Name 3 things about your class you feel could be improved.
1: Survivability, a rune-keeper has extremely low survivability due to lack of mitigation and parry rating.
2: Introduce option for other skill rotations (instead of the constant 3x Ceaseless Argument followed by Shocking Words), especially for players who enjoy playing with fire or freezing water to ice.
3: Improve the effeciency of healing/DPS. Generate more healing pip's faster, while you are in a healing stance, healing skills tier up, and for DPS, you get more damage pip's quickly and the damage scales with pip's (similar to Weaver's proposed posion mechanic) if you are in a damage stance.
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: Calming Verse - With such a long induction time, it is often too late to use it once a rune-keeper generates threat. A trait for instant execution like Soothing Words, or a consumable like Lutestrings would be a nice introduction.
2: Fall to our Wrath - the animation should be shortened down and instant activation of the skill.
3: Master of Writs - Simply not useful enough to use since it only allows for minor skills to be used, at a greater power-cost.
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: Dread removal (group) - If there is a choice between a minstrel and a rune-keeper to join a group, the answer is a given. With no dread-removal : rune-keepers simply aren't as attractive healers as minstrels.
2: Burst healing (instant emergency heal) for the type of spike damage introduced since Rise of Isengard. At the moment, a Rune-keeper has no way of dealing effeciently with spike damage.
3: A bit more light crowd-control, perhaps fearing cry similar to Invocation of Elbereth or Cry of the Predator. Using only one Shocking Touch for 5-10 seconds, unless you are attuned (6 points) for Vivid Imagery seldom gets a rune-keeper out of trouble if there are 3 or more opponents around.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Name 3 things about your class you feel could be improved.
1 Parry stance
2 DPS in overpower
3 Self heals
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 Parry stance: Nobody uses this stance. Change this into a tank/dps hybrid stance useable with shield or two hander. Kind of like old school moria overpower but with less dps and more tankiness. would please everyone and work with all traits.
2 Warrior's fortitude: Didn't scale with morale. This skills heal and morale increase should be buffed. It's no good unless you use the Draigoch set.
3 Brutal assault: Was a good skill during mirkwood when guardian's had great bleeds. But since our bleeds didn't scale up with weapon dps it's not as good. There could be many ways to improve this skill. Keep the 50% chance bleed when not traited Hemorrhage, then traited makes it 100% maybe? It could also start a parry response for fights where parries are hard to get like in the 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).
I don't think we need any new skills. None that i can think of at least but I'll suggest a few.
1 A skill that force starts a cj. maybe with a 10m cd so that we wouldn't replace burgs lol.
2 Better improved overwhelm? Increase the duration of the debuff or maybe add a small armour debuff.
3 Improved vexing blow. Makes it an aoe without trait make the trait do something else after you get this.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
DPS in overpower. Currently guardian dps in op is pretty bad, even when geared for it. First take my parry stance suggestion. Then change overpower into an actual dps stance instead of tank/dps hybrid. You could lower our survivability in op and give it a dps boost with things like crit multipliers, lower power cost, more proactive dps(brutal assault starts parry response, force opening bpe and misses less. 100% hemorrhage). Anything to buff dps in this stance AND lower survivability so that we wouldn't be to powerful.
Name 3 things about your class you feel could be improved.
1 Update the banners following the suggestions in: http://forums.lotro.com/showthread.p...anner-Overhaul. The three free trait slots would be whatever the class dev sees fit.
2 Roll Motivating Speech and the Tactic Legacies into the base skills so captains don't need to waste LI slots on buff sticks.
3 Allow all of our traits and legacies to affect power returns and PoTs.
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 Withdrawal when traited full LoM - having an agro dump when tanking is a very, very bad thing.
2 Valiant Strike as a healing skill when you don't have the HoH Capstone slotted. It's effectively a glorified damage trait, and ineffective as a heal.
3 Instant Battle Rez - for something with a half hour cooldown, it needs to restore a little more morale and power untratied - I wish it wasn't as fatal of a battle rez as it currently is.
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 Higher DPS skills when traited deep into LtC.
2 Better tanking agro and survival skills when traited deep into LoM
3 A new, single target, healing spell. When captains need to pump out the healing, they need to lock into a skill rotation that is mostly healing skills. This has not been as viable of an option since Inspire's cooldown was lengthened.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Gonna cheat with this and go with the driving idea behind two of the suggestions in the first section, instead of siting a single improvement:
Captains need to have a pass and all functionality that is expected from groups needs to be either rolled into the base skills, or become part of the core captain class - so it stops hamstringing the captain's ability to function best for a given boss fight.
This includes the three banner traits (which are arguably the worst in their line), Motivating Speech and the Tactic legacies (which are useless in combat), Telling Mark's legacy and To Arm's buff duration (both of which are expected of captains), and IDoME (which is an expected buff from captains, and makes capstone builds less appealing under most grouping conditions).
Turbine also needs to do a better job at explaining that a captain who is DPSing will not be able to work in healing skills without loosing DPS, nor can a healing captain effectively DPS or Off-Tank while healing (the latter being a universally bad idea with how the captain works), nor can a tanking captain effectively DPS or heal because of how they must gear and the skills they must use. Too many members of the community think a captain can do all three at the same time, thus perceive the class to be more effective than it really is.
Name 3 things about your class you feel could be improved.
1. A pet maybe inbetween lvl 30-56 that isnt a legendary trait.
2. Another self heal that doesnt have as long of a cooldown time.
3. Another lightning based skill.
What skills do you feel are underpowered or of little value to your class?
1. The power of knowledge skill doesnt drain as much power as it should and it has too long of a cool down. As the only skill that restores power it needs less of a cooldown
2. Sign of power: Righteousness should have a group effect in a fellowship
3. Bane flare needs a longer stun time.
What skills do you think could be added to your class to help you better perform
1. As stated before, another self heal. I was thinking along the lines of a minor heal. Lore masters have a hard time soloing with just the two heals. Obviously it wount help in group runs, except if the mini or RK is down and the LM needs to stay alive.
I would mostly go with the Sign of power: Righteousness improvment. It really should effect everyone in the fellowship.
Name 3 things about your class you feel could be improved.
1 Lack of self heals
2 In-Combat Power regen (was better before Xpand )
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 Ebbing Ire. I have never once used it it does not seem to be of use.
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 Another Self-heal or one you can use more often
2 Another Ranged Skill or a stronger ranged
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 Self Heal would be my choice.
Name 3 things about your class you feel could be improved.
1 Power management. With might being such an important stat, healing, dps and defense suffer when I have to have a lot of will/fate equipped so I don't sit around with next to no power.
