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  1. #241
    Member Online status: ElaElaEla is offline Reputation: ElaElaEla the Neutral
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    Re: Official Class Update and Feedback

    As a German ministrel I wanted the most that translations of tooltips, traits, skills and all the other stuff were finally fixed. Many actual translations were not updated since pre-Isengard.
    It would be great if someone cares for German community, reads our posts and answers our tickets.

    --> Correct translations and tooltips for every ministrel in middle-earth! <--

  2. #242
    Senior Member Online status: Hobbit-at-heart is offline Reputation: Hobbit-at-heart the Neutral
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    Re: Official Class Update and Feedback

    I did both of mine in one post... I'm hoping thats allowed

    --

    Class #1:
    Burglar

    Name 3 things about your class you feel could be improved.
    1. Mischief Maker Traitline: the only desirable line anymore is Quiet Knife, and want our secondary role to have actual sellable potential, both for soloing and for groups. But 3 traits for mezzing that could (read: should) so very easily be 2 to makes the line VERY lackluster. The in-line bonuses have improved, granted, but are still sub-par to QK. Skills associated with the line could also use some looking at, such as Confound (see below) and Quite a Snag (also see below)
    2. Power regen: the ICPR on sets helps, but still cannot sustain a normal dmg rotation. And making Mischievous Delight more (much more) reliable would be a great idea.
    3. Initial Legendary Traits: Flashing Blades requires using addle to use in a normal rotation... making it an equal trade off with Exposed Throat, FB = higher dmg, ET = chance FM, both having the same execution time seems only fair. Stick and Move is simply lackluster and needs better selling points. And Sweep the Knee/Tanglefoot just doesn't do enough to make the trait legendary. Increasing the CD reduction to 1.5-2 minutes would make it more palatable.

    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: A 15s countdown on a 2 person mez with a 5 min CD that you have to be in a combat permanent stance to use makes it utterly unreliable. And I cannot imagine wanting to spend LI points to get the countdown to 5 seconds...by taking off the countdown and decreasing the CD to 2 or even 3 min, while still being mischief exclusive, it would make the skill have potential for use, as a panic mez.
    2. Burglar's Antidote: the 62 version should be available at 26, at the very least, and even then short range and induction make it virtually useless... making the 62 improvement on par with Hunter's seems very reasonable.
    3. Quite a Snag: Lucky/Gambler's Strike and (Improved) Feint Attack Both fall very well into their respective playstyles, and are improved enough when traited, imho (IFA especially). Currently, A Small Snag is not overly appealing but is fine as is. QaS however should realistically have just one slight but distinct improvement: when traited the skill should become two, so that the debuff and the root can both be utilized. Currently it feels like a bit of a waste.

    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. Turn some of the class consumables into skills. It's not fun at all to carry around hatchets, serrated knives, marbles, caltrops and stun dust. Stun Dust is useless with its CD, but changing Hatchets and Caltrops into skills with shorter CDs would be nice. I love their functionality, but bag space...
    2. See #1
    3. See #1

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    Manage to make Mischief Maker more mischievous and not so MEH...

    --

    Class #2: Guardian

    Name 3 things about your class you feel could be improved.
    1. ICPR: The stat unification has left Guardians looked down upon if they don't stack morale, vitality and might. This leaves literally not room for ICPR and fate.
    2. Overly high legacy costs: i.e. threat generation, shield damage, shield usage (especially this one!)
    3. Keen Blade: currently the DPS is low, and power costs are very, very high. EDIT: oh yeah, PLEASE oh please make hemorrhage 100% chance for bleed.

    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: Use OP/Defense for DPS, use Defense/Threat for Tanking. This leaves parry where? I can't figure it out.
    2. Thrill of Danger: The traited version should honestly be extended to the untraited, and that trait used somewhere more useful. A 5 min CD and starting an event seems only natural.
    3. Shield Swipe: Damage is too low, threat generation is only mediocre, and most of all: it should be able to be used WHILE disarmed!! Having Shield Blow & Swipe->Bash->Smash available is not overdoing it in any way.

