But let it be said, play style cultures are different on each server. I do not agree with your words on camping spawns. They all deserve to be eaten. If they had been underdogs and weak, sure, I would give them some breathing space. But as it is now, we need every advantage we can get, and even more so in the future when Isengard comes. Not that I camp spawn that much, but it's a viable tactic still.
Each to his own mate. I'm not going to tell people how to play; anything I post is just my opinion based on my own server. I observe the rules of my kin and tribe obviously, but in general terms the only rules that REALLY matter are Turbine's. As long as they aren't being broken people can play any way they like, whether others agree with their playstyle or not.
Last edited by MrWarg; Sep 01 2011 at 08:46 AM.
Follow on Twitter: @theartofwarg | LOTRO Players Council
Rks epic conclusions getting nerfed a fair bit from what i've heard
EC is not the main problem of RKs spikey dmg tbh. Its the fact that after 10s of being in combat every skill is hitting for over 1k the majority of the time. Fair play, if (and only if) the opposite faction has a class that can do the same (which they dont)
Trust me, if creeps had a class that could hit like RKs even if you take EC away the cries could be heard from mordor. Now they will be immune to slows? Most decent RKs win their 1v1s without needing EC and spend the rest of the time in a zerg profiting from it. I doubt this will change.
Originally Posted by Viriel
But its also not like all r0 will be running with all the skills from the store (if i would see 1 btw i would /lol at him).
It seems you need rank 10 to access all of the skills. Anyway, as I posted before r0s with all the skills would be useless anyway because the skills themselves are useless without finesse, which is gained with rank.
Originally Posted by Viriel
Its not like some poeple see it, that an amy of RK's will be running the moors and spamming riffler's. Besides i heard lightning line along with healing line was nerfed for RK's.
Like LMs you dont need an army of RKs to cure all the freep slows, just one in each group. However you put it, a class being able to cure slows instantly on a spammable skill that can be used at any point while moving is far more than the creep faction can dream of and since they have already had a class that can do this with stuns and silence for years its just a bit annoying to me.
Having said that, the only obvious nerf (at least in regards to healing) is the amount of power it costs to use certain heal skills. Big wow, no 1 cares about power any more do they? Apart from maybe (maybe) in raids.
tbh the lightning line being nerfed means not alot to me because (a) it needs a nerf anyway and (b) in fire line they deal better DOT dmg than any class in the game on either side and as many freeps say, creep DOTs are major OP right? So I cant imagine they will be that worried (either that or they will finally realise that DOT dmg is terrible compared to burst, either way its a win for me )
Originally Posted by Viriel
And like i said some time ago tac crit multiplier seems to be gone from tactical classes sets. I've heard only crafted armour got some of it.
yea turbine it appears are trying to get the insane tactical dmg from freeps under control. Good luck with that (seriously!)
Last edited by Dilated; Sep 01 2011 at 09:52 AM.
Hope&Glory || G.L.T.C
Mr T: "Look after your head people, that's where all the happy thoughts are made"
Like LMs you dont need an army of RKs to cure all the freep slows, just one in each group. However you put it, a class being able to cure slows instantly on a spammable skill that can be used at any point while moving is far more than the creep faction can dream of and since they have already had a class that can do this with stuns and silence for years its just a bit annoying to me.
While I agree with the majority of what you have said Malad. even here at the above I agree. BUT you remember as well as me probably better, cause you play longer than me, the times at SoA. People didn't run often from fights or at least didn't get the chance to. While now if freeps try to run it's actually only the ones that run really early or the ones with high/long speed boosts, but if creeps want to run, all they need is a R5+ spider and web the bridge. and nearly all creeps will get away that are running cause ok freeps can charge over I can sprint over, what happens you turn and gank me cause my healer is half a mile behind me...
So while I do not agree that this slow removal is the way to go, I like it in a way that it gives freeps better chasing chances cause spiders webbing made it nearly impossible in the past, usually there are 4+ spiders and you have to avoid all the webbings all the time + your WL's give you ooc run speed (I know hunters give it too but it's mainly the webbing that does freeps in)
So while I do not agree that this slow removal is the way to go, I like it in a way that it gives freeps better chasing chances cause spiders webbing made it nearly impossible in the past, usually there are 4+ spiders and you have to avoid all the webbings all the time + your WL's give you ooc run speed (I know hunters give it too but it's mainly the webbing that does freeps in)
Yes webs are an effective escape skill on the bridge (and many places).
