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Feb 29 2012 02:49 PM #41
Re: Official Class Update and Feedback
Re: Official Class Update and Feedback
Class: Loremaster
Name 3 things about your class you feel could be improved.
1. Survivability
2. Pet useage ie more control of what they do.
3. Ability to share more power when grouping and a minor AOE heal
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. Wind Lore - I rarely use it or forget it is there. It seems to have no effect on the opposition
2. Knowledge of the Lore Master - Just a waste of a skill
3. Cracked Earth - by the time the rot becomes active the opposition is usually either dead or one hit from being dead
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play)
1. AOE healing in group play but on such a level that it wont take away from the RK and Minstrel classes. LM's are least accepted into groups.
2. Critical Mez for both solo and group maybe a 10% chance of Mez or stun after a critical hit.
3.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
I would say making Wind Lore more affective than at present. Maybe allowing it to be placed around the LM as well
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Feb 29 2012 02:49 PM #42
Re: Official Class Update and Feedback
Class: Hunter
Name 3 things about your class you feel could be improved.
1 Surviability in both instances and moors
2 In combat running speed (may overlap with no.1)
3 From raid point of view it seems there are just squishier champions with aggro magnet (so make them more useful in some different way or improve surviability)
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Hunter's art - long animation, finesse bonus too low.. just not worth time and focus points
2 Scourging bow - this is just weak dps skill, others are way better
3 Bright Campfire - good for rp! But morale and power regen is low. +stealth detection bonus for moors?
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 As mentioned above some surviability skill, maybe temporary immune to slow and bonus to running speed or evade.
2 In combat running speed, maybe temporary skill, maybe stance.
3 Something beneficial to whole raid, not sure what
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
3.1 survivalibility skill
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Feb 29 2012 02:49 PM #43
Re: Official Class Update and Feedback
Class: Loremaster
Name 3 things about your class you feel could be improved.
1 Skills effects. They are indeed banal if compared to the ones RK and Ministrels have. Especially the healing/buffing/debuffing ones.
2 -
3 -
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Knowledge of the Lore-master. Useful... but most times, the group/raid pulls -usually- the boss BEFORE you can use it. It would be perfect used also in combat.
2 Share the power. You really waste too much mana in using it.
3 Power of Knowledge. Even with the trait, it's a weak spell... you don't really drain enough mana.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 One that affects the whole group, with the same effects of Sign of power: Righteousness. Something like "Improved SoP: R.", like the other Improved spells you obtain from your class trainer.
2 A spell which gives mana to all party's members. An Improved version of Share the Power, for example.
3
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
More buffs for the group.
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Feb 29 2012 02:50 PM #44
Re: Official Class Update and Feedback
Only 2 suggestions for Guardian
1. Lower power usage for OP
2. Greater self heals, especially in fellowships, champions have tons of self heals but its guardians that sponge the damage.
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Feb 29 2012 02:51 PM #45
Re: Official Class Update and Feedback
Class: Loremaster
Name 3 things about your class you feel could be improved.
1 The Relationship with my pet. I don't expect the pet to carry me DPS wise, but more utility in the pet (to the point where you basically need the pet to play the class)
2 More healing capability: I'm not asking to be a mini or RNK, I just want to be able to heal on par with the cappy, so that I have a clearly defined place in three mans
3 MoNF LMs are kinda OP while soloing. I feel that a MoNF LM should be able to do slightly more DPS than they can right now, while having CC abilities removed so they feel like a glass cannon with out crowd control. (eg, a full MoNF LM would be on par with a hunter, but missing movement speed debuff from BE, herb lore, and the root from cracked earth). I feel like AM LMs need to really have a CC boost, such that it is also a viable soloing trait line.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Bane flare: Because Blinding flash now affects the undead, this skill has little to no use.
2 Warding lore: Uses are to constricted and the name doesn't fit the feel of the skill.
3 Can't think of a third
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
Following the theme of RoI, no new skills, but rather skill modifications
1 Improved Bane Flare: Bane Flare can now effect the dead, ancient evil, unseen, orcs, and creatures of nature. This skill would need a yellow trait to work, and LMs traited 3 deep or more in MoNF would not be able to use it.
2 Perfected warding Lore: In addition to what warding lore currently does, applies the continually refreshing debuff (as long as the mob is in the circle) "Duration: 3 seconds; applied on expiration 3 second fear, 40% chance to apply". This skill would be used to actually ward mobs away from the circle. This could serve as a "safe haven" for healers and ranged classes from melee mobs in group play, in addition to its debuffing utility. The idea being that when the fear applies, the mob will flee the circle.
3 Resolute inner flame: The skill no longer channels, but is rather an instant cast, and places a HoT buff on you, your pet, and (assuming the trait is equipped), fellowship members.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?[/QUOTE]
If I had to choose one, I'd say I would like better healing capacity so I have a clearly defined role in 3-mans.It's not only that I should succeed, others's (monster players) should suffer.
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Feb 29 2012 02:52 PM #46
Re: Official Class Update and Feedback
Class: Champion
Name 3 things about your class you feel could be improved.
1 - Controlled Burn could be a stance again....
2 - We could use shields in Glory
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Really, I most interested in returning Controlled Burn to a stance. Aside from that, I'm really happy with champs. I honestly don't care about shields so much, but I think it may make Glory a more useful stance.
Thanks!
Shawn DeLuca
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Feb 29 2012 02:53 PM #47
Re: Official Class Update and Feedback
Class: Warg
Name 3 things about your class you feel could be improved.
1. Greater survivability in the heat of battle (hopefully this will be addressed with the new brawler stance)
2. Being more useful to a pvp raid
3. Having the time in the fight to actually use certain skills. I don't get the chance to use things like flea bitten or snap in an average fight. All wargs can do is get in, cause as much damage as possible and get out again fast. You hang around too long trying to lower your opponant's attack duration etc and you're dead.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. Rabid Bite - as someone has already said there is barely time to use this skill.
2. Track - It really shouldn't share a cooldown with hobbit tracking talismens and it's initial range is too small. It should be the same as a hunters.
3. Sprint - too short a duration these days.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. Feral Claws - an AoE clawing attack, dosn't have to be high damage but as it stands now we have no AoE dps
2. Master of stealth - This skill allows the warg to be un-trackable for a certain period of time, give it a long cooldown. Would be great for those dangerous scouting missions. I think this skill is fair because we can't even track stealthed targets without giving up a trait slot. Also most burgs are hobbits who can't be tracked by the creep version of a hunter the BA. Wargs are at a far greater risk from dying from being tracked than burgs are.
3. To be honest there are a lot of nice looking changes coming soon to the class so I can't think of anything else right now.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Tough one but I would like an AoE dps attack.Last edited by Bloodspill; Feb 29 2012 at 03:37 PM.

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Feb 29 2012 02:56 PM #48
Re: Official Class Update and Feedback
Lore-master
Name 3 things about your class you feel could be improved.
