Weave is great when you're taking lots of little hits, but is pretty awful when you take those big hits or tactical damage.

    As for the power heal, I don't have any exact numbers, but I do know what type of fights tend make me end up out of power. Fighting two elites solo tends to make me run out of power by the end of the fight. Fighting one Master Elite also ends with me being out of power. Also, there is still a lot of content out there that will make players lose all their power, or make skills cost more. When that happens to a burglar, they only have a power potion to give them a small boost.

    And unfortunately, getting a Crit or Physical Mastery rating boost is as pointless as getting the Evade Rating. If they were percentages, perhaps they would be useful, but ratings rarely help much for a capped burglar. I suppose if I had to choose, I would take the Physical Mastery rating.
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  20. #20
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    Quote Originally Posted by Lenton View Post
    ...
    And unfortunately, getting a Crit or Physical Mastery rating boost is as pointless as getting the Evade Rating. If they were percentages, perhaps they would be useful, but ratings rarely help much for a capped burglar. I suppose if I had to choose, I would take the Physical Mastery rating.
    And the burglar already has a +critical Rating proc.

    A +dmg buff in general is too different compared to the buff previously granted by the gamble, that weakened the enemy. (and protected the group/tank or burglar)

  21. #21
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    Quote Originally Posted by Schinderhannes View Post
    My suggestion would be:

    Cash-Out on Debuff (Yellow Dice) grants the debuff additional 15s duration and the ability to stack with a bleed instead of beeing removed.

    Ah, and please let the burglar loose his pants if All-In runs out in combat.
    Oh please do this! Or even just change the debuff icon from All In to be the Sad Panda Lost My Pants face

    As for the topic at hand.. I'd still like a removal effect for the Disable Gamble as well.

    Maybe + Phys Mastery for Disable

    And instead of a power restore, what about a skill power cost reduction for Debuff Gamble?

  22. #22
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    Quote Originally Posted by Jureon View Post
    Aye, I agree with the Bob and weave, It's quite potent self heal and gamblers don't need other selfheals, but still I think that some sort of power over time effect could be interesting in 'Cash in'. As for the Crit and Physical mastery, I think that critical damage multiplier buff would be more unique, let's say +10% critical damage multiplier for 10 seconds.
    This^ A power return instead would be great since we lose Glee
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  23. #23
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    What about changing evade rating buff from cashing out debuffing gamble to +5% evade buff, which would go over cap? Or 10% partial evade chance buff (does that trigger Bob and Weave btw?)
    Power cost buff after cashing out disabling gamble seems nice. Or a run speed buff would be very cool (15% max :d)^^
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  24. #24
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    Right now, I use Cash Out right before a tier 6 gamble is about to fall off, but I've never seen the damage from doing this crit. Has anyone been able to get a crit with it? If it's unable to crit then I will probably quit using it.

    Quote Originally Posted by RockX View Post
    I'd rather not add a heal to this, as I feel the Gambler's healing is a bit too strong on Live with Bob and Weave. I was thinking Crit and/or Physical Mastery since you don't run into cap issues (at least Crit magnitude continues to rise) with them like you do with Evade, which you already are pretty high-up with.

    As for the power-heal, I'd like to get additional numbers on how long the two lines can last before making any further adjustments to power costs and/or giving them power heals.
    If you put a mastery or crit rating buff on the ability I will likely just remove the skill from my skill bar and forget all about it, unless the damage from the gamble is retained and increased dramatically and you are talking a mastery buff of like 5% raw damage. The more mastery and crit I have, the less the buff will affect me and the bigger waste of a slot in my rotation Cash Out becomes.

    A SIGNIFICANT buff to ICPR based on the tier of gamble would seem reasonable to me, but heaven forbid burglars get a reliable power restore for once in their 6+ years of existence.
    Last edited by Bombadil411; Dec 15 2013 at 06:31 PM.

 

 

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