However, let me show you the other side of it. Tar also covers the bridge the same amount as webs, yet the tar stays on the ground for 60s and webs for only 10s. Tar has the induction yes and webs have the 10s lasting debuff. If a LM has tar down anywhere on the bridge you can forget charging it for 60s because the reavers will all be dead before you get anywhere near them.
The upshot? Try attacking freeps that are stood on the bridge when 1 LM (let alone 4 LM who could effectively turn the entire bridge into a tar pit) has tarred the footing.
If you think you can get far from your support with 45s 125% sprint at least you have the 45s to get back to your group, wait till you see a WL treading through mud to keep up with a reaver! A smart LM will see the impending charge and get his tar down in time anyway.
So, webs are far more a defensive type skill excellent for helping you and your group escape zergs whereas tar is a more offensive skill unbeatable when used in choke points, stand on it and watch melee classes turn into granddads for 1 min and unfortunately we spend most of our time at a choke point, webs will do the same at a choke point but for only 10s, that's the trade. The majority of the time with webs you must wait for the freeps to be right on top of you before you use them but with tar you can attempt to pre-empt the strike.
(btw hunter can give higher OOC run speed than a WL)
So imo taking into account the -990 fire defence debuff you get on tar and having played both classes the skills are in balance with each other, what is about to effect that balance is the fact that freeps can now spam cure the slow and creeps cannot. Thats all there is to it.
Originally Posted by Draugy
Whats a top end burg running on in comparison with Warg stealth levels?
I think currently if sacrificing dps a burg can run at around +10 stealth, they appear to have some quite high stealth detection too. Probably better for a high stealth level burg to mention what they roll with. Again if they are like many they will simply have stealth items and dmg items quick slotted and just swap their stealth for dmg as soon as they pop up (or maybe before, who knows?) so get the best of both.
Last edited by Dilated; Sep 01 2011 at 10:44 AM.
Hope&Glory || G.L.T.C
Mr T: "Look after your head people, that's where all the happy thoughts are made"
The WL OOC speed buff is quite inferior to the hunter one, it has to be turned on every time you exit combat, only adds 15% and drains 11 power per second. Though its still quite useful.
Leader of Rogues Gallery. Uruk dominance campaigner.
Whats a top end burg running on in comparison with Warg stealth levels?
Originally Posted by Dilated
I think currently if sacrificing dps a burg can run at around +10 stealth, they appear to have some quite high stealth detection too. Probably better for a high stealth level burg to mention what they roll with. Again if they are like many they will simply have stealth items and dmg items quick slotted and just swap their stealth for dmg as soon as they pop up (or maybe before, who knows?) so get the best of both.
In my smurf outfit (really hate the look...) I'm on +12 stealth which is currently the highest possible. I'd imagine they'd up this a lil bit with RoI as some pieces currently only give +2 stealth where others used to give +2 but now give +3. I honestly don't know why but with the latest burg update they added a 'free' +3 stealth detection (or is it minus? who cares you know what I mean ) while in stealth. This brought a huge advantage to burgs playing the hide and seek game.
Personally I don't use swap ins - can't stand them really and I quite often forget to swap the original bits back in leaving me with major disadvantages if I try using them. That being said I don't really need to. Only thing that would be worth swapping for me would be my pocket item which could get me an extra 270'ish morale but less stealth. My build is aimed at balancing out the different things - if I went all out morale I'd easily be on 8,4k morale but the cost in other stats means it's not worth it (to me at least).
Originally Posted by Squelcher
The WL OOC speed buff is quite inferior to the hunter one, it has to be turned on every time you exit combat, only adds 15% and drains 11 power per second. Though its still quite useful.
Yet the WL-buff can affect fellows in combat as long as the WL himself manages to stay out of combat. I don't think the hunter buff can do this but I don't know for sure.
Yet the WL-buff can affect fellows in combat as long as the WL himself manages to stay out of combat. I don't think the hunter buff can do this but I don't know for sure.
Thats right. But the hunter buff has the potential to provide more speed and doesnt drain power and it is toggled so doesnt need to be reactivated when you exit combat.
Leader of Rogues Gallery. Uruk dominance campaigner.
Thats right. But the hunter buff has the potential to provide more speed and doesnt drain power and it is toggled so doesnt need to be reactivated when you exit combat.