1 The LM is in a pretty good place now. The new 'light-bulb' pet is proving quite useful in groups.
2 (edit) As others have indicated, LMs have a difficult time joining 3-person groups. We're most accepted as dps, but dps is easy to come by. Perhaps enhance group-wide healing if well into the blue line to make the LM a reasonable alternative to a minstrel or RK, even if not fully equivalent in healing power. Previous suggestions to change the channeled heal to a quicker cast (even with an induction), possibly with HoT effects, might work in this situation.
3
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Warding circles are limited to relatively infrequent classes for non-AM LMs (drakes, 'creatures of nature,' the dead, of which the dead are the most common). I rarely use them, except for the dead.
2 Bane flare--rarely used since BF was extended to all mob genera. Duration is very brief. The best use I've found for it is in Sammath Gul in the Gorothul fight, and even that is very limited.
3 SoP:Vigilance isn't of much use at--least in PvE--as a fellowship-wide skill. In fact I think I haven't used it for a group since the stealthed wargs in Barad Guldur. I grant that it might have more utility in PvMP.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Group-wide stun immunity (along the lines of Proof Against All Ills). Replace SOP:V with SoP:R as a group-effect skill. (Keep SoP:V as an individual skill for soloing or require a special trait or item to enable it for groups.)
2 Add other mob types to the current Bane Flare group mez as a skill 'improvement.' (mostly group)
3. Add Wisdom of the Council to the skills that can be refreshed by Call to the Valar. (group and solo)
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Group stun immunity. Many a time I wish I had it so I could protect more group members and yet perform other LM functions like power heals, debuffing, and dps.
Additional comment: The visual fire effect from Improved Sticky Gourd often confuses fellowship/raid members when there are fire-casting mobs. They find it difficult to distinguish friendly from hostile fire. A suggestion is to change the appearance of the LM ground fire in some relatively obvious way (e.g., distinctive color).
And another suggestion after reading some other posts: Introduce group-wide power heals as either a capstone to the blue line or a reward for deep traiting. In fact, perhaps make the bog lurker pet a normal pet and make AoE power-share the blue line legendary trait.Last edited by karakedi; Feb 29 2012 at 03:33 PM.

The Valar Guild: Lore Monkeys and Proud of It
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Feb 29 2012 02:56 PM #49
Re: Official Class Update and Feedback
Class: Champion
Name 3 things about your class you feel could be improved.
1 Power reduction on abilities or greater ICPR
2 Ardour Stance (Fervour is still better than Ardour for AoE)
3 New P/E avoidance boosting skills to use while in Glory
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Merciful Strike in Fervour - Removing all fervour pips for an ability that does less than Brutal Strikes / Ferocious Strikes / Remorseless Strikes makes no sense
2 Exchange of Blows - Outside of glory (used for threat generation) a 50 damage reflect is nothing at the current endgame when DPS classes are doing 2k+ DPS. Maybe give it a secondary function/buff if reflecting damage.
3 Savage Strikes - Removed from toolbar long time ago, doubt it's on any level 75 Champions toolbar
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Glory PvE - Avoidance boosting skills
2 Glory PvE - Another 'snap taunt' like Champions Challenge but AoE based
3 Group Buff - Maybe a temporary group buff based on situational events, killing blow / going below x% morale / devastate hit etc.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
I believe that Champion in its current state is overpowered. It's DPS is not in line with it's survivability and should not have the ability to go from a pure DPS class to a suitable tank in endgame raiding instances. With proper sprint legacies and bubbles it is far superior to any Creep class and is not balanced since the change to uncapped stats and being able to attain 30k+ Physical Mastery with close to 25% crit rating with group buffs.
That being said, Glory only abilities would not affect the landscape of the Ettenmoors as much if they were primarily PvE centric abilities.
Commish - Champion
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Feb 29 2012 02:57 PM #50
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Feb 29 2012 02:57 PM #51
Re: Official Class Update and Feedback
Lore-Master
1. Survivability.
Since RoI, LMs can dish it out, but can't take very many hits. Out mitigations should be improved so that we can withstand a few more blows.
2. Healing.
Since the release of the In Their Absence/Ost Dunhoth cluster, the trend has been to improve LM healing. In my opinion, it's still not quite there. If you want us to be healers, then give the class true healing abilities.
3. Pet Line.
The whole pet line needs to be reviewed, with an eye to why we need them. The role of certain pets (i.e., the Sabre-Cat) are not differentiated enough to warrant calling them. The pet skills should also be reviewed to ensure they are appropriate to the indicated role, and that the skills are scaling up to deal with new areas and levels.
1. Fellowship Healing skills.
They are good enough for 3-person instances, but, beyond that, they just are of value. This includes the spirit, whose guaranteed flanks are still too infrequent to make it worthwhile.
Otherwise, I think the class is in a good place.
1 When a player has 5 traits in the KoA line traited with the Spirit of Nature capstone, some of the normal DPS skills become healing skills (in keeping with recent changes to the Minstrel). For example:
-Cracked Earth becomes "Good, Tilled Earth", a reminder of green, growing things. Using the skills applies an AoE heal + HoT.
-Gust of Winds becomes "Refreshing Breeze", an AoE heal.
-Warding Circles become "Circle of Trust", a buff to morale/power regen.
-Wizard's Fire becomes "Wizard's Hearth", which applies a heal to individual fellows. On a flank, the amount of the heal is increased.
Obviously, I've focused on healing more.Last edited by jewahe; Feb 29 2012 at 03:00 PM.
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Feb 29 2012 02:58 PM #52
Re: Official Class Update and Feedback
Class: Rune-Keeper
Name 3 things about your class you feel could be improved.
1. Healing -- RKs need some quicker heals (maybe on a cooldown) or bubbles that don't require such a high attunement.
2. Squishiness -- The difference moving into Rohan as far as mobs went was insane. They hit SO hard, and quest lines that had 3-4 mobs on you at once could be difficult, especially the ones where there was no kiting space.
3. Gear allocation -- The gear at the higher levels had a bunch of will, it seemed, but no where near the vitality we needed to see. Definitely need to see gear with more Will/Vitality on light armor, and not so much agility.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. The 'bubble' Rk's have -- I think it should have a lower attunement required and actually help for more than 3 seconds.
2
3
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. A longer bubble. Solo -- to be able to take more hits when you have multiple mobs. Group -- RK need work to be viable group healers in others eyes
2. a .5 cast or no cast quick heal (not HOT) -- maybe even one on a cooldown with no attunement requirement. Solo -- staying alive longer. Group -- Rk's really need an quick heal that does good healing.
3. Better buffs to match the runestone attunement -- they are pretty lame
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
A quick cast (or instant) heal.Last edited by Kaelilyn; Feb 29 2012 at 03:00 PM.