    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 Threat Drop Skill, for when switching with a Warden tanking.
    2. Another heal, perhaps a melee skill a la take to heart, but low power cost, tied to parry line.
    3. A skill along the lines of what Protector soldiers have with their reactive threat.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    Keen Blade: DPS Issues, Power Costs and Hemorrhage
    Last edited by Hobbit-at-heart; Mar 01 2012 at 04:40 AM.
    LANDROVAL
    Bandiwise ~ Hobbit Burglar - - - Bandielle ~ Hobbit Guardian
    Bandilac ~ Hobbit Warden - - - Bandithil ~ Elf Rune-Keeper


    NIMRODEL
    Shroomble ~ Hobbit Minstrel - - - Trufflege ~ Hobbit Hunter

  3. #243
    Senior Member Online status: korig is offline Reputation: korig the Wary korig the Wary
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    Re: Official Class Update and Feedback

    Class: Warleader

    Name 3 things about your class you feel could be improved.
    1: Less power comsuption/tools to regen power
    2: Add skills to the Warleader, we keep wait for cooldowns
    3: Scale up our mitigations

    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 spent my time out of power even using DOF power pots all time. I read on dev diary power cost is reduced for creep, good step but we need more powerpool and/or Power regen skill. In 1v1 we can't use all our skills or we are out of power in seconds.
    2: 5 attack skills (with long CDs)... 2 heals (+ quitters and uruk heal but the CDs are 3/5mins).. We keep wait for Cooldown auto-attacking
    3: Warleader is supposed to be a Tanking class, but my mitigations at r9 are around 35%... Just like a minstrel or lore-master...

    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: Bash. The warleader use his shield to bash his opponent. Short cds, Stun target 3 sec on critical hit. (No common dmg plz...). With this skill maybe no more auto-attack to wait for CDs.
    2: Add a single target heal. Or scale up crack the whip (1.5k heal is ridiculous for a 4sec cd) Or remove his cd. A new skill would be more fun though (5 years with same two heals...)
    3: Creep-brother skill would be so AWESOME ! Make it adds defense buff in healing stance and dmg/critical or something like that in brawler stance.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Fix the Warleader Power-issue.

  4. #244
    Junior Member Online status: Txikiverson14 is offline Reputation: Txikiverson14 the Neutral
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    Re: Official Class Update and Feedback

    Class: Rune-Keeper

    Name 3 things about your class you feel could be improved.
    • Improve the healing role on raids instead of buffing power of minstrel, or just make easier the dps/heal change.
    • The survivability
    • The epic for the ages, it's induction it's much bigger that the amount of heal it applies, on my opinion the useless skill for healing job.

    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).
    • A self-bubble skill.
    • Steady hands: Not to be legendary traited.
    • The epic for the ages: Less induction please.

    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 Epic for the ages' induction. Over 2-3s should be pretty

  5. #245
    Junior Member Online status: 13randt is offline Reputation: 13randt the Neutral
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    Cool Re: Official Class Update and Feedback

    Class:Burglar


    Name 3 things about your class you feel could be improved.

    Make the roles more clear.

    - Mischiefmaker, more CC for the loss of DMG, I've not seen any MM traited Burglar since release of RoI or even MoM. Clearly it needs a push. Maybe add a fith bonus.
    - Gambler, the general oppinion, mine atleast, is that it lack of DMG and is no safe play. You rarely see anyone going for gambler line these days, considering QK gives so much more. I'd say make this line the "tank-line" with skills such as enrage and provoke to be the main focus. Lose some DMG here, tho it should add more then MM, and add more surviveability as well as threat management.
    - QK is nice, the same bonuses this line gives should be applied to the others aswell, of course not the same, but bonuses which are relevant to the certain 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.

    - Smal snag is useless, this needs some thought, I'd say remake the whole skill.
    - Confound has too long countdown even with legacy
    - Mischievous Delight with power restore was nice, but 20% chance??!, come on bro, make it 100.

    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).

    - Add no more skills, though improve and maybe remove some. As in the current Escape Clause, two skills in shape of one, do that to other skills aswell.
    - Make it more clear how much aggro provoke generates.
    - Too long casting time on aim & location is everything, make them instant, like many of our skills already are.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    Give the class 3 roles depending on which line you go for. Tank, CC, Single target DPS.

  6. #246
    Senior Member Online status: Jarnos is offline Reputation: Jarnos the Neophyte Jarnos the Neophyte Jarnos the Neophyte Jarnos the Neophyte Jarnos the Neophyte Jarnos the Neophyte
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    Re: Official Class Update and Feedback

    Class: Burglar

    Name 3 things about your class you feel could be improved.
    1: Mischief Stance, the reduces power cost is just not that relevant. Only good thing is reduces riddle CD,( which could be a trait)
    2: Power restore, maybe trait or legacy to improve Mischievious Delight power restore chance, or some other way to regain it.We seem to get -XX% on trick cost which simply doesnt cut it.
    3: Consumables, just too many of them to carry around.