All true - I agree the hunter one seems more convenient. And the WL buff won't be near as useful as a captain's make haste anyway.
Then add that you will need to get out of stealth to map, and that's quite a nerf. Being able to map in stealth has saved me dozens of times up throughout the years. A sharing cd will only mean we can't move around as much. Really too bad, will be harder to prevent quick keep-takeovers, map in for TA3 if freeps are there, etc.
Leader of the Warg Supremacy Foundation. Retired since RoR came.
after 2 week break, i took a trip back to moors and had decent action and some nice creeps i even gave 2 kb's to ratcatcher *cough* on purpose *cough* i'll maybe come online this evening.. But honestly those upcoming changes on RoI make me log on lotro much less than before.
after 2 week break, i took a trip back to moors and had decent action and some nice creeps i even gave 2 kb's to ratcatcher *cough* on purpose *cough* i'll maybe come online this evening.. But honestly those upcoming changes on RoI make me log on lotro much less than before.
whats wrong with upcoming changes? except the pots then rest seems pretty sweet to me..
whats wrong with upcoming changes? except the pots then rest seems pretty sweet to me..
The point is, that there is no new PvMP content but the store for turbine to get even moar money.
Also the PvE content is lacking, no new instances (lol three 3-man instances and one 6-man coming at the end of the year) but no instances in the expansion itself, and i can bet that turbine will make us pay for those instances.
And what i have seen, the new areas are not that great and pretty small too. The didnt introduce anything gamechanging or impressive for what i know.
The point is, that there is no new PvMP content but the store for turbine to get even moar money.
Also the PvE content is lacking, no new instances (lol three 3-man instances and one 6-man coming at the end of the year) but no instances in the expansion itself, and i can bet that turbine will make us pay for those instances.
And what i have seen, the new areas are not that great and pretty small too. The didnt introduce anything gamechanging or impressive for what i know.
Orthanc looks pretty poop too which is a disappointment.
Leader of Rogues Gallery. Uruk dominance campaigner.
When there is the regular staring competitions or npc hugging going on, please, please, please stop putting tar down. I know tar is a great skill, it has probably saved your life numerous times, but when there is a stand off - particularly when creeps are inside TA and freeps are outside, putting tar in the door is going to put all creeps off charging out even more and make the stand off even longer.
Look at it from a creep point of view, stepping outside means facing instant cast high damage from the tactical classes, hunters will be 2 seconds behind to fire their first inductions skills and then the melee guys hit you... the last thing any creep who has been in the moors more than 10 mins is going to do is walk really slowly through the tar for you to murder them.
I don't know how many times I've seen spiders charge to the front of the group, put down webbing and then run to the back of the group when there's a stand off.
I don't know how many times I've seen spiders charge to the front of the group, put down webbing and then run to the back of the group when there's a stand off.
Really? Suppose at least webbing is short duration, had 3 lms spamming the tar earlier in what was about 8 freeps vs 4 creeps, no way I was letting my defiler leave ta in that.
The didnt introduce anything gamechanging or impressive for what i know.
Actually minstrel and champ got their's mechanic changed (especially minstrel), for which im really looking forward. At least 1 thing new in RoI. All others are rather dissapointing...
I don't know how many times I've seen spiders charge to the front of the group, put down webbing and then run to the back of the group when there's a stand off.
Can't see the point of that unless freeps are charging them.
Seriously though, a freep complaining about creep cc??
Freeps - 6 x Lvl 65s, 1 x Lvl 15, 2 x Lvl 10
Creeps - 1 x BA, 3 x Wl, 4 x Wvr, 3 x Wargs, 3 x Def, 3 x Rvr
Given up.
Can't see the point of that unless freeps are charging them.
That's the point I was trying to make
Originally Posted by Caeser107
Seriously though, a freep complaining about creep cc??
Nope, not complaining. I didn't say that I wanted them to get rid of webbing, or that it's 'OP', or anything like that. I was just stating that it happens on the other side too (putting down webbing/tar while there's a stand off).
I'm not that bothered if Spiders put down webbing while both sides are standing 40m apart, like DrHouse said - I just won't do anything until it's gone
Hmm, I too think it's not very clever to put out Tar if you want creeps to come out/get in.
But usually when I put out Tar I do it on order or if I think that we are gonna charge.