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Feb 29 2012 02:58 PM #53
Re: Official Class Update and Feedback
Class: Warden
Name 3 things about your class you feel could be improved.
1-DPS
2-Ranged DPS
3-Gambit fluidity
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1-The entire way of the fist line. It lacks distinctive measure towards threat gen, it is kind of mixed.
2-Javelin of Deadly Force. It lacks the DPS I would expect for a legendary skill. Perhaps add a bleed or level up a bleed from the 123, 1231, 12312 lines
3-Battle Memory. It seems that the cost of HP is a bit too high. I would like to see it lowered either with a class skill or a trait line.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1-A better force taunt. The current is lacking, takes up space in traiting, and has a ridiculously long animation. Group play
2-Improved Battle memory. Either solo or group, I would like to see the morale costs lowered or removed
3-A Fray the edge equivalent. Let;s not lie here; as long as guards have fray the edge, they will forever be superior to wardens. Giving us an equivalent skill to regain aggro after being revived or falling behind will up our usefulness in groups.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Better DPS, which, in a way, affects all groups above.
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Feb 29 2012 02:59 PM #54
Re: Official Class Update and Feedback
Class: Captain
Name 3 things about your class you feel could be improved.
1 Allow Melee and Muster Courage heals to crit - Inspire is a huge part of our core "brother" mechanic and its heals are quite weak. Additionally, huge strides have been made towards making Valiant Strike a powerful portion of our healing, however, the fixed HoT severely limits its effectiveness.
2 Increase Valiant Strike Range - 10m is pathetic and often leads to us missing fellowship members in almost all situations. Unless the entire fellowship is within melee range of the same mob, this hits less than half of the fellowship.
3 Halberd use - There is little impetus to use our iconic weapon beyond the novelty or aesthetics of it. The threat passive is insufficient to promote using a halberd over the additional block and crit defences of sword and board. In addition, the global increase in miss chance has made the passives on Swords all the more valuable. The halberd needs to be brought back on par with swords, and improved further for tanking.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Fighting Withdrawal - I use this skill in one place: the Moors. That is the only place where I need to lose aggro. In the current raids, Tanks and Champs are more than capable of taking anything off of me that they need to, and I don't get the aggro of anything I don't intend to have. You took a good step forward with the ICPR addition as part of the OD set, but that was only a small reason to use the skill.
2 Blade of Elendil DoT - The damage and power return of this skill are working fine, however the DoT was always weak and is now ludicrously so. Please either increase it, allow it to stack, or replace it with some other effect.
3 Herald Damage - Common damage severely limits the usefulness of our heralds. As we progress and become able to wield "magical" weapons, our heralds should be able to equip equivalent damage type weapons.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Shield of the Dunedain as an immediate skill - When I need this skill, I don't need it when my last animation ends, I need it NOW.
2 Decouple personal and group Banner benefits - In other words, let us choose what banner benefit we need and then trait for the benefit our group gets. I may not need more morale, but my group does; let me take some additional outgoing healing, or defences, while still filling the hole that the group has. Also, allow your banner to carry multiple benefits from banner traits. At the cost of losing the benefit of one of your other traits, a multi-traited banner could provide morale and power, or morale and defences. Note: This might be imbalanced at current level, but you could figure it out for 85 and beyond. It will also go a long way towards reestablishing our supremacy as the buffing class, while also being extremely flexible.
3 Group state or condition break - On a decent cooldown, Captains should be able to pull themselves and their fellows out of the most disadvantageous situations. How many times has the entire group been beset by a fear affect, including the Captain, that precludes the use of Muster Courage? Muster Courage could be expanded to be useable whenever and/or expanded to include removing stuns, roots, slows, etc. Obviously this couldn't be on a 20s CD so perhaps MC stays the same and this is a new skill on a 5min CD.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
I would like all heals to crit.
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Feb 29 2012 02:59 PM #55
Re: Official Class Update and Feedback
Class: Hunter
Name 3 things about your class you feel could be improved.
1 Hunters are in desperate need of an instant 'oh no' skill that can be used in combat in instances (Desperate Flight will simply deposit you at the beginning of the instance). Many other classes have instant cast skills of this nature, hunters have none.
2 Another appropriate secondary role for raid groups, or make us the undisputed true king of single-target dps. CC has proven not to be a viable, appropriate role for raids. Some forum suggestions have been debuffing, as well as other ideas. I suggest you visit the hunter forums for a myriad of yellow line revamps that have been written.
3 Overall tweaking and updating of the class for the new level cap. We still have skills that have been inappropriately scaled from our last update. *cough*campfire*cough*Bow of the Righteous*cough* Huh, seem to have a tickle in my throat.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Hunter's Art: Length of the induction + relative lack of benefit means that this skill is not used in single target skill rotation.
2 Strength of the Earth/Press Onward: Channeled induction heals are easily interruptable in combat and take away from time that should be spent on doing dps. We need an appropriate 'oh no' skill that can be done on the fly.
3 Fleetness: (under the underpowered category) Hunters have a significant lack of mobility, which is separate from the majority of dps classes.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Some type of bubble or 75% parry skill (no, not the elf racial skill, not all hunters are elves!) for our 'oh no' skill.
2 A few more single-target arrow skills with varying effects, perhaps another bleed, as well as debuffs for our target. Look at the frost line for RKs as an example. Hunters could use a few more single-target skills to throw into our rotation.
3 Mobility for hunters, along the lines of the BA Skirmisher's stance. We are currently the only major dps class that is relatively unable to move. I remember all the issues I had in the Mammoth dps race in OD, for example, a point at which RKs and champs really shone.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Another appropriate secondary role for raid groups.
75 hunter Cilantro *Retired until hunters see changes* 75 Warden Aerdith * 75 RK Vanmoriel * 67ish LM Celothwen * 52 Burg Lemongrass
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Feb 29 2012 03:00 PM #56
Re: Official Class Update and Feedback
Class: Hmm well I play 6 creep classes and occasionally 8 freep classes, but as its the one most in need will do REAVER
Name 3 things about your class you feel could be improved.
1: Survivability, because they go down like a candle being extinguished in a Gale force wind.
2: Damage, Because they do less than they should and will do less compared to healing under the audacity system.
3: Aoe - Creeps lack it, reaver is the logical choice.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1: Devastating stike - its not devastating - needs to be autocrit and autodev crit from behind.
2: Charge - Compared to its equivalents on freep, its sub-par
3: Thrash - its important role as reaver dps is scuppered severely by the disarm requirement, remove it.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1: Glory: Once the first glory has gone off, a second skill a sort of "gory glory if you like" should also heal other reavers in the fellowship, this would add to the bloodlust element of the toon
2: Beserker - for 2 seconds all incoming ranged and tactical damage heals the reaver rather than damages it. Give it a long cd.