2 Dedicated, low cooldown out of combat rez.
3 Melee heals seem very weak.
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 fellowship maneuver chance for kick seems underwhelming.
2 Valiant strike has very weak healing, even traited.
3 (race trait) Strength of Morale slowly becomes less potent as the level goes up.
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 Definitely an out of combat, low cooldown rez. For a Captain, whose purpose is to rally and encourage, they are a must.
2 A single target melee stun. It would help when a main healer grabs agro accidentally and you need to run back and stop the mob quickly. Wouldn't need to be too long either.
3 A group remove dread skill. Another "rally and encourage" situation here. Even with a 30 minute cooldown this would be awesome to have and would fit the buffing mold.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Name 3 things about your class you feel could be improved.
1 - Wardens are supposed to be shield experts; yet their shields have less armor than those of guardians, and don't compensate for the supposed skill a Warden possesses in any way other than the armor value. The shields should either have more armor to represent this (since no other class can use those shields,) or perhaps an increase to mitigations.
2 - Wardens are supposed to be tanks; while Warden shields do give Wardens more survivability than, say, a Hunter, in melee combat, we still require healing, either from ourselves, or from another source, to continue tanking in a group. Particularly against stronger individual foes, we must focus on healing ourselves, rather than gaining aggro; especially since the only Warden class force taunt skill is going to be given a much longer cooldown (as opposed to having its limited use more often as it is now.) They need either more passive survivability (better armor or mitigations,) or a more efficient way to gain aggro while spamming restorative gambits.
3 - Some way to force-taunt with a gambit; Perhaps a gambit like Precise Blow, that can be done relatively quick, could be changed to cause a force-taunt effect after a few uses on a single enemy.
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 - Maddening Strike; It's faster to spam Precise Blow a couple of times to get someone's attention.
2 - Hampering Javelin; I mainly use it for an extra ranged attack, since most of my damage is done in melee with gambits, having the enemy get to me slower is the last thing I really need.
3 - Defiant Challenge; It's the only force-taunt for the class, lasts less time than it takes to build, and has a crazy long animation (also longer than it actually lasts) before it even takes effect. By the time I actually notice the aggro I gained, most of the enemies have moved back to their previous targets.
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 or more force-taunt abilities; Defiant Challenge can effect 10 monsters nearby, provided of course that they're within range, but it's nearly useless against one or two enemies. As mentioned above, it takes far too long to build and induct to gain an enemy's attention for five seconds, in which you may or may not be able to make another gambit to try to keep the aggro. Especially with the upcoming changes, as they sound at this point, Wardens will have no force-taunt skills of any kind while Defiant Challenge is on cooldown. If another gambit was provided with a means of force-taunting, even one enemy at a time, for a few seconds, it would make our already difficult tanking job a little easier. In a solo setting, perhaps force-taunting would be a little obsolete, but that goes for any class.
2 - Some sort of healing skill that isn't a gambit; Gambits are easy to use in one sense, since all we need is to remember how we build the skill we want, rather than searching for it in your skill panel or on the quickslot bars, it's still hampering in that very little can be done without them. In the rare circumstances that I have managed to gain aggro from a large group of foes, trying to spam enough healing/draining gambits to stay alive while attempting to find time for gambits to keep them interested can be difficult. If there was some way to heal a bit while in the middle of a gambit without having to cancel it and start a different one, it would be most useful. Solo, it could be used as an alternative to Never Surrender, in some circumstances, since it always pains me to use a vital skill like that in a situation where an alternative (such as some way to heal without building a whole gambit) would be more applicable. In group situations, Wardens would be better able to sustain themselves without having to rely on external healing, particularly because being healed by someone else takes away our hard-won aggro.
3 - Perhaps a tweak to the whole aggro system of Wardens; the aggro-over-time effect is rather unique in Wardens, since that's just about the only way they get aggro. As a result, anyone who happens to land more rapid hits, or more damage, on an enemy than our aggro pulses can compensate for will get the enemy's attention, regardless of the Warden's efforts. Again, this would have no impact on solo play, but in a group where a Warden is fulfilling a tanking role, it's pointless if attempting to focus enemy attacks on ourselves are rather in vain; the point of tanking isn't to have the weaker ally doing nothing so that the tank can do all the work.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? -- Passive Warden survivability; I think of Wardens as active tanks, in that they have to work hard to stay alive, work hard to keep enemies focused, and work hard to do any damage. If we didn't have to work nearly as hard to keep on our feet, such as better class-based mitigations, such as on Warden Shields (since they're limited to the Warden class, higher mitigation values could easily be applied to them without unbalancing other classes' shields,) we could spend more time doing what our class was actually meant to be, rather than trying to balance our three personalities perfectly.
I appreciate the work that's been done trying to balance the class out more, and I look forward to the updated Warden capabilities in the upcoming update. Thanks for taking time to listen to me, and the other folks of your community.
Name 3 things about your class you feel could be improved.
1 1-on-1 in the Moors My Captain feels very weak.
2 Even traited all Red, my dps feels low.
3 None of our banners improve our healing.
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 Light of Elendil, the DOT element is laughable.
2 Defensive Strike, the power restore is too random and too weak
3 Shield of the Dunedain, needs to be made useable at anytime on anyone, not just when grouping.
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 pve) A true healing Banner, that improves our healing ability, specifically for HoH trait line.
2 (solo pvp) A way to defend against being owned by Black-Arrows in the Ettenmoors. Right now, if I see a ranked Black-Arrow, my only option is to run, but I don't get very far, they slow me, then dot me to death.
3 (solo and group) A true dps line, a dps Captain should not feel like a joke.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Anything that will give Captain's a chance to kill a ranked Black-Arrow 1-on-1.
Everytime I see a Black-Arrow I feel like I'm Boromir about to die.
Last edited by Faithknight; Feb 29 2012 at 09:09 PM.
Name 3 things about your class you feel could be improved.
1 QK, MM and Gambler revamped to focus further on their strengths - see below.
2 A tidy up of skill icons - more color coding (ie. revert Counter Defence back to yellow to match the other tricks). Emphasis on red for melee damage skills, yellow for CC/Debuff, blue for DOTs/Gambler skills.
3 A redesign of Conjunctions, which I believe is already in the works. Each conjuction should have more purpose and defined benefits, less vagueness. The Draigoch CJ's were a step in the right direction toward this.
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 Burgle as used for a Debuffing Gamble - the Gamble should be linked to an in-combat skill. It should also be able to be chained permanently as the others Gambles are (ie. 10s cooldown on Lucky Strike, or 20s duration of Debuff Gamble)
2 Confound - useful in only very limited situations, needs to be downgraded to a less elaborate skill, more functional skill.