Example: Creeps have TA and standing at south entrance, I put out a Tar while rest of freeps heading west to flank inside of TA. Too me that is a good choice to Tar, those creeps still in Arrow room will have to choose iether to runt trough Tar or run through freeps.
But as I have played EM for a very long time, I know freeps nor creeps will charge at a stairing contest with or without Tar or Webbing.
Hmm, I too think it's not very clever to put out Tar if you want creeps to come out/get in.
But usually when I put out Tar I do it on order or if I think that we are gonna charge.
Example: Creeps have TA and standing at south entrance, I put out a Tar while rest of freeps heading west to flank inside of TA. Too me that is a good choice to Tar, those creeps still in Arrow room will have to choose iether to runt trough Tar or run through freeps.
But as I have played EM for a very long time, I know freeps nor creeps will charge at a stairing contest with or without Tar or Webbing.
Pass it on to Aquatiel - creeps in the entrance of TA and he/she/it can think of nothing better than repeatedly sneaking round the side and tarring the entrance - ensuring nothing more than keeping creeps inside until it goes
Freeps - 6 x Lvl 65s, 1 x Lvl 15, 2 x Lvl 10
Creeps - 1 x BA, 3 x Wl, 4 x Wvr, 3 x Wargs, 3 x Def, 3 x Rvr
Given up.
But as I have played EM for a very long time, I know freeps nor creeps will charge at a stairing contest with or without Tar or Webbing.
I think most of creeps look at this and rofl
I saw to many situation when there is 3-5 creeps (i count in with hidden wargs) and 10-15 freeps standing outside ta or gates or oc for and hour or even longer to believe in your words.
Of course always both sides have seen this other as huggers, chickens etc. but pls can we talk about facts
I saw to many situation when there is 3-5 creeps (i count in with hidden wargs) and 10-15 freeps standing outside ta or gates or oc for and hour or even longer to believe in your words.
Of course always both sides have seen this other as huggers, chickens etc. but pls can we talk about facts
I have seen on to many occations where 7-8 freeps (including stealthed hunters and burgs) are standing on south TA lawn, whilst 9-11 creeps (excluding 3-4 stealthed wargs) are roaming around inside TA. Those numbers are quite common to, not only in recent times, but that was the case 4 years ago already, nothing new, but just still equally annoying (for both sides).
True Smart , but lets talk about facts - and facts are simple:
1. There is more freeps then creeps in moors.
2. Even low rank freeps have deadly dps comparing to even high rank creeps. H
3. High level creeps r7+ is not so big % of creeps.
4. Burgs>>>>wargs (warg can be simply killed by 2-3 freeps in few moments even if use antistun/roots pots, to kill burg fast you need at least 6-8 creeps or even more) also single warg need a lot of time to kill anything, and single burg can burn half of morale of creep after first stun.
5. Chains of stuns / roots on creeps is common thing, and nearly impossible on freep due to immunities after doing one.
6. Over half of Freeps are tactical dmg users that is most easy way to make high dmg.
I don't complain about it just pointing fact of some unbalancing that makes low creeps not very eager to charge into group of freeps.
So pls dont compare even 11 creeps to 8 freeps as most of the time 8>11 (even in fight without NPCs) in that case as far as these are not organized raids which give us chance to kill freeps by focusing all we have got on one target.
I think you can beat 2 low ranks creeps by yourself and that will not be some great achievement for you
Pass it on to Aquatiel - creeps in the entrance of TA and he/she/it can think of nothing better than repeatedly sneaking round the side and tarring the entrance - ensuring nothing more than keeping creeps inside until it goes
And what?
I'll keep doing it too till you decide to atleast pop your noses round the corner of STA entrance It's my skill, i shall press where/when i please thanking your very muchly.....
Let's not try to compare web and tar. web is prolly the closest we get too OP on creepside. considering the cd and that it can be put down on the move, unlike loremasters tar that have induction and in most cases need to be put down before the battle
Let's not try to compare web and tar. web is prolly the closest we get too OP on creepside. considering the cd and that it can be put down on the move, unlike loremasters tar that have induction and in most cases need to be put down before the battle
Forgetting that tar provides a greater slow over a longer period of time, has a wider radius and debuffs fire defence. Tar is a pre fight preperation skill. WTE is a post fight escape skill.
Leader of Rogues Gallery. Uruk dominance campaigner.