3: Bane of elves - given the historical link between the races a +3% damage against the elf race.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? The need for thrash to have a disarm
There, i kept it rational, thank you.Last edited by Oldwiley; Feb 29 2012 at 03:13 PM.
"Romper: You have the power to make EM less boring for yourself and everyone else. "
"Look for your lore. But do not trust to lore, it has forsaken these lands." - Eolore prince of Lorehan
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Feb 29 2012 03:01 PM #57
Re: Official Class Update and Feedback
guard===CAB scaled and reactive line continues!
warg AOE dps attack/small ranged dps attack!!
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Feb 29 2012 03:01 PM #58
Re: Official Class Update and Feedback
Class: Burglar
Name 3 things about your class you feel could be improved.
1 Debuffing abilities (being limited only to melee dmg debuffs and one debuff per mob is insufficient)
2 Gambler traitline
3 CC
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Gambler stance (and most of its related traits and skills) - Most gamble offects have too short durations and/or long cooldows to apply them that their use is very limited in group content. Cj immunity in raids also makes 2 of the related traits useless, same goes for stealth related traits. Generally this traitline has very little use in groups.
2 Dust in the eyes - Use is very situational. Many raid mobs are immune to slows, their most dangerous skills can't miss & disable provides better dmg reduction for melee dmg. Only possible use for this skill is debuffing purely against physical ranged attacks.)
3 Burglar's antidote - Hunters perform poison removal so much better that only use for this skill is to work as backup when your own poison pot fails to function.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Debuff for tactical dmg - Burgs are supposed to be debuffing clas. However our debuffs are almost completely limited to melee dmg. Latest raid content has been heavily focussed on tactical dmg dealing bosses (especially in orthanc). To be able to provide sufficient debuffing in such content, burglars need a skill to debuff mobs' tactical offence (similiar to lore-masters' frost lore).
2 Additional cc skill for backup (or lowered cd on riddle). - Currently riddle has such a long cooldown that having a single resist practically means mob is running free again. Hunters and loremasters can overcome resists much more easily due to lower cooldowns (half of the duration of the mez) on their mez skill (mob getting free would require 2 resists in a row).
3 Any other dmg reducing debuff that can be used at same time with tricks (Maybe decreased critical rating for mob. In current state lore-masters are much more viable debuffers than burglars. Generally i'd like to see burglars being able to apply multiple debuffs per mob and being apply to debuff against non-melee dmg and otherwise strenghten debuffing abilities, maybe at cost of lower dps when traited for debuffing (like lore-masters). Current game mechanic essentially make burglar a dps class in groups, not debuffing)
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Ability to debuff against non-melee dmg.Last edited by Targhelion; Feb 29 2012 at 03:11 PM.
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Feb 29 2012 03:03 PM #59
Re: Official Class Update and Feedback
Class: Guardian
Name 3 things about your class you feel could be improved.
1. I would like to see better armors and jewelry sets developed to take advantage of tanking in Keen Blade builds. I really love playing a DPS oriented tank, but there are times when I feel like the ICMR and resists are just a hair too low. I would really like to see this change.
2. I feel like the guardian specific items are a bit lackluster. I've never really used the spikes when I was using sword and board and the scrolls for overpower are just too limited in duration. So I'd kinda like to see them tweaked.
3. Please, please give us some kind of evade score. I know that sword and board guardians don't need it, but those of us who like big two-handed monstrosities could use a bit of a tweak. I have my agility at like 700, but with the negatives imparted by the guardian traits for keen blade and the reductions from being in overpower stance, I'm only at the very lo single digits of evasion. All I'm asking for is like a 10-15%.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. STING. Ok, this skill is trash. I use it once in a blue moon and only when my fellowship absolutely, positively needs that corruption removed. Even then, because it's removal after an interval, it usually doesn't work. I may as well have traited uppercut most of the time. And then to have a trait that buffs only the damage, but not the corruption removal... No. I may have hit this button three times in my last month worth of play.
2. Stomp. Ok, I get that we need to be able to interrupt, but i shouldn't have to blow traits to make this skill useful. If the skill had a lower cooldown, it might be valuable. Again, I'm not blowing a trait slot to make this thing worth using. We have more than enough classes in the game with much better interrupts than this skill allows. I get that we need it just in case, but please do something to make me WANT to use it.
3. I also feel like a few of our legendaries are underpowered compared to other classes. The one I'd really like to see upgraded is Guardian's Threat stance. I mean, it's a phenominal stance, don't get me wrong. But much of the time the guardian either A) doesn't actually need the stance to be effective or B) tanks better in other stances because of the defense differential. Look at it like this, I have parry stance, block stance, overpower, and guardian's threat to choose from. Parry is very nice and ludicrously effective in both keen blade and traditional builds. Block is a great go to for traditional guardians and overpower is the key stance for keen blades. Where exactly does that leave threat? If I'm keen blade I generate threat through DPS which, combined with my shouts, actually renders me more threat effective in overpower. If I'm playing traditional guardian, It's my shield work doing a sizeable chunk of the threat. I need as many block responses as is feasible to get, so why would I want to hit those skills less often by swapping out of block stance? I understand that the stance was intended to serve as a middle ground while stacking the threat as high as it can go, but unless those defensive buffs get significantly higher than they have been in the past, I won't use it. After all, compare that stance to even one of the hunter or champ's legendaries and then try to justify how it isn't under powered.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. It would be nice in group play to have some kind of threat detection ability. The guardian is, after all, supposed to be stepping in between the group and the mobs. So an indicator that tells when certain highly vulnerable party members are being targeted might be nice. If it were to be a skill, then it could be a toggle that the guardian could set up.
2. Some kind of ranged skill to maintain DPS/threat. The let fly skill combined with fray the edge and shield taunts isn't always enough. Don't know how it would be done, just saying.
3. Some kind of huddle skill or aura. The idea would be that all allies within a certain distance, say 10 meters, would be able to be shielded at least partially by the guardian, redirecting all or parts of the damage to them. Or perhaps something where the guardian could block the line of sight of some enemies with ranged damage.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Definitely the evade score.
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Feb 29 2012 03:03 PM #60
Re: Official Class Update and Feedback
Class:
Guardian
Name 3 things about your class you feel could be improved.
I feel the class is pretty good at the moment, but
1. I want class gear with +Fate, and in general more alternative stats on the gear. +Fate on gear is a good way of fixing that. +Fate is also important when tanking both in group or solo, but more needed for the latter. Which brings me too number 2.
2. The class needs more ways to improve In-combat power regeneration, especially playing solo as I usually do. And especially also as most top gear and jewellery is without +Fate or ICPR.
3. The Parry toggle skill. I never use it.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. Fray the Edge. No reason to use it for soloing (which I play 98% of the time) except for waking up mobs at distance. Add +Threat to it.
2. Sting. Add +Bleed to it.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. A skill to slow down your enemies' attacks. Some kind of "Confuse" skill with, say -15% enemy attack speed.