3 Well Placed Strike - the -85% induction bonus from armor should be a feature of a class trait. Currently only useful when switching in 3 pieces of the Draigoch set just for the induction bonus.
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 Quiet Knife line - some traits are obsolete now that Surprise Strike auto-crits from Stealth. These traits could be redesigned to focus on 'glass cannon' DPS in this stance. Direct damage at the expense of CC/Debuffing/Survivability.
2 Mischief line - needs some love. It should be the gold standard of debuffing, designed to be highly valuable to a raid, and able to work nicely with a LM without making them obsolete. Low chance of trick stacking, or stronger Tricks based on critical hits perhaps? Snag is very underwhelming, could be brought into line with IFA/DD to really improve the MM line. Overall, stronger CC/Debuffing at the expense of DPS/Survivability.
3 Gambler line - further tuning to make it a true hybrid line. Main damage from stronger DOTs, and traiting choices to decide between stronger Gambles, or more evasion/survivability. A perfect balance between mid-way balance between Quiet Knife and Mischief.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Linking the Debuffing Gamble to an in-combat skill instead of Burgle.
This message is hidden because ifreborn1 is on your ignore list.
Name 3 things about your class you feel could be improved.
1 More utility in groups while healing - Groups buffs or dread removal or area heals would help
2 Legendary traits/skills - Steady hands is useless and martial training should have a % morale increase instead of 300 flat morale, which is meaningless at 75
3 Calming verse should be a toggle skill when properly traited
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 Epic for the ages - induction way too long
2 Our fates entwined should have a different penalty than damage transfer, +5% healing skills power cost for 10 seconds would be better than damage transfer
3 Flurry of words - Longer duration, more potent debuff
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 buffs - RK and mini should be balanced on buffs, people prefer having a mini over a RK healing mainly because of buffs
2 A second AoE heal besides rousing words
3 Some instant powerful self heal or bubble regardless of attunement with 2:00 - 2:30m cooldown
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 utility in groups while HEALING.. give me buffs and dread removal ! I'm tired of reading ''we need mini'', I want to read "we need healer''
Name 3 things about your class you feel could be improved.
1Inductions take way too long! I grouped with a hunter who was able to fire off 3 or more attacks in the time it takes me to do one.
2 Bog Lurker/Eagle pets take up a Legendary slot-And for combat summoning you have to slot 5 blues. It severely reduces the LM's damage output.
Loremaster
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.
1Dispel Corruption- I have only seen one mob in 75 levels that actually have corruptions to dispel.
2 Swift parry skill is worthless and has too long of a cooldown.
3 The skill that is supposed to expose hidden enemies (I forgot what it is called), does nothing. I imagine it works in the moors, but I never go there as a freep.
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).
1If I am going to be sending off heals, then it shouldn't pull my morale down, or it should not be as much of a morale drain.
2Decrease cooldowns on many skills.
3A tanking pet that actually holds aggro better and has a thicker hide. . I like the white stags in Endewaith.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Reduce Inductions.
Name 3 things about your class you feel could be improved.
1 Sustainable DPS of lightning skills
2 Frost debuffs
3 Self-heals/bubbles
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 Ceaseless Argument: Damage compares very poorly to the low end spammable skills of other classes, especially because of the melee (and therefore usually not viable) auto-attack.
2 Writ of Cold: +15% attack duration is too weak an effect for 3 applications of this skill.
3 Writ of Health: Even at tier 3, this skill's self-healing output is just not comparable to what Minstrels can do with less effort and expenditure of power.
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 Fetters of Rime: As the cold deepens, strength wanes and vigourous action becomes but a memory. -10% melee/ranged/tactical damage per tier of Writ of Cold on the target. This skill would round out the underutilized debuffing capability of the RK, allowing them to contribute in a way more indirect than simply moving morale around.
2 Hasty Monologue: When the need is pressing, methodical writings may be forgone in favour of haste. +6 to current attunement. The necessity to build attunement before accessing the best skills is one of the great limitations RKs must cope with and all other classes don't have to.
3 Dramatic Defence: In literature, when heroes are about to receive a deathblow they always have one last defence. Self-bubble. Many classes have self-bubbles now, and if RK had one it would help shore up the lackluster defensibility of the class.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Sustainable DPS of lightning skills. I originally bought this class because I wanted ranged DPS without the nonstop inductions Hunters must endure, and I will not switch to Fire for that reason regardless of how strong it becomes.
Class: Loremaster
Name 3 things about your class you feel could be improved.
1 Single-target DPS
2 AoE crowd control
3 Self-heals/bubbles
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 Sign of Battle: Wizard's Fire: As the only skill LMs can spam without inducting, it should do more up-front damage; not enough to threaten any DPS class, but more than it currently does.
2 Storm-lore: The fact that this skill is susceptible to, and produces, stun immunity makes its use as emergency crowd control problematic at best. And the duration is too short.
3 Staff-strike: A skill with a 10s cooldown that requires a light-armoured class to enter melee range should have a dramatic effect.
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 Morale and Determination: Morale-leeching version of Power and Wisdom. Channeled, vulnerable to interruption, breaks CC, yet still highly useful in the right situation.
2 You Cannot Pass: Self-bubble. I feel that if *any* class should have a bubble, it should be LM. The visual and thematic reasons are clear.
3 Totem of the Raven: Borrowing from the spiritual traditions of Dunland, you place an immovable, indestructible totem which provides the same tactical defence as Shield of the Raven's Wing. There are too many instances to count where pets don't last 10 seconds due to AoE damage, and since pets are factored into the strength of LMs in general, this is a problem.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
AoE crowd control. It doesn't have to hold for long, but a Rune-keeper shouldn't be better at close range AoE CC than a Loremaster is.
Name 3 things about your class you feel could be improved.
1 Armor: For armor, use of heavy shields could be useful.
2 Might: most of it is depleted in one or three major attack ability. More of it, when return to life a team mate.
3 Use of a weapon to be thrown such as a spear. In LOTR Return of the King, I remember Eomer (captain) throwing a spear to an olyphant. There so. Just an idea.
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 Captains can indeed heal and be a tank. However it would be interesting to focus on a tank update since for now he doesn`t do a lot of damage. However his heeling power is enough for himself and for his comrades. Therefore a new lign of Class line should be created in order to reinforce his tank ability (allowing also to have a better armor).
2. In group game, the reviving tool should be improved in some ways that we should not way 45 min to revive another guy.
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. On solo, captain should have special abilities regarding other classes, when talking about horseback fighting. It is a bit the captain's special feature. Usually seen in all three LOTR movies.