    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, it's slow, and hard to work with in a group. Add the fact you need to be in mischief and it's a total loss. It's not even on my skill bar anymore
    2: Burglars Antidore: Just to slow to be effective in a group.
    3: Well Placed Strike, this skill is very good when you have the -85% induction bonus from Draigoch armour. Without it, almost useless. I will hate to "loose" this skill once I get new armour.

    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: Range attack to replace some of the consumables
    2: Solo: Improved/Rename Save Fall to also give a short speed buff.
    3: Group: improve Burglars Antidote, or give the class another way to help people. Maybe the ability to cloak a fellow player in combat ( like Hide in Plain Sight, but on others)

    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: Mischief Stance/1: Counfound ( those 2 are very closely related)
    Quiet Knive is just too obvious at the moment, even when content requires us to perform CC it's often easier to remain QK traited but switch stance for that fight.

  7. #247
    Member Online status: Phoss is offline Reputation: Phoss has disabled reputation
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    Re: Official Class Update and Feedback

    Class: Runekeeper

    Name 3 things about your class you feel could be improved.
    1 Spike Healing
    2 Burst and sustained DPS
    3 Survival skills

    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 Armor of X skills. Long cool down, weak effect. Allow it to give general 20-40% mitigation for 20-30 seconds, 3 min cool down.
    2 Flurry of Words is just a silly joke skill. Make it a ranged aoe daze skill.
    3 Melee auto attack DPS - Light armor, low morale, most skills are ranged??? This doesn't make sense; Remove melee auto attack and make it ranged or remove melee auto attack and buff dps skills.

    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 permanent debuff that improves all tactical criticals or damage and requires power for maintenance; This improves DPS for solo and groups. Survival skill so things die before they squash the RK.
    2 Change martial training trait to improve tactical mitigation by 5-10%, increase ranged autoattack damage and remove melee component. Weak to physical attacks, strong against tactical attacks.
    3 Master of Attunement (minstrels can heal and dps at same time better than a runekeeper) this would allow RK access to all skills regardless of attunement, but with self only heals. Sound familiar?...

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Improve overall DPS so that we are fully competitive with the top DPS classes (Hunters, Champions, Burglars)

  8. #248
    Senior Member Online status: jadacakai is offline Reputation: jadacakai the Neophyte jadacakai the Neophyte jadacakai the Neophyte jadacakai the Neophyte jadacakai the Neophyte jadacakai the Neophyte jadacakai the Neophyte
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    Re: Official Class Update and Feedback

    BlackArrow

    Damage increase on screaming shafts
    Damage increase on death blossom
    More traps


    Our melee skills are beyond a joke.


    More damage.
    Retired - Playing Neverwinter Beta

  9. #249
    Junior Member Online status: NightHunters is offline Reputation: NightHunters the Neutral
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    Re: Official Class Update and Feedback

    Class: HUNTER

    Name 3 things about your class you feel could be improved.
    1 – Survivability
    2 – More flexibility (Trait set lines its almost the same 5 red or 5 blue don’t make much difference )
    3 – Trapper of Foes - trait line full revision its useless

    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 art’s - long animation hi cost to a little and short benefit
    2 – Split Shot – 2,5 m range? To low maybe change this skill to a toggle skill like +5% power cost make all your quick shot split in 4m range max 3 target
    3 – Merciful Shot - Some trait to make this like merciful strike (champ) consume all my focus and like 5s cooldown. ( if you use the trait )

    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 overtime line to replace trapper of Foes ( very important in long fight in boss raids this improve the hunter flexibility )
    2 – Telperion’s Rage – Allow the hunter to combine the best elements of each combat stiles ( like way of the warden) Only one stance can be use at the same time (same in warden and champs )
    +20 % Bow damage (from strength)
    -5% Bow induction (from huntsman)
    + [Level x Constant] Critical rating (from new trapper of Foes)
    Expire out Combat
    [Level] Power Cost
    It’s a Critical response (allow to use when un score a critical)
    15-25 mins Cooldown
    3-Poison oil use. ( if I purge poison why not use poison )