2. An attack called "Final stand" or something, giving you +Melee speed when nearing end of morale, OR a skill that makes you take less damage when near end of morale.
3. In-combat power regen skill (/toggle).
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Hmm.. hard one. Think I have to go with an +in-combat power regen skill (/toggle). More +Fate options would also be great, along with some new skills. I can't decide for one. They're all needed
Last edited by Brethwyn_EU; May 22 2012 at 08:29 PM.
Brethwyn Bearsbane of House Breddinga [85-Guardian]
Hygweard of Rohan, High Protector of Bree-Land and Lord of Emyn Uial
Children of the Sun - Gilrain
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Feb 29 2012 03:04 PM #61
Re: Official Class Update and Feedback
Class: Minstrel
Name 3 things about your class you feel could be improved.
1 Silence shouldn't stop tales (Tale of Heroism, Tale of Warding, etc.)
2 When grouping, put us in combat when somebody starts the pull. It's a pain to have to run in close before starting building up healing ballad buffs
3 Allow group heals to be used on self when in War-Speech. I'd enjoy using Fellowship's Heart and Triumphant Spirit when I'm attempting to solo very difficult quests/instances.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Song of Aid. The channel is too long to afford stopping healing for long enough to get the whole induction off.
2 Raise the Spirit. While it is a good quick heal for topping people off, it's much too power costly to use regularly.
3 Harmony Stance as a whole. Harmony needs more viable dps skills. As is, it's just a healing stance with an aoe nuke/heal instead of somewhere between pure heals and pure dps, which is what I expected from it.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 A skill which increases Crit Healing chance for some duration (10 sec?). For places like beginning of Saruman phase 5, when you know you'll need some serious heals from the start.
2 A skill which ties our power pool with another party member so we can take half of their power cost. Allows some classes (like tanks) to not need to worry so much about having enough power in their pool, since they could draw from our relatively massive power pool.
3 I can't think of a third, since I'm largely content with the skill set that I have already.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Silence not stopping Tales. The tales help immensely to buff the fellowship, and having it shut down so easily is both annoying and costly.
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Feb 29 2012 03:04 PM #62
Re: Official Class Update and Feedback
Class: Guardian
Name 3 things about your class you feel could be improved.
1. Complexity: Make the class more complex to play. The Guardian is so simple to play that people who have no first clue about the class can tank things that they should not be able to. It is probably the easiest class to play effectivly.
2. Nothing else
3. Nothing else
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. Catch A Breath: The pitiful amount of morale it heals for, makes using the skill a waste of a block response. Even with the Legacy maxed out, it still only heals for 400 - 500 morale. Considering most end game tanks have 15,000+ Morale, this is pointless.
2. Shield Wall: The number of situations where shield-wall is useful, never mind actually used, is very small.
3. Threat Stance: Threat stance is not required at all, to hold aggro in this game. With the large scale of threat generation from 75 second age belts and improved versions of skill, Threat stance has seens it's last day in my bars unless it is heavily modified. Plus the fact that as a legendary skill, it's not anywhere near top of my list of priorities for slotting it as there are more useful legendary skills there to use.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. An Aggro dump: An aggro dumping skill would be useful for a Guardian to have for fights where the mechanic requires the aggro to ping pong between two tanks. Depending apon traiting and/or Threat generation scale from the Guardians belt, Aggro swapping can be very difficult. Something like Ebbing Ire, where we can pick a target to dump a portion of our threat onto would be awesome.
2. Can't think of anything else.
3. Can't thnk of anything else.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Make the class more difficult to play well. The guardian has become the laughing stock of the lotro universe due to anyone being able to play the class pretty much up to raid standard.
Officer, The Lost Companions - Laurelin[RP]
Krougar 75 Guardian / Gwelendrial 75 Champion / Fredderic 75 Burglar / Bleadwyn 75 warden / Rauxelle 75 Lore-Master / Korromire 75 Hunter
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Feb 29 2012 03:08 PM #63
Re: Official Class Update and Feedback
rebalance op guards dps for solo playing its too low and rebalance ba skills they are like a hero in ettenmoors
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Feb 29 2012 03:11 PM #64
Re: Official Class Update and Feedback
Class:
Champion
Name 3 things about your class you feel could be improved.
I think the class is very good right now but a few things could still be improved-
1.Power consumption: This was never a problem until Isengard and could use a tweak.
2. Ardour: while it is much better than it used to be, it is still lacking something to make champs want to use it, as of now it is very situational and even in those situations you would probably be doing just as well in fervour.
3.Tanking: Without a shield we are now by far the most vulnerable tanks, we could use another taunt and possibly some mitigation buffs when entering glory.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. Merciful strike: Still, it is much better than it was, but still not incredibly useful.
2. Fight on: this skill is pretty much useless compared to the other legendaries.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. An AOE taunt in glory for group play, and permanently lower the CD on raging blades in ardour.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
The class is good, ardour and glory just need another tune-up.
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Feb 29 2012 03:12 PM #65
Re: Official Class Update and Feedback
Class: Guardian
Name 3 things about your class you feel could be improved.
1. As it's our only secondary role, an improvement to Overpower DPS.
2. Guardian's Parry replaced with a non-legendary Guardian's Threat stance.
3. Introduction of Guardian Belts that have an Overpower equivalent to Shield Use Rank. This Rank is currently useless in Overpower.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. Catch a Breath restores too little morale (and power). It does not scale at all well.
2. Challenge the Darkness needs more effects adding to it or it's cooldown reducing to justify its legendary status.
3. Brutal Assault should add a non-traited weak bleed (that stacks with Thrust and is improved by Salt the Wound) 50% of the time with a reduced cooldown. Traited should improve the bleed damage, add 100% of the time but increase the cooldown.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. New legendary skill to replace a demoted Guardian's Threat - Fear the Guardian: if an enemy is still attacking the Guardian after 3 minutes the enemy receives +1 or +2 dread which is removed if the Guardian loses aggro. I imagine it is very demoralising for the foes to see that they just can't defeat the Guardian! This gives Guardians a somewhat viable debuff that helps the group which isn't too powerful to encroach on other class' debuffing roles.
2. Fray the Edge's role as our ranged aggro skill could be made into a new equipable ranged weapon skill. In the absense of a good idea, perhaps bows and crossbows should be different. A crossbow uses Let's Fly and inflicts more damage, a bow uses Annoying Shot which inflicts less damage but with Fray the Edge's effects.
3. A skill to remove/reduce aggro should the situation be necessary (multiple tanks in a group or temporarily shift aggro to a skirmish soldier for example). We are the masters of aggro, it makes sense we should be able to do anything with it, even remove it.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
A non-legendary Guardian's Threat to replace Guardian's Parry.
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Feb 29 2012 03:15 PM #66
Re: Official Class Update and Feedback
Class: Champion
Name 3 things about your class you feel could be improved.