2. As said on"1.", this ability should not be limited to the Rohan but to the whole middle earth. I thought about how Turbine team would use the horseback fighting feature, if it was going to be like in Moria where you are forced to use a goat to travel a bit faster then walking, but cannot use horses.
3. In group play, possibility to create a new special Event (like the summer festival or else) like "Joust": 2 players on horseback running towards each other with a spear and shield. The goal is to throw the opponent to the ground (in case you don`t remember what joust consist in). May I recall that in French and British middle age this sport was very popular.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
On solo, captain should have special abilities regarding other classes, when talking about horseback fighting. It is a bit the captain's special feature. Usually seen in all three LOTR movies.
PS: I hope that the event proposal can be approved, it would indeed change the typical event that players are use to: Yule or the Haunted burrow in the Shire. (excuse my english, but I play on French server so I don`t think that the names used to point out English translated places are correct)
Name 3 things about your class you feel could be improved.
1 Better threat management skills
2 Better self heal skills
3 Better CC while still traited DPS.
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. Just takes too long to get off and does not do enough damage at lvl 75.
2 Beneath Notice. Cooldown is too long, is basically an "uh oh" skill and the only one.
3 Distracting shot. Daze is not long enough, should either have a shorter cooldown or longer daze.
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 additional Threat dump or transfer skill of some kind. This could allow the hunters to start fighting immediately or allow them to hold a mob for a while and then release it once support classes are ready.
2 A self heal skill similar to Agile Rejoinder but ranged. Allows for some self healing while still being ranged, would ease the pressure on the healers.
3 A high damage high threat skill. Allow hunters to pull mobs from healers/squishies with one shot.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Threat dump/transfer skill is most needed at the moment.
I would love to see alittle bit more sustainability on Minstrel Buffs.
Pre-Isen, using only the yellow-line traits, I could boast minute-long buffs for my allies, which gave leeway to heal in between buffing.
Even with Yellow-line traited and a tier 5 Anthem-Duration Increase Legacy on my legendary weapon; I am still only able to hold a buff duration of 30 seconds.
Name 3 things about your class you feel could be improved.
1 Make armour, resistance, damage type, and possible Enhanced Skill: Stealth class traits passive. Replace them with useful traits.
2 A large portion of our crits and devs go to auto attacks, wasting them.
3 Remove the range reduction on "Enhanced Skill: Sense Prey."
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 - The lack of a damage component in the current pace of combat and the ineffectiveness against classes that have superior power management abilities.
2 Snap - The chance of a crit and disarm appears to be very low.
3 Howl of Unnerving - The BPE debuff is relatively low for a R9 skill with a trait requirement. The fear is unreliable when I do want it and adds to DR when I don't want it. Either set the proc chance to 100% or replace the fear with something else.
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 way to remain in the fight against enemies who have resources that can essentially be replenished infinitely. (solo)
2 A way to avoid tracks, or reduce their effectiveness (solo or group)
3 A way to track multiple targets. (solo or group) Just an idea...
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 second one: "A large portion of our crits and devs go to auto attacks, essentially wasting them."
"I've brushed with death so often, I should start giving him high-fives when I pass..."
"Take that lorebreaker! Behold the wrath of Tolkien!" ~Harumph
Name 3 things about your class you feel could be improved.
1-Harmony stance: It has nothing to improve the normal stance. Should be a stance to speed buffs and anthems, no a dps stance!! And Anthem of the third Age (Harmony) is not useful, Coda of resonance the same thing.
2-Herald Strike/noble cause: This is the most useless. The minstrel is not a melee classe. It's tactical, distance hits. Nobody uses that skill if not to remove corruption. Why waste so many traits and buffs with this skill?!!!!
3-Tale of heroism and warden/Tale of frost and flame battle(Master of Tales) :"Master of Tales" has never managed to be a useful trait, a shame. Remove this legendary trait please!
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 Harmony stance: -10% power cost anthem, Cry of Chorus-90s cooldown, +5 seconds durantion anthem (you could remove the bonus 5-piece sets and put in place some improvements anthem), +5 seconds more in coda effects. Major ballad is a healing ballad. Coda becomes to Coda of Resonance, not a dps skill and do 1200 morale to fellow+10 seconds hot. Anthem of the third Age now reduce power anthem cost -20%, -25% induction time, +400 in-combatpower regen and Coda effect will reaply an Inspire Fellows free without induction.
2-Improved Anthem of prowess: Now coda effect apply a -30% incoming damage to the fellow last 10seconds and add a bonus critical defense.
3- Bonus 5 yellow trait: "Master of Anthems" good idea would be to eliminate "tale of heroism and warden" and "Tale of frost and flame battle" and replace them with this. Master of Anthems legendary trait = Anthem of prowess +1500 Armor valoue / +500 evade" . Anthem of compassion -5% Healing threat" Anthem of free peoples +20 Vitality / +20 will / +40 Fate / +500 morale-regen. Anthem of composure +500 Frost and fire defense / +1000 to Resistances. Anthem of War + 1500 finesse.
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 most important thing is to improve the Anthems, so the harmony stance and legendary yellow trait is the most important think. But would have to change several yellow traits, starting with the damn herald strike / noble cause.
Class: Rune keeper Name 3 things about your class you feel could be improved.
1 - Survivability
2 - Self heals/bubbles
3 - Fellowship Buffs
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 - Flurry of Words (The damage is too low and the debuff is useless)
2 - Improved Weapon of Storm/Flame/Winter (1% tatical and ranged damage is useless, maybe 5% will be cool)
3 - Rune of Restoration (The heal is very weak, we need more heal or Rune of Restoration applying mitigations buffs)
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 - Armour of Storm/Flame/Winter could apply a bubble
2 - Good instant heal/HoT for all the fellowship
3 - AoE rez
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 Surviability sure! We are too weak, I think that Chisels should give some morale, like the minstrel instruments.
1. Scaling of non combat skills to level.
2. Reduction of all cooldown timers for skills.
3. Removal of useless skills.
What skills are of little value/underpowered:
1. Summon Tinker, It can only be used at campsites and costs 30% more than ANY other vendor. Skill is a complete ripoff!
2. Shield-Wall, It does not use the shield at all and the Guardian cannot Block/Parry/Evade. All in all a #### skill.
3. Catch a Breath, Both traited and untraited does not scale with level and is INCREDIBLY underpowered!
What skills could be added/improved in a Solo/Fellow environment:
1. 'Catch a Breath' needs to be improved by about 200% for solo and fellow play.
2. All skills with cooldowns over 3 minutes need to have their cooldowns reduced to 3 minutes. Also for solo and fellow play.
3. Give Guardians a skill that grants benefits to themselves and others based on the classes the Guardian is grouped with. Vaguely similar to the Minstrel Call to Arms, only the benefits would be buffs based on who a Guardian is grouped with (And a minimum buff if the Guardian is solo), Can be used in both Solo and Fellow play focusing primarily on greater benefits while grouped. Buffs could last 50 seconds while the skill cooldown would be 1 minute.
The single most important suggestion for my class:
Name 3 things about your class you feel could be improved.
1) It's very difficult to maintain AoE aggro in LoM; single-target AoE is currently excellent.
2) We have too many "must-have" Major LI legacies and few good Minor LI legacies, which makes leveling up a 3-Major LI a huge disappointment rather than a slight inconvenience. Worse, the nature of our Tactic and Motivating Speech buffs encourages us to put the legacies that improve them on "buff sticks" that are never used for actual combat.
3) The banner-improving traits in each trait line don't do enough to justify taking them over other traits most of the time. Related to this, the War Banner and IDoME stat buffs haven't help up with the current trend of stat-stacking builds, due to diminishing returns.
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) Battle-Shout -- Only serves to gate our PA/DB -> Blade of Elendil skill chain, doesn't do much for us in itself. This would be a great place to introduce either a "fear" effect or a new short-duration buff of some kind.
2) Tactic: Focus -- Power restore from Inspire (Song-Brother) completely obsoleted this, even more than Rallying Cry with Now for Wrath already did.
3) Fighting Withdrawal -- Slightly useful in some cases, but turns worthless when main tanking.
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 personal "bubble"-type skill on a shorter cooldown than Last Stand, for use while main-tanking.
2) A large single-target heal without a HoT so we can more easily bring tanks back up from big hits when we're main-healing.
3) A new buff skill that changes based on which "-Brother" skill is currently active; this was the best mechanic added to Captains in a long time and deserves improving.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Currently, the thing that bothers me the most is the issue with our LIs. Having three trait lines with three distinct roles should make us want to build LIs tailored to those roles; instead, what we end up with is one LI with the three or four generically good major legacies and a second LI that we only equip to buff up a group before starting an instance, then toss back into our bag. What we need most are legacies that support our in-combat roles rather than encourage item-swapping.
Last edited by furtim; Feb 29 2012 at 11:00 PM.
Reason: Modified spacing.
Name 3 things about your class you feel could be improved.
1-The ability to prevent freeps wanting to move to a certain area or group up close.
2-Increased mitigations to improve survivability.
3-More potent debuffs, ie the option to either dps or use STRONG debuffs that make a difference, like wind-lore and fire-lore do.
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-Debuff skills. Little effect/value and easily cured. Spiders need a multitude more, and with greater strength.
2-N/A
3-N/A
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-The addition of a trait at rank 10 that convers Web the Earth into an acid pool that deals heavy acid damage instead of a slow. Used in RvR to break freep ballups and solo to kite targets through. Creates blockades in keeps.
2-A strong attack on a 2-3 minute CD with a 2-3s induction that deals 3k acid damage. Gives good burst damage for RvR on a target that needs to die and allows spiders to finish a target before they pop too many emergency skills.
3-A stance at r10 that turns our DPS skills into lower damage skills, but adds debuffs. Ie, lethal kiss does 300 acid damage and adds -25% outgoing damage on the target for 20s.
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 potent debuffs
Riders of Rohan will bring with it a level cap increase. Raising the level cap gives us an opportunity to rebalance classes, add new skills, and adjust old ones that might not be as useful as they should be. To help with this process we’d like each of you to answer the following questions about your class.
Class: Champion
Name 3 things about your class you feel could be improved.
1) These bug,tweaks,fixes, questions get answered.
2) Ardour...its better like a LOT better but it still feels like the impoverished step child.
3) Combat Only Effect Removal Delay is a NEGATIVE legacy, literally the only effect it lengthens is a negative one...this "bonus" actually HURTS a champ that equips 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) Merciful Strikes, not because it isn't very good at some points but rather it is supposed to get better the more Fervour you have and the opposite is the case when you parse.
2) Power cost across the board, it seems to have gone way up while the stat rebalancing means ICPR even in Fervour is barely enough to keep up.
3) Battle Acuity reapplying at the END of Raging Blades, awesome skill but the fact that you have to wait out the animation and possibly lose the chance to reapply if you start too late not so good.
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) Skill or Legacy for +Crit Defense for tanking. Champs are in a pretty good place for tanking or off-tanking but Crit Defense even when 5 deep in Blue is still lacking
2) Anything for -% Attack Duration
3) Anything for +%PhysMastery
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 RoI fixes thread, please address this.
"We can deny our heritage and our history, but we cannot escape responsibility for the result...but we cannot defend freedom abroad by deserting it at home. " - E R Murrow
Name 3 things about your class you feel could be improved.
1 - The timing of the minstrel skills. I used to be able to use healing buffs and skills nonstop during fights - now I've got time where I'm waiting for cooldowns.
2 - Let healers BE healers - the fact that I now have to aggro something to start my buff cycle in nearly all my buff skills sucks. I don't want to hit the enemies I want to heal my group.
3 - If you're going to make us actually dps since there's nothing else to do due to cooldowns, at least give us decent dps when in healing stances.
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 actual heals have not scaled with the damage being dealt by new mobs and bosses. Scale up all heal skills and don't tell me that I need to use my legendary or l337 gear to get my healing output up.
2 - All skill cooldowns need to be looked at so that the dead time is lessened or eliminated between skill use overall.
3 - SoS is still ridiculous - even with the full traitline chosen and supporting gear. Beef it up or get rid of 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 - Bring back our old buffs - that way we could at least help in the fights nonstop instead of half the time.
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? Scale up the heals. I don't play my minstrel or LOTRO much anymore for that matter simply because it's not any fun to do endgame as a minstrel anymore.
Everything this person said I agree with three times over!
You guys can increase the marks and meddalion drops from skirmishes if possible, the petty drops right now wont be enough fr a good skirmish soldier by our side when the update hits.
Name 3 things about your class you feel could be improved.
1 more Ardour's pip.
2 Tank without a shield is unhappy.
3 Why Critical hit and devasteting hit are a same damage? need more devasteting hit damege!
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 Ferocious Strikes : Want more successive hit bonus damage.
2 Hage : more armor value, Same place as when using heavy shield.(about over 2k)
3 Rend : more DoT damege. need in 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 disarmed skill and like a Orc Reaver Skill : Thrash (ex. add to Savage Strike)
2 increased Tactical mitigation and Resist rating up skill.
3 AoE knockback 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?
Increasing the Physical mastery and Might, it is difficult to increase the Vitality and Morale. I hope vit * 5 = Morale, or more Might+Vit+Phys Mast jewelry.
Name 3 things about your class you feel could be improved.
1
2 Why do we still have Guardian's Parry?
3 Cosmetic slot for shields
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 needs to be scaled up, and the traited versions power cost should be removed. What's the point of having a power restorative if you have to spend power to get it?
2 Hemorrhage needs to be a 100% chance for a bleed. Or a reduced cool down and longer bleed duration for the stack to add up to something worth while.
3 Threat Stance should be removed from Legendary Traits and 5% perceived threat should be added to Guardian's Defense to compensate without making tanking overpowered.
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 Replace threat stance with a spike aoe damage and stun on a reasonable timer that has a Threat over Time effect. Threat stance is overpowered and unnecessary. Further more a tank shouldn't need a legendary to tank effectively. Legendary traits are all about that extra edge imo. A hybrid damage/threat aoe would augment our threat skills in a manner that would require skill instead of simply adding to our threat with no work, challenge or risk involved as is with Threat Stance.
2 A single target ranged force taunt at the same range as Fray the Edge. You could even make this a trait to improve FtE and get rid of those pointless reactive damage traits. Sometimes, you need to force taunt but you don't want to force taunt everything. This is especially true in raid settings where there is more than one tank. This would give us an option to make coordinated tanking smoother and more manageable.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
1 Replace threat stance with a spike aoe damage and stun on a reasonable timer that has a Threat over Time effect. Threat stance is overpowered and unnecessary. Further more a tank shouldn't need a legendary to tank effectively. Legendary traits are all about that extra edge imo. A hybrid damage/threat aoe would augment our threat skills in a manner that would require skill instead of simply adding to our threat with no work, challenge or risk involved as is with Threat Stance.
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world."
~ JRR Tolkien
Grand Royal Empress of Hobbit Guardian Enthusiasts
Name 3 things about your class you feel could be improved.
1 Defenses
2 Survivability
3 Toughness
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 Poison Spray, does this thing even work?
2 Toxin, vs 12k power pools this does absolutely nothing.
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 Weavers should be immune to roots, they are spiders, they live on webs.
2 Give weavers the ability to climb semi-vertical surfaces, there are a lot of rocks in the Ettenmoors, Weavers should be able to climb them. Also, possibly, climb trees.
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?
Right now a weaver might as well be a hobbit wearing a spider mask.
Give weavers the ability to climb webs, or to climb rocks, what is the point of playing a climbing insect that can't climb?
Name 3 things about your class you feel could be improved.
1 Mischief Maker line/traits. There is not enough incentive to trait fully into the line. We are the debuff class yet we mostly just DPS and trait 2 MM.
2 Survivability. We have to be in melee but have medium armor and no shield. Other melees atm have more vit, mit, armor, hit point, and BPE.
3 Legendary traits- Trip is underwhelming and reflects/auras etc ruin its benefit, stick and move needs reworked as we crit plenty and the +bpe effects are laughable.
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 Confound- cool down is long, 15sec delay on cc, requires LI to make 5 sec, requires trait to add stun/2 targets, requires trait for resist.
2 Mischief stance- blocks stealth and lowers dps (no qk stance) just so you can chain mez one target basicly.
3 Reveal weakness animation time- the skill is fantastic but the animation time is very annoying when you use the skill for most every mob.
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 Tactial debuff. groups mainly
2 Another skill usable in mischief stance to help with debuffing or cc. mainly for grouping
3 Survival skill- knives out is limited to melee would be nice to see a tactical/ranged reduction skill. solo and 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?[/QUOTE]
Mischief maker work. I want to be a debuffer/support more than the DPS class we've become.
Name 3 things about your class you feel could be improved.
1. Bring our healing capabilities in HoH so that it's on par with minstrels/Rk's Keep the overall flavour of Strong AOE heals (The simplest and best solution is to ungate RC, like LtC has SL and LoM has Routing Cry).
2. We sit at the bottom of the dps meters in comparison to every other class, we struggle to break 1k dps, while wardens can easily sustain 1.2k dps. I suggest a reduction to Skill cooldowns, a buff to attack duration and bring up our critical multiplier to at LEAST 35%
3. LoM needs AOE tanking capabilities as well as additional survival options. Specifically a powerful incoming damage reduction cooldown and an increase in Crit defense.
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. War Banner/Herald, nobody uses this, there is no reason to over Banner of Hope, Coldfell's standard of defense or victory banner. There have been a few suggestions on the forums, I suggest making banners raid-wide as to allow interesting combinations of banners in a 12-man raid setting.
2. Kick, the cooldown is over the top, the animation is too long and even with 2 yellows this skill isn't worth using. Knock the cooldown down to 5s and give us a new legacy, nobody uses the legacy and giving us the ability to reliably interrupt increases our skill cap.
3. Song Brother Strength of Will, the -% power cost is irrelevant considering we provide unlimited power to the fellowship with Song Brother already. Change this so it's actually worth using, Song Brother needs to be viable outside of it's power restore. My suggestion would be to change SoW for Song Brother to increase the chance to score a critical heal by 5% to the song brother target and if Fellowship Brother is equipped increases the chance of the rest of the fellowship by 4% to score a critical 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. A new ranged (vocal) Healing skill, it needs to be reliable, and it needs to not eclipse WoC. Any number of options really, the fact stands that we have only 5 healing tools at our disposal and most of them are considerably weak. I like the idea of a single target powerful channeled heal with no cooldown but high healing output. The idea being that it's channeled so we have to choose between focusing exclusively on healing or doing other things (buffing/dpsing). Otherwise a single target moderate cool down generic instant cast burst heal will suffice. This would be used in group play and would give every captain the tools they need to solo heal 6 man instances. Additionally this would make us more of a priority target in the moors, because as it stands right now we are absolutely the last class to die because we can be largely ignored in small group and raid play.
2. A new buff that is gated by defeat responses, give it a longer duration than War Cry, but have it be less powerful in return. This way we have to make a choice when buffing our group rather than mindlessly hitting the same button. It would also solve the issue in trash fights where we have a defeat response, but no skill that we can use. My suggestion is a flat 5% increase in crit chance for your fellowship with a 2 minute duration. This would affect both soloing and group play, as in solo play mobs die fast enough that we can burn through all our defeat response skills with ease. This would also marginally boost our dps in solo play (if our crit multiplier gets buffed it's an average 5% increase, otherwise it's at best a 3.25% increase). In group play it would give us choices in how we buff and manage our defeat responses, as well as giving us a new buff that has reasonable power.
3. A damage reduction cooldown that it not tied to any trait line that can be augmented when traited into LoM. My suggestion is a skill that reduces incoming damage on the captain by 20% for 10s on a 2min cooldown. When you are traited 3 or 4 deep in LoM the damage reduction it provides is bumped up to 40% and it's duration is increased to 15s. This would be a reasonable survivability cooldown that is beneficial to both solo and group players. Soloers will have a real defensive option no matter how they are traited and people who trait LoM will get the heavy survivability cooldown that they are asking for. I don't believe that a new skill is needed for LoM AoE threat generation, all that needs to be done is to bump the number of targets that threatening shout hits and further reduce it's cooldown. Then give PA additional threat generation with the LoM Capstone and our aoe threat output should be in a good spot.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
1. Bring our healing capabilities in HoH so that it's on par with minstrels/Rk's Keep the overall flavour of Strong AOE heals (The simplest and best solution is to ungate RC, like LtC has SL and LoM has Routing Cry).
HoH is what the majority of captains run in group content, so I feel that bringing this spec up to par with other healing classes should be priority number 1. Right now we are very inconsistent with this spec and that's something that needs to be fixed. In trash fights where we get a defeat response every 15s or less our healing is on par with an RK, but less than a minstrel, it hovers at around 1k hps (this includes overhealing), which is what an RK can do single target, while minstrels can pull upwards of 1.2k (again in both cases overhealing included). In boss fights where we get almost no defeat responses our healing WITH overheals can drop as low as 400hps in the same gear and using WoC on cooldown. What I want is for captains to be competitive with other classes, not vastly inferior versions of them. Considering that minstrels can keep up 5 anthems and pull as much as 3 times out healing at the same time, it's pretty clear that our healing output needs some love. In some cases their buffs are quite simply better than ours, which is fine, but we need to be given extra healing to compensate.
Last edited by TheBigMenace; Mar 01 2012 at 02:35 AM.
Name 3 things about your class you feel could be improved.
1 I think champs are pretty well good right now. I enjoy the class greatly. IMHO, major changes are not needed.
2 Horn skills. This is a unique champion class feature and there is ONE skill (and one crafted item). Expanding these more would be great. More options or skills would enchance the class.
3 More on defeat skills. The captain uses these quite a bit, but it feels at home on the champ. Improve the options for doing what a champ does best...killing things!
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 -- other skills do better here, even when traited for it. If this is a finishing move, it should be more potent.
2 Legendary skill: Fight On! I think this is the only champ skill I have never traited and used.
3 Ardour stance -- although my playstyle doesn't really utilize it often. Fervour is superior in most situations. Making ardour useful would be desirable.
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 Horn skill: AOE knockback. The session play in moria where the dwarf champion has an AOE knockback horn skill is legendary. A new AOE knockback horn skill would be awesome! It need not have a short cooldown, but something akin to that dwarf in the session play would be great!
2 Bloodlust: a buff/debuff that increases both outgoing damage AND incoming damage for a limited time. Inspiration: the You Drink skill that a Dourhand Kegmaster has. Could complement Blood Rage and Continuous Blood Rage.
3 A trait that gives a champ using a two-handed weapon to block (similar to the Captain). This could be restricted to the tanking line, but would give some additional help to leveling and could be useful especially in solo play. Shields are NOT necessary.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Horn of Valor skill with an AOE knockback.
Last edited by twittfounder; Mar 01 2012 at 03:19 AM.
Name 3 things about your class you feel could be improved.
1
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
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 So many reasons to add a RUNNING skill
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?
Name 3 things about your class you feel could be improved.
1 I wish to use some skills with no induction-without traits also some of them-(blinding flash,bane flare,) and while moving(blinding flash,bane flare,herb-lore,storm-lore) you can do them fast skill
2 Inner Flame self heal amount should be more and less channeled duration
3 Deep lore trait can be passive skill
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 I think traits are very important for us and our role in fellow and playing style they seems good but for a support class to be more effective support or cc there should be less important traits for them
2 we have a lot of skill that we can not use while moving that hurts in PvMP.I do not say make all skills fast skill but one good dps skill could be fast skill for example burning embers with longer cd
3 Wisdom of the Council is our precious,should i tell why?
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 for solo i do not say no if pets can do %20 more damage.I say this because I must be capable of beating mobs a bit faster with just supporting pet
2 for group sound looks ridiculous right now i found this idea with traited improved flankin air lore target and the closest player could share the same heals it is simple with one flank at least 3 persons get heals
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?
We are precious there is no another class what we can do.no compliments
Name 3 things about your class you feel could be improved.
1 Mischief-Maker trait line
2 Debuffing role
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 A Small Snag, no reason to ever trait 5 into MM line and when I get into my chain I'd rather use FA, FB, ET or LS.
2 Knives Out, doesn't help #### anymore unless I'm 1v1'ing a melee class in EM. ToO is primarily ranged/tactical damage, PvE I never use it cause I can go without and in EM all ranged/tactical classes go right through it.
3 Man- Heal, not a class skill, but this hasn't been rescaled since lvl 50 and it's like taking a pot now just at the cost of 1500! power.
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 No more skills plz, my bars are full, maybe make improved versions of skills, such as Improved Knives Out: on any damage, in stead of on melee damage.
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?
Mischie-Maker still needs love.
Name 3 things about your class you feel could be improved.
1 Our Horn: only one skill related to it, even with a legendary trait attached
2 when tanking, drawing aggro in a wider range
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 I would like to see the horn of gondor trait adding AoE aggro to the champ when in glory. Boromir managed to draw the attention to himself that way (apart from calling for help ), so trumpung the horn also should draw the attention of mobs in a wider area
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Name 3 things about your class you feel could be improved.
1 Single target DPS - We are outdone by hunters and RKs (Understandably), but more recently a lot of groups are preferring burglars to champs, as they put out a very good amount of DPS, plus the debuffs actually increase the rest of the groups DPS and the cc can be beneficial. IMO a burglar should not out DPS a champ, they are a support class not DPS.
2 Legendary Traits - Poor selection on a champ, nothing legendary about any of them.
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 As above, Legendary skills just seem very underpowered. We have 2 hard hitting melee skills, CBR which has been nerfed out of existance, a stance which is useful but imo should increase the damage by more than it does to really stand out as legendary, Invincible for tanking which is underpowered, and a DPS increase skill that can only be used under a certain morale point (which doesnt happen if in a group with good healers), robs us of our power etc.
2 Seeking Blade - Cooldown too long IMO
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 AOE Taunt - When tanking we are at a serious disavantage compared to guards and wardens due to a lack of AOE threat, unless we are allready being hit by a mob. If that mob is pulled from us, or the group dps a group too soon, it is near impossible for us to get the agro back
2 Maybe some kind of positional damage, but in front of the mob, not behind like the burglar. The Champ is described as a class that is always in the face of the enemy, ignores pain at the expense of dealing damage. I think a frontal positional damage buff would suit the class perfectly, it would also help us in a tanking situation generate more agro.
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?
Name 3 things about your class you feel could be improved.
1. Improve the heals to somewhere they belong, compared to the morale pools of our fellowship members. This is the main healer, remember?
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. Take away some damage. A well equiped minstrel at endlevel should be able to heal a lot more, and not to out-dps Hunters without good traits and equip. Honestly.
2. Give us back the wonderful, out-of-combat buffs we loved so much. I need something to do before the combat starts
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. I think we have what we need, the heals just need some improvement. Please let me wear my shield on the back when not in combat.
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 first, please.
To be the Chosen One - Really sound like loads of fun. - But in the end you'll just be someone's lunch.
Name 3 things about your class you feel could be improved:
1. A clear cut primary and secondary role finally discussed, defined and decided on for the hunter in group, raid, ettenmoors
and solo play
2. The implementation of this finally defined and decided role(s) of the hunter and the guts to carry it through and defend the
decision/s made, along with adjusting the whole skill set of the hunter accordingly
3. A developer, who -
a) understands (has actively played a high to top level hunter in raids, ettenmoors, small groups and solo),
b) interacts (enjoys to frequently interact, like on a week to week basis and not just occasionally every other month,
when he feels like having to throw a bone into the cage and lock it quickly again in fear of getting mauled),
c) openly discusses (create and foster an open & communicative atmosphere in the hunter forum),
hunter issues with the hunter community, as well as explains, why he will follow a certain path and not another more popular
one (more popular with the hunter community). He/She would also be requested to accept criticism and revisit made
decisions if data and arguments proof him/her wrong
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.
The answer very much depends on decisions taken under the above heading. I’d be happy to contribute, if it is clear, which direction we as hunters will go in not just this coming update, but also in the next 3-5 years
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).
The answer very much depends on decisions taken under the above heading. I’d be happy to contribute, if it is clear, which direction we as hunters will go in not just this coming update, but also in the next 3-5 years
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 developer, who -
a) understands (has actively played a high to top level hunter in raids, ettenmoors, small groups and solo),
b) interacts (enjoys to frequently interact, like on a week to week basis and not just occasionally every other month,
when he feels like having to throw a bone into the cage and lock it quickly again in fear of getting mauled),
c) openly discusses (create and foster an open & communicative atmosphere in the hunter forum),
hunter issues with the hunter community, as well as explains, why he will follow a certain path and not another more popular
one (more popular with the hunter community). He/She would also be requested to accept criticism and revisit made
decisions if data and arguments proof him/her wrong
Last edited by Mithernil; Mar 02 2012 at 07:40 AM.
Old hunter proverb: "...there is always hope, even if it's just a fool's hope......"
Name 3 things about your class you feel could be improved.
1 Remove/Lower the power-penalties for Overpower. Singletarget-DPS is our secondary role and there is no need to have such huge penalties on it anymore (since Isengard we are WAY below Champ/Burg/Hunter/RK Damage anyway).
2 Rework/improve some classtraits so it is actually worthwhile to slot them (Reactive Block, Parried/Deflected Blows, Final Straw, Heat of Battle...)
3 Remove the -2% Evade Chance on Heavy Shields and add some click-effects to endgame shields (like lvl 50 Ettenmoor's Stonehelm-Shield with the -100% inc. Common Dmg but rooted in place). We are the only class that can use them anyway, so show some love for the Guardian's most importat Tool!
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 Guardian's Parry: Quite useless the way it is now. Could be replaced with a selfbuff (like Champion's Controlled Burn) instead of a individual stance. - Maybe something against incoming Tactical Damage?
2 Heart of Fire: 600 Crit-Defense is nice, but it somehow lacks the 'Wow-That-Is-Awesome!'-Feeling you would expect from a Legendary Trait. Maybe add a Morale-Bubble to 'Take to Heart' or some other selfbuff?
3 Catch a Breath: The heal is rediculously low and the power restore requires a precious classtrait. Please buff 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 'Quickness' Trait (from 'The Keen Blade'): 'Force Opening', 'To The King' and 'Brutal Assault' become 'fast' Skills.
2 Some emergency skill to buff Guardian's avoidances to Tactial Attacks. (Shared Cooldown with 'Pledge'?)
3 Improved 'Salt the Wound' (used after Thrust)
while in Block-Stance: Small Bleed + miss chance for your opponent
while in Threat-Stance: Small Bleed + treat-over-time component
while in Overpower: Strong Bleed + small Snare
All of these could be affected by the Bleed Pulses and Bleed/Effect Multiplier legacies on our weapons, making them somewhat useful for tanking.
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 Overpower experience! We rock at our main role already, now its time to buff our secondary!
Name 3 things about your class you feel could be improved.
1. Threat in Glory
2. Control Burn
3. Ardour
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. Control Burn. If I was a buff to a current stance I'll use Continuous Blood Rage.
2. Fight On. does anyone use this? (could be useful I suppose but I never use it let alone trait it.)
3. Ardour. Still feel I can do just as much damage with AOE skill while in Fervour. Plus Crowd control is still far more preferred in raids than slaughter.
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 threat in Glory. Maybe a group wide Raising Ire. Find it hard to hold aggro from the high DPSers than the tanks.
2. I've always thought it would be cool to have a group bubble/heal based on the amount of damage done over a certain time span. Useful for those last crucial seconds on raid bosses where the group has to pop last stand/do not fall/call to greatness.
3. Better traits for the Ardour line that compete with the red/blue status quo.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
While I don't see any of these being critical I've always thought (even before update 5) that the group bubble would be an awesome skill that would give the champ something to contribute to the group substantially.
Class: Reaver Name 3 things about your class you feel could be improved.
1: Survivability/Better immune system
2: Damage
3: The Ability to lock down your target/traits
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: Severing strike, it says it is a high damage attack, it first of all hits really little on a freep and it has a big cooldown. I don't use it.
2: Sudden strikes, I don't use it on freeps anymore but do use it in pve, to little damage.
3: Agaisnt all odds (trait/skill) I think this is a good trait but it has a 15minute cooldown on it, that is far to long.
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: Something that would help me lock down my target.
2: Scale damage up to match new higher freep mitigation totals.
3: A way for the reaver to protect their healing allies.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Scale damage up to match new higher freep mitigation totals.