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Survivability

  10. #250
    Senior Member Online status: Domine is offline Reputation: Domine the Neophyte Domine the Neophyte Domine the Neophyte Domine the Neophyte Domine the Neophyte Domine the Neophyte
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    Re: Official Class Update and Feedback

    Class: Minstrel

    Name 3 things about your class you feel could be improved.
    1 - Reverse Harmony and Melody - Harmony should be the base stance while Melody is one you shift into. It makes little sense to drop out of Warspeech straight into full healing mode instead of a hybrid stance. Of course the bonuses for Harmony would have to be reworked (maybe give minstrels a 10% overall damage increase and reduce Warspeech to 15% and give Melody a 15% boost to healing OR power reduction for heals - the Noble Cause cooldown reduction isn't really necessary with Anthem of Prowess)
    2 - The induction for entering Warspeech/Harmony (Melody if first change is implemented) should not be interrupted by movement.
    3 - Instruments should affect the damage type of all a minstrels ballads/coda/echoes of battle, using a base instrument to do simply light 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 - Anthem of the Third Age (Harmony) should alter the coda to apply Song of Aid effect when used. I've always viewed Harmony stance as a small fellowship stance, where you need to do a little DPS and heal/boost your allies. This would reflect that a bit more and even make it appealing for full fellowship.
    2 - Major Ballad should be a healing ballad in Harmony. If it's to be a fusion of DPS and healing there should be the extra option to heal a bit while building ballads instead of having to DPS.

    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 see nothing necessary to add in this regard.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    Making Harmony the default stance instead of Melody.

  11. #251
    Senior Member Online status: Gardhik is offline Reputation: Gardhik the Wary Gardhik the Wary Gardhik the Wary Gardhik the Wary Gardhik the Wary
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    Re: Official Class Update and Feedback

    Class: Guardian

    Name 3 things about your class you feel could be improved.
    1 Survivability in OverPowered Stance
    2 Aggro on one mob
    3 Miss / Crits

    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 one which enables calling a manufacturer to repare our stuff
    2 Parry stance : never used it (like someone says, could be useful to have parry when in DPS
    3 The range of our range shout. Hard to take a target before it reach the group (trolls in orthanc for example). So, a shout with 40 meters instead of 20 could be great

    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 Either in solo or in group play, if we are in OverPowered stance, we lack power. So, some power regeneration in this stance like what the champion have could be useful.

    2 Group : A shout to forced aggro ONE mob (40 meters range). Very useful in the begining of fights, and in the middle if there are one mobs who pops and go straight to the minstrel (a warg in orthanc for example, it happens)

    3 Solo : Crits are to low (maybe put some with the might value) and I always have seen a lots of miss (even in OverPowered Stance). I don't know how miss a target is calculated though, but it's very annoying to miss a lots when in a fight.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Because Guardian is a tank, I will say that the one which enables me to perform better (and save more people) is about the shout to forced aggro one mob within 40 meters.


    note : I'm french, so sorry if there are some mistake about the spelling of some of the skills.

  12. #252
    Junior Member Online status: FreebooterFox is offline Reputation: FreebooterFox the Neutral
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    Re: Official Class Update and Feedback

    Class: Hunter


    Name 3 things about your class you feel could be improved.

    1) Secondary role or single-target DPS, not both. I'm looking at you, Trapper of Foes trait line. I'd love the option to exchange my DPS role for crowd control (i.e. Support) but as of right now it's not worth it for the measly control ToF offers when fully traited. If I'm going to trait a full line I want to go big or go home. Let hunters choose one role or the other instead of compromising the two.

    2) More skills modified by stances would be great to see! I loved the implementation of this idea with the release of RoI and want to see this happening with more of our skills. The flexibility it provides in-combat not only makes fights more dynamic but the effects of these skills in the different stances makes them very practical.

    3) Combat Traps trait needs to include more than just the Set Trap skill. It feels like the Trapper of Foes line has a lot of potential but I've found this trait to be almost useless as-is. The only reason I would want this skill in the first place would be to utilize trip wires (for the chance to spring a fellowship conjunction) and/or to fully utilize all of my trap options in battle for full crowd control, since traiting yellow as a hunter means sacrificing serious damage output. At the very least please modify it to include the ability to use Set Snare in combat.