1. Need more threat generation for tanking. Even with blue line traited, one single taunt isn't nearly enough - not even for T2 3-mans. Why not give Glory some extra threat again?
2. Power costs could be adjusted a bit. Before RoI I almost never run out of power, but since Isengard I have troubles keeping up even with using traited second wind non-stop.
3. Nothing else. As of now, Champs are near-perfect.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. Exchange of Blows - the damage reflected is laughable. Removed it from my skill bar ages ago.
2. Ardour - no reason to use it whatsoever. Fervour is for dps/casual soloing, Glory is for tanking/hardcore soloing (and by that I mean soloing things that aren't supposed to be, like Sword Halls or Stoneheight challenges). Ardour is unfortunate middle child.
3. Merciful Strike - I loved using that skill before RoI for extra Fervour generation, but the changes to it in Fervour killed its use. Even at consuming all 5 pips it does less damage than Brutal or Remorseless. So why use it?
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. More skills/traits/legacies for +% threat generation.
2. At least 1 more single-target threat or taunt.
3. AOE aggro taunt.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
More ways to generate and hold aggro, whatever they'll be.Last edited by Malachi108; Feb 29 2012 at 03:35 PM.

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Feb 29 2012 03:17 PM #67
Re: Official Class Update and Feedback
Class: Hunter, though I have multiples of all classes
Name 3 things about your class you feel could be improved.
1 Power usage. Either increase power gained from Will, or reduce the power cost of skills.
2 Survivability. Ability to take a couple of hits would be nice. Well, more than a couple. Nothing on par with heavy armor classes, but more than light armor would be nice.
3
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Split Shot/Hunter's Art. Only because I've been playing a hunter for nearly 5 years and these skills are very new to the rotation, they get overlooked. Retraining 5 years of muscle memory is not easy.
2 Strength of Earth. The channelling effect is a killer on this. Either reduce the channelling time (while maintaining power/heal regen levels) or change it to an induction skill. Or make it cost focus. I'd burn focus for more power.
3 Barbed Arrow. This might completely be a perception issue, but the skill immediately following Barbed Arrow seems to be delayed. Skills after QS or SB do not suffer this delay. So Barbed Arrow gets a lot less use out of me.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 A skill similar to Press Onward (cooldown time, etc) that just restores power. This skill can be useful in solo or group.
2 An AoE version of Purge Poison might be nice too. Group only here.
3 A stance that reduces inductions of skills. Possibly at a cost of increased focus cost.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Power ussage by far.
I am writing a book about the most productive citizens of Middle Earth. It's called "Seven Hobbits are Highly Effective People."
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Feb 29 2012 03:17 PM #68
Re: Official Class Update and Feedback
Class: Hunter
Name 3 things about your class you feel could be improved.
1. Survivability - especially during solo play!
2. More DPS skills - even at lvl 75, I rarely do over 1000 damage in a hit, while I see other classes do much, much more.
3. Possibly a new trait line, that isn't trap based.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. Traps - I very rarely use traps at all, except on bosses.
2. Strength of the Earth takes WAY too long on the induction. By the time you recover your power, it's interrupted or you are dead if you try using it in combat.
3. Split shot requires your targets to be way too close together, and doesn't do enough damage.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. Another AoE for solo play. Possibly replace split shot with a scatter shot that scatters over a farther area and hits more targets.
2. A heal/bubble skill. Like an Oh **** skill that doesn't require you porting away from what you are fighting! There is nothing worse than trying to take on several mobs at once, killing some, but having to port away before being able to loot the bodies because you are going to die!
3. Something that does more damage over time than bleed or using the weapon oils would be nice, or even something that will root just one target instead of just slowing them down.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Survivablity - hunters are still too squishy!DON'T FEED THE TROLLS! LET THEM STARVE! (Or feed them Saruman!)

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Feb 29 2012 03:22 PM #69
Re: Official Class Update and Feedback
Class: Burglar
Name 3 things about your class you feel could be improved.
1 Increase items adding to agility in PVE quest rewards--it seemed to be rarer than others in RoI
2 Similiar with weapons that are suited to Burgs, but at all levels
3 Same, but with armour. Particularly in the 45-60, many rewards had nothing a burglar could use.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Well Placed Strike: Even in Solo Play, the induction is too long to be useful.
2 Confound: Seems generally insignificant when used.
3 Exposed Throat: May work as intended, but seems to be stunning/opening FM MUCH less than 20%
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Some sort of ranged attack--sling or something. Similar to hobbit's "Stoop for a Stone", but that levels a bit with you. Maybe even a FM opening at a low chance - Mainly group play
2 Improved Diversion: Seems the only lower level skill that doesn't have an improved version. Add an element of improved stealth to it. Mainly solo play, but could be good in groups as well.
3 Group version of Riddle - add it to Mischief group. Solo and group
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
The ranged attack option. The other classes all have at least a shout ranged attack. Burgs have to buy or beg for axes/daggers to toss.Various Hobbits, Thwilda the dwarf lass, and Gnersk, Stalker

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Feb 29 2012 03:24 PM #70
Re: Official Class Update and Feedback
Class: Rune-keeper
Name 3 things about your class you feel could be improved.
1 Legendary Skills - generally don't feel legendary and underwhelming compared with what other classes get
2 DPS - lower DPS output than other damage-dealing classes when they also get huge surviability bonuses
3 Frostline - underused, should be made more use of and not forgotten
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Rousing Words - little way to enhance our only regular use group heal
2 Self Motivation - the power return is trivial
3 You shall fall to our wrath - underwhelming legendary skill, should be replaced
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Do not fall to fear/disease
2 Powerful self-only heal/bubble/HoT
3 New legendary frost skill that enhances existing frost skills and gives one extra frost-damage-dealing skill
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Improvement to legendary skillsIsy ~ Gilrain [EN]
[ Primary Character: Isya, Level 85 Elven Healing & Lightning-DPS Runekeeper ]
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Feb 29 2012 03:24 PM #71
Re: Official Class Update and Feedback
Class: LORE MASTER
Name 3 things about your class you feel could be improved.
1 STAFF's SUPPORT LEGACIES. I mean we're a support class and the only useful support legacy on our staff is share the power increase. Give us more and get rid of useless legacies such as gust of wind, light of the rising dawn, bane flare, test of will ones.
2 Pet scaling. Eagle Icpr is just ridiculous while linx and saber are quite useless. Pets' dps and survivability needs to scale better.
3 Power drain/share improvements. Something fellowship wide maybe and better power leeching abilities.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Air-lore. Its damage reflection is waaaay too low and usually not worth the power cost.
2 Signs of the wild. Never understood why they're not toggles. Why do I need to remember about them every 10 minutes?
3 Wisdom of the council. Please move the heal in front of the the animation. I'm so tired of it. Half of the times I use it and die before the heal.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Horse speed boost. It makes sense, we're friend of animals and so envious of hunters lol.
2 A self heal not bound to our pet.
3 Fellowship wide power share.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
WEAPON SUPPORT LEGACIES. I mean we're a support class and the only useful support legacy on our staff is share the power increase. Give us more and get rid of useless legacies such as gust of wind devastating damage, light of the rising dawn critical etc.KANOMIR Captain

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Feb 29 2012 03:24 PM #72
Re: Official Class Update and Feedback
Class: Hunter
Name 3 things about your class you feel could be improved.
1. Survivability: Agile Rejoinder's Heal is too weak, Finnese rips through our defenses, we have no self saving skills, and all of our heals besides Rejoinder are not time effective.
2. Alternative Build Options: The Hunter CC line lacks sufficient improvement in CC or Debuffs to justify usage in any group content. The Hunter's Melee provides decent damage but the power cost, cooldowns, and lack of defense ruin their potential.
3. Skill/ Trait/Legacy Diversity: The gap in capability and usage on many of the traits is quite huge. I assume you have data that tells how many people use what trait.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. HeartSeeker: DPS is too low to be useful for anything except as an opener when playing by yourself.
2. Hunter's Art: Due to it's design the skill is either useless or a mandatory part of the rotation. It either needs trait/legacy backing to improve the skill without making it a mandatory part of the hunters rotation or to be removed.
3. Campfire: Currently the skill scales very poorly and provides very little benefit at 75.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. Legendary Traited Skill that provides a 10 second boost every 10 minutes that provides +50% Parry and + 50% Evade. It could be used to save a Hunter briefly when you agro too many npc's to tank them. Due to the short duration it will not turn the Hunter into a temporary tank unlike how the Burglar defensive skills can behave. Implementation as a Legendary trait will add a cost.
Otherwise the Hunter has plenty of skills most of our current skills are not used.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Alternative Build Options currently, the Hunter is the most popular class but it has the least variety in it's capabilities at cap.
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Feb 29 2012 03:26 PM #73
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Feb 29 2012 03:27 PM #74
Re: Official Class Update and Feedback
Class:Hunter (Dimhilion, From Evernight)
Name 3 things about your class you feel could be improved.
1Power regen ability, in-combat
2Permanent Threat Down skill.
3 Barbed Arrow Bleed extended to 20 seconds.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Heartseeker - Too low base damage. Useless unless you run 5red traits with capstone.
2 Merciful Shot - Only use now is ranged Corr. Removal. Does way to little damage for 6 focus cost. Blood Arrow matches Crit output.
3 Strenght of the Earth - Skill is broken, gives only 4 ticks of morale/power, and that is just not near enough ticks to help us regenerate morale/power (emphasis on power) in combat.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Improved Cure Poison - We hunters have wanted an AOE/fellowship cure for close to 5 years. Having it barred in 4 yellow traits is nonsens, since no hunter will ever use it. (GRP Play)
2 Better power regen (in-combat) skill, or fix the Strenght of the earth, and improve it, ALOT. (GRP Play)
3 Permanent Threat dumping skill, not temporary, like Beneath Notice. (grp play)
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Permanent Threat Reduction ability. for solo power and threat dosent matter, it does in grps/raids.
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Feb 29 2012 03:29 PM #75
Re: Official Class Update and Feedback
1 In-combat Power Regeneration from the varying stances or Second Wind needs to return more power with each usuage. Fervour only recieved a +200 boost to it's ICPR from level 65 to level 75. Even with the new version of second wind, in long fights this just isn't enough to meet the amout of power being consumed. Even when popping Controlled Burn, with it's stacking ICPR bonus, the amount of power being regened is not near what it was pre-Rise of Isengard.
2 Continuous Blood Rage could use a revamp. While it's damage bonus per use is nice, it is not extremely useful outside of PvMP. Perhaps adding a bonus to Physical Mastery/Critical Rating/Finesse so that it would be similar to the Captains Red Trait Line Cap Stone would make traiting Continous Blood Rage more viable outside of PvMP.
3 The bonuses given by champion legacies needs to equally effect champions that choose to either Dual Weild or use a Two Hander. Dual weilders right now don't seem to be getting the bonus specifically from the Remorseless Strikes legacy on their off-hand. Just some balancing between Dual Weild and Two Hander would be nice.
1 Merciful Strike still feels fairly weak compared to Remorseless or even Ferocious Strikes. Perhaps changing the skill trait associated with it to incorporate a +Critical Rating to Merciful Strike to make it similar to Hunters Merciful Shot would encourage me to use it more in my skill rotation.
Originally Posted by Sapience
2 Second Wind needs to restore more power initially or have a greater number of pulses. Right now the amount of power it returns is typically consumed long before the Pulses wear off. Even with spamming it, power consumption doesn't seem to be offset by it. Almost better to just pop a Power Pot or blow Controlled Burn for the stacking ICPR.
3 Fight On is the worst legendary virtue champions have. A total revamp of it should be considered. Perhaps turning it into some tanking champion virtue would be nice since the Legendary Virtues that most Champs use are the damage skill ones.
1 Perhaps an update to champions passive skill regarding weapons use. Champions are supposed to be the masters of melee combat, perhaps give them bonuses to using weapons that go beyond each weapon types inherent damage bonus.
Originally Posted by Sapience
2 Perhaps a stacking buff that increases a champions damage/crit/attack speed for every enemy defeated while staying in combat. Perhaps it could be added to the Berserker Trait line. Berserkers should become more frenzied as they defeat more enemies. Or perhaps only make it apply for every Killing Blow the champion acquires while in Combat.
3 Impale --- A melee skill which can only be used under a certain morale percentage on the target, in which the champion inflicts a massive bleed skill but loses the use of melee skills of a certain amount of time because their weapon is stuck in the mob. Could have a pretty cool animation with that too
.
An adjustment to Champions In-Combat Power Regen. Without adaquet power regen, long fights are dependent on timing Power Pot Cooldowns, slowing your damage to match the meager power over time given by Second Wind, or relying on Lore-Master and Captain Power returning skills. Champions shouldn't have unlimited Power, but if in a long fight or a difficult fight (like those in Tower of Orthanc) a Champion should be able to more effectively moderate their power consumption without needing assistance all the time from Lore-Masters or Captains Rally Cry Power Healing.
Originally Posted by Sapience
Last edited by AragornXXVII; Feb 29 2012 at 03:32 PM.

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Feb 29 2012 03:29 PM #76
Re: Official Class Update and Feedback
I will do one for both of my classes...
Class:Loremaster
Name 3 things about your class you feel could be improved.
1. Durability/more hp-Loremasters are about as good as sawdust in hand to hand combat with anyone above their level
2. More companion options for under level 45
3. More physical attacks that deal direct damage
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. Knowledge of the LM-so far I haven't really found much use for this, and it cant be used in combat
2.Power of Knowledge-Useful, but takes too long and usually someone has hit you by then
3.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. Solo-another physical attack other then staff-strike
2. Solo-The ability to wear medium armor
3. Some sort of temporary immunity/health buff...similar to what champion and I believe warden have
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
More durable/more hp
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Class: Champion
Name 3 things about your class you feel could be improved.