    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 in Strength stance. Despite others' opinions on the matter I actually really love Hunter's Art and use it all the time, but you should at least give us the option to use traits or a legendary legacy to boost the ranged damage buff from 5% to 10%, so as to total 20% extra ranged damage in Strength stance. As of right now the critical hits I'm getting in Precision stance are so great that it means I'm almost never using Strength stance and only switch to Endurance in long battles for the ICPR/threat management. I love what you've done with the stances but give Strength its strength back!

    2) Split Shot sounds great on paper but its induction time and use as a limited AoE makes it too bulky in practice, even when utilizing traits from The Huntsman line. With Precision Stance and no cooldown on Penetrating Shot I can kill a target and be nearly done wiping a second target in the time it takes to nick them both with one Split Shot. Maybe add an effect that changes with your active stance or make this a focus skill instead of an induction skill.

    3) Desperate Flight is just a little too desperate. Let me use it to save my fellows and not just myself!


    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 skill or method to quantify threat would be nice for group play. Maybe a toggle skill that gives you a warning when you're about to get your target's focus? As-is you can get a feel for how much aggro you're creating just through practice but you don't really know what the tipping point is until you've got the tank scrambling to get it back from you. I'm not asking to remove threat, and frankly I don't want any more methods to reduce threat (we've got plenty), just give us the tools to know what we're working with so that we can adjust our play appropriately.

    2) Ranged attack that interrupts inductions. It doesn't have to stun or daze, just interrupt. Other classes think I'm a lunatic when I run up to a mob to do use Dazing Blow or Blindside. It's not because they're ill-informed on hunters as a class, it's because it makes no sense for Ranged DPS to have to do such a thing in the first place.

    3) A skill that provides the opportunity to start a Fellowship Conjunction, which would be great in group play for obvious reasons. Perhaps add the option via the Trapper of Foes trait line. This combined with better crowd control in the yellow trait line would allow hunters to have a reliable secondary role in group play when burglars aren't available. I wouldn't expect a hunter's CC/CJ capabilities to be anywhere near on par with a burglar, just give us something so that we can help fill gaps on an as-needed basis.


    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    Secondary role or single-target DPS, not both. Solo hunters are in a great place right now after the RoI revamp, but our role in groups isn't as clear as it used to be. Make the Trapper of Foes trait line viable enough to allow us to serve as second string for another class in group play or give us the ability to blow other classes out of the water when it comes to single-target DPS. Getting turned down from a raid because there are tons of hunters competing for a spot is one thing. Seeing all hunters turned away because Champions do comparable DPS to a hunter but they have the added advantages of better AoEs and survivability is ridiculous. Champs are awesome but seeing "LFF DPS pst no hunters" pop up in chat on a daily basis tells me that hunters have been made redundant.

  13. #253
    Senior Member Online status: Fuin is offline Reputation: Fuin the Wary Fuin the Wary Fuin the Wary Fuin the Wary Fuin the Wary
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    Re: Official Class Update and Feedback

    Captain

    Name 3 things about your class you feel could be improved.


    1) Healing - balance and improve captain healing. Captain using ALL of his heals should have much better healing output than now. Now we have 2 strong vocal skills and weak melee ones when not Hands of Healing traited. Improve existing and add one more melee heal.
    2) DPS - red traited captain is still on the bottom in terms of dps, outshined even by a warden. Considering captain doesn't have a fixed role in groups he should be a viable dps, tank or healer when traited. Currently no one will treat captain as dps.
    3) Rework our LIs/traits so they define our chosen role better - currently we have many legacies and traits that should be just merged with proper skills. Like 10 extra might/agi, or legacies on so called buffsticks like tactics: on guard, tactics: relentless attack, motivating speech. In their place we need more tanking/dps options on emblems and more healing/tanking choices on weapons.

    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 - being high on aggro list on captain is good thing as after tank gets defeated it's us that should get boss aggro. So this skill is useless. Reworking this skill so it works like a champion rising(while tanking)/ebbing(while healing/dps) ire would be a nice improvement.
    2) Leader of Man capstone - being able to block with halberd(or in general 2h weapons) is nice, but not enough. A little buff to this like more crit defence, small b/p/e adjust, partial b/p/e, extra tactical mitigation would make this a much better option, than shield.
    3) Shield of the Dunedain - while it's a good and strong skill itself, not being an immediate skill and being limited to one target that must be in fellowship, makes this skill a rare choice for legendary slot. Make it a immediate skill so we can manage to cast it in time, freely targetable as it's a pain to see someone die when we have this skill ready, just cause he/she wasn't in my group.

    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 more preferably melee heal on quite long cooldown(30s-60s) while having Song Brother chosen. It should heal captain and his song brother. Captains lack burst heal that can heal tank after having unlucky crit and lack heal that helps themselves refill their morale after AoE or scripted attacks on random people like many bosses have(for example Dragnakh). Current self heals merely refill morale we lost from healing via Words of Courage so it's not enough.
    2) A self morale bubble like champion have or temporary crit immunity, like wardens will have. When tanking on captain I often get defeated by 2 unlucky crits in a row. Captain have quite low crit defence, lack huge morale pool guardian and warden have or bubble champ have. Captain need something that will allow a healer to catch up.
    3) Some sort of self buff while having Lead the Charge capstone, that would improve our dps meaningfully.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    Making a role captain picks in a group(healing,dps,tanking) a strong and solid choice, so we can fill the spot group is lacking. Currently captain still have hard time with being tank and dps and even healing on level people in the group expect. I know it's not one of suggestion above, but I find this a crucial matter for captain.

  14. #254
    Poster of Note Online status: BINKLEY1 is offline Reputation: BINKLEY1 the Wary BINKLEY1 the Wary BINKLEY1 the Wary BINKLEY1 the Wary
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    Re: Official Class Update and Feedback

    Class: Guardian

    Name 3 things about your class you feel could be improved.
    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. Shorten the default CD on Boot and/or improve the trait to eliminate the legacy. Borrowing a Champ from the blender to be on interrupted duty is a drag for the group. I trait to the hilt to get my Boot CD down to 5 seconds, but few Guards I inspect are as zealous.
    2. Parry stance is terrifically underused. I would merge it with Threat stance and increase the parry reactives for Threat. Essentially I treat Block as my "solo" stance, Overpower for DPS as intended, and Threat as my "grouping" stance. Given my AoE threat skills from block reactives and the skill chain for parry reactives ending with improved CJ chances, my use of stances is not clear cut. But it is clear that Parry stance presently is rarely used and would not be much missed.
    3. Improve the CJ odds for To the King. This was always a "nice to have" feature, but is very unreliable. The stacking chance from Fray the Edge is good, but at end-game Guardians would be more flexible if you could provide a consistent CJ.

    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. Provide a long CD, guaranteed CJ skill as an alternative to changing To the King. Again, this improves the flexibility of Guardians, helps distinguish them further from Wardens for tanking, and increases the number of useful small group combinations.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    Shortening CD on Boot. (More reliable CJs is a close second.)

  15. #255
    Junior Member Online status: Murdoche is offline Reputation: Murdoche the Neutral
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    Re: Official Class Update and Feedback

    Class: Warden

    Name 3 things about your class you feel could be improved.
    1 As everyone is saying, since i read the entire blessed thread, armor armor armor. Being a tank with med armor while cool, its delimited by the fact we get hit harder and take a heck of a lot more damage than a true 'tank' like a guardian. All those skills for help on buffing armor, useless since you can't have more than 3 of them on when their limit is something like 15 seconds at the most. I'd like to see a bit more oomph with armor in some ways or specialized warden armor that's somewhere above med but below heavy. I mean for gods sake, you already have shields just like that, why no follow through?
    2 Thinking about what i would like to see improved, dark before dawn is a skill that can only be used when a player is down 50% health and all's it does is rev up their power which is useless at that point and no one uses it because if they are at half life, its about to be no life. Make that gambit skill usable at any times with a cool down of anywheres between 2 to 5 minutes. If you do 10 its pretty useless in any instance fights and wont be used then either.
    3 Threat, even traiting for threat a hunter can take the threat even if all the threat skills are spamed. There needs to be more for all the threat skills. Not a mild increase of threat but a major one. The wardens were created to be a tanking class in medium armor yet all's i see is a off tank an useless member of a fellowship, one that's just there to throw out the meager 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 Defiant Challenge has 2 faults, 1 is the animation, ya lets do the chicken dance, and 2 it really doesn't give much of a threat up. Specially with level 75 mobs.
    2 Never Surrender - pretty useful if you think you might die but its something that you might have to intrupt the flow of gambits just to get that in when your hp gets too low. And even then, sometimes it just doesn't work and you get killed. Perhaps give usage of the skill a cool down but make it like a stance, toggle on till the requirements are met to have it pop.
    3 Careful Step - I dont see a need for that skill at all. I rather wait for ambush to go off than use that first. I don't know who else would use it but i dont see a real need for it at all. Its length of time is so short its useless and it only has one purpose, to make ambush go off instantly. Ya, real good useful skill(not)

    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 am really still new to the game so what 3 skills do i want to see added? No clue. I rather see some of the skills already there amp'd up for supporting someone that uses a warden. Warden does not need more gambits nor extra skills that dont include buffs like a guardian or cappy have.
    2 See above
    3 See above

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Armor. Armor is the most important. I can live with skills being as they are but i'd like to see the warden at least have something better than med armor. Might as well just have a hunter otherwise. I definitely like the idea of having warden only armor just as there are warden only shields. While they are not heavy shields, they get close to it. I'd like to see the armor be the same way in the future. You have one, why is the other being ignored?

  16. #256
    Junior Member Online status: lomadan is offline Reputation: lomadan the Neutral
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    Re: Official Class Update and Feedback

    Class: Captain
    Name 3 things about your class you feel could be improved.
    1. The Lead the charge traitline should be more effective on the DPS output of the captain, currently 1 of the classes with the worst DPS
    2. The captain needs more power or even better more power regen
    3. Needs to be more viable as tank and maybe get more targets on the traited threatening shout

    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, If this skill would dissapear I wouldn't even notice, needs to either be replaced or Imroved
    2. Defensive strike traited or not should give a very small morale bubble to the captain in addition to armour buff, 200-300 morale is more than enough
    3. IDOME buff is getting more insignificant, Increase either its stat values or add armour/mitigation/dmg bonusses to it, anything will work.

    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 corruption removal and maybe remove that already existing one from BoE, it is a skill essential to our rotation and sometimes we are barred from using it due to the fact that we should not remove corruptions.
    2. A bit of aoe usefull both in solo and tanking in group play.
    3. A new melee healing skill due to the current ones being a bit underpowered

    Note plz also change the Strength of will legacy to be effective on all -brother versions of the skill

  17. #257
    Member Online status: Thranthir is offline Reputation: Thranthir the Neutral
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    Re: Official Class Update and Feedback

    Class:
    Guardian

    Name 3 things about your class you feel could be improved.
    • Promoting defensive play during PvMP is something I'm hoping to see for a long time.. I'm not an Overpower Guardian as I think the name of the class just doesn't mean I'm able to burn down a foe.. but at this moment I just pull the NPC's away and sometimes throw a shieldwall on targets that are low on morale.. but it would be awsome to be able to use my Threat skills in PvMP as well.. maybe the Challenge could place a short defensive buff on all fellowship members except for the Guardian.. and the Litany of defiance could place a short fear debuff on Monsterplayers..
    • Stances, combine Guardian's Parry with either Overpower or Guardian's defence and lose the legendary requirement for Threat stance or increase it's potential to make it really legendary.
    • Threat management, getting attention of targets isn't not a big problem but losing it to a 2nd tank class is in groups sometimes to slow, single target challenge with a long range (and maybe a separate CD to the current Challenge) to be able to quickly draw a stray enemy back.

    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.
    • Stance: Guardian's Parry. It is truly little value to my class ever since Overpower came in the game.. the only time I had the stance active was when I by accident clicked it..
    • Smash. It's nice to have a 2nd stun/interrupt skill but for a legendary shield stun I'd expect more then just the odd high critical hit.. maybe an AoE stun of 3 targets or a defensive buff applying on the Guardian after a (critical) hit.
    • Catch a Breath. It's a nice skill to have, especially with the legendary legacy to decrease the cooldown and increase of the morale heal but with the increase of the Guardian's maximum morale the +500 morale you get from the heal is not keeping up.. Also the power cost are to high in my opinion.. When traited to gain power as well it should be better to not gain power but not cost power as the gain is hardly noticeable..

    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).
    • Single target challenge. As explained above it's is nice to have a forced aggro skill for a stray target that get's pulled on one of the the healers or squishy dps classes..
    • Threat drop. With the current raid mechanics it's sometimes needed to swap aggro between 2 tanking classes, when these are 2 Guardians it's not a real problem but when one of them is a Warden or tanking Champion it's really hard to lose aggro within a few seconds..
    • Improved Shieldwall. This should be an improvement rather than a new skill.. make ShieldWall usable while moving.. a description of the improvement can be something like "An experienced Guardian is able to use it's shield to defend the weak even in movement."

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    If I had to choose I'd be the most happy with promoting defensive play during PvMP.. As all the other changes are just slight improvements of a really good PvE class but the ability to play my class as it was originally intended to be played in a PvP environment would be awsome..


    Cheers for this option to give some feedback about class changes!

    Greets Thranthir
    Leader of The Guardians of Middle Earth
    Recruitment is active

  18. #258
    Grand Member Online status: Zombielord is offline Reputation: Zombielord the Undefeated Zombielord the Undefeated Zombielord the Undefeated Zombielord the Undefeated Zombielord the Undefeated Zombielord the Undefeated Zombielord the Undefeated Zombielord the Undefeated Zombielord the Undefeated Zombielord the Undefeated Zombielord the Undefeated
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    Re: Official Class Update and Feedback

    Class:Runekeeper


    Name 3 things about your class you feel could be improved.

    1) Healing in general
    2) Debuffs on any of the 'Chill of Winter' skills
    3) More survivability

    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 of the Ages: Induction time way too long to be useful
    2) Again: Any of the 'Chill of Winter' skills, but if I had to pick one I would say 'Writ of Cold', since I would love to see it have a bigger effect when used on a Fire Rk.
    3) Flurry of Words: The damage output and debuff are so low that I thought the skill was bugged when I first aquired 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) 'Rousing Words' channeling can no longer be knocked back when 'Our Fates Entwined' is up - It's our only fellowship heal without a 5/10 min cooldown, so yeah: it could use some love.
    2) Do not Fall to Storm/Winter/Flame are merged into one skill - On any Fire/Frost or Lightning damage the target receives the tactial migitation bonus and can resist a large amount of the damage dealt.
    3) A fellowship wide power return skill would be handy: 'Self motivation' could be turned into a fellowship wide skill, but I'ed rather fancy a skill that boosts icpr for a brief periode and returns power once it expires.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    Improve the healing pls :P
    Last edited by Zombielord; Mar 01 2012 at 07:06 AM.

  19. #259
    Century Member Online status: Aeggil is offline Reputation: Aeggil the Wary Aeggil the Wary
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    Re: Official Class Update and Feedback

    Class: Lore-Master

    Name 3 things about your class you feel could be improved.
    1 Better power-drain/management skills, since RoI certain classes have gone downhill in their power management, we need help keeping up with that.
    2 Pets, generally feel under-powered and could use some updating.
    3 Survivability, we are light armour and expected to be squishy, but I feel perhaps we're a little too squishy right now

    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, I don't think I've used this since GB at low-level lol, it doesn't seem to have much use as Blinding Flash now works on all.
    2 Air-lore, hopeless unless using with improved flanking traited, pitiful amount of reflecting damage.
    3 Knowledge of Cures, no way to make fellowship wide anymore, long animation and long CD. With how quickly certain wounds/diseases need removing in raids, etc nowadays our kin just pot it becauase I can't guarantee to target the player and then press the skill in time.

    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 Fellowship (or raid) wide anti stun would be a huge help and would free up time to contribute more
    2 Similarly for share the power, a fellowship (or raid) wide power share or power over time.
    3 Another survival skill would be welcome, perhaps some kind of short-term bubble.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    As a raider, I think I would most like improved power management skills so that less time is spent drawing/sharing power and more time contributing to the fight in other ways.

  20. #260
    Junior Member Online status: Lointje is offline Reputation: Lointje the Neutral
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    Re: Official Class Update and Feedback

    Class: Guardian

    Name 3 things about your class you feel could be improved.
    1. Damage (sword + board) and probably in OP as well (I don't play OP often). Increase the critical damage on all skills. Also increase the base damage a bit.
    2. Self-healing. Catch a breath needs to improve. Right now it's used as power restore, more than healing. Also lower the power cost of it. Warrior's fortitude could use a boost as well. And add a ICMR skill or so.
    3. Another ranged aggro skill. Right now we only have fray the edge. Hunters like to go mental as soon as the group is pulled. By the time they are close, you already lost the aggro.

    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 - absolutely useless. Nowhere used anymore, not to mention the incredible high repair cost and no ability to sell. Make it a sell-vendor that can be summoned anywhere (out of combat once every 30 minutes), or replace it with a total different skill.
    2 Ignore the pain. While this is a good skill, 5 minute cooldown makes it useless