1. The ability to parry/evade while in fervor stance would be nice
2. More power regained with second wind
3. This sort of applies to all classes, but more quickslots. There just arent enough to store all my attacks/ stances, potions, mounts etc
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. Boast....really has no use
2. Merciful strike....too many stipulations on when it can be used to be useful, I usually just use one of my other attacks
3. Ardour-Not as useful as glory or fervour in my opinion
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. Both-Ability to parry/evade at least some when in fervour stance
2.
3
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
The ability to parry/evade while in fervor stanceLast edited by Foenyx; Feb 29 2012 at 05:15 PM.
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Feb 29 2012 03:30 PM #77
Re: Official Class Update and Feedback
Class: Hunter
Name 3 things about your class you feel could be improved.
1 Ranged needs to be stronger.
2 Ranged needs more attacks for multiple targets and still be effective
3 Strengthen traps - length of time something is trapped and shorter cooldown time on it
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Heartseeker - my favorite but has a glitch in which it will miss (even though it says it is not supposed to be able to)
2 Traps need to have a shorter cooldown time
3 Desperate Flight should take the entire party with it
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Strengthen ranged combat
2 More ranged skills for multiple targets
3 Stronger traps
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Desperate Flight should take entire party with it
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Feb 29 2012 03:30 PM #78
Re: Official Class Update and Feedback
Class: Guardian.
Name 3 things about your class you feel could be improved.
1. Power use/power restoration. It's just horrible. I use will/fate relics, some of will/fate jewelry, use pots/Thrill of Danger/Take to Heart every time they're off CD and still too often I end up with no power, auto-attacking my opponent and just absorbing the hits. I can auto-attack 3 on-level normals to death, but I would like to use my skills some more!
2. OP/Keen Blade damage. I know Guardians are tanks before DPS and even OP didn't exist at first, but still - even with OP weapon, belt and red traits my Guard does way-way less damage than my Champ - like 1/2 of it on average. By extension, Guards have less DPS than Hunters, RKs and LMs too - can't speak for other classes.
3. Shields do to little damage even with rating ranked on belt and shield-spikes usage. It didn't seem so before, so it's either RoI changes or post-L60 imbalance, not sure.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. Summon Tinker - total waste: we all join instances from major hubs now, no need to repair at the campsite near entrance. Even "make all around do emote" skill would be more useful than this.
2. Parry stance - not enough use. For every possible case, one of the other stances is better.
3. Shield Wall - good in theory, but with constant power issues (see above) I can't spare any even to protect a dying healer. Fix power regen, and I'll look into using it.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. Just like Take to Heart is "Power for Morale", give us "Power for Threat" skill - it will be useful solo, and can also act as threat dump when grouping in OP.
2. I'd like at least 1 more skill added to parry response chain, so the cooldowns let me with more options.
3. Being able to do actually noticeable damage with shield could be nice.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Power restoration/lessen power cost - I am left worrying more about power than morale when solo and more about power than threat as a tank. Give me more power/less power cost so I can look to do thing I want to do.
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Feb 29 2012 03:33 PM #79
Re: Official Class Update and Feedback
Class: Captain
Name 3 things about your class you feel could be improved.
1. Aggro generation vs group dps aggro (tank spec). Dps classes (hunter/champ) can easily grab aggro from a tank captain)
2. Single target heals. Words of Courage needs to heal more and Inspire needs have a greater healing and lesser action costs.
3. No out of combat rez, and Cry of Vengeance needs either a longer duration it's active or a larger radius of effect.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. Kick - needs to have a larger (at least 50%, prefer 100%) chance to stun/start a FM (2 LoM trait). Gives more versatility in group content, especially when burgs are not around.
2. Fighting Withdrawal - Either reduce Aggro generation from the entire group or dump a large amount of hate onto a single target in the group.
3. Time of Need - reduce morale cost by 25-50% without the class trait (75% with the trait). Excessive morale costs means we hardly ever use this skill except in the most dire circumstances and usually after we've used all other options.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. Need a single target force taunt. This way we can grab aggro from others without needing time to build up hate.
2. Need a group aggro siphon onto the captain (when traited LoM). This would allow the captain to maintain Aggro in groups/raids with high dps classes.
3. Need a skill to give a large increase ( ~75%) to Critical hit avoidance. Without bubbles or heavy shields captains need some way to mitigate the huge increase in criticalss in group/raid content.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
The change to Kick. Gives us more versatility in groups/raids when the Burg's down.Mihall - Sume - Toboe - Tarhigen - Cheza - Theophilea - Theodyhem - Koriana
Guardians of Honor
Elendilmir

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Feb 29 2012 03:36 PM #80
Re: Official Class Update and Feedback
Class: Guardian
Name 3 things about your class you feel could be improved.
1. Power/resource management. I don't think the mana-style power is a suitable resource for heavy melee. Throughout a fight, it is expected that casters will run low on resources if not managed effectively, but the tank's effectiveness should be based on threat management, not arbitrarily limited by power. Note that this is a large problem in some groups, esp 3-mans, but almost non-existant when a LM is present, which makes it a binary issue.
2. Elegance -- We have lots of redundant and semi-useful skills
3. Itemization -- Heavy melee shouldn't be after the same stats as casters (fate, will) yet ICPR remains a problem
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. Sting -- this used to be a standard rotation skill, now it is only used for removing corruptions
2. Brutal Assault -- supposed to be the signature skill of the Overpower stance and trait line; seems optional most of the time, as efficient use of the parry response tree yields better results most of the time
3. Engage -- once you're close enough to use it; there are other skills that secure threat more quickly and strongly, without slowing you down. Engage is not an 'immediate' skill.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. A single-target snap-aggro skill (like challenge, but one target only; medium range). This is something tanks are lacking in the game, and would enable fights where you need to split up targets among tanks without overlapping threat. You could remove Engage and Fray the Edge and use the stacking CJ percentage on something else.
2. A short cooldown, low-to-mid power defensive immediate skill. Guardian's ward is okay, but I don't think there's a need for an offensive component, or a target. Increase the block percentage 25-50% (this is to recoup power, and give healers breathing room.) Could be on a 30-45s cooldown.
3. A buff. Increase usefulness in groups and in fights where a champ would otherwise be preferred for dps. Perhaps plain morale or vit buff. Adjust others accordingly.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
The power management (first item). This isn't just a Guardian problem, but it's the one that sticks out the most.-----------------------------------------------------
Fell deeds awake; fire and slaughter!
LOTROcalypse: a blog about LOTRO's features and systems. http://lotrocalypse.blogspot.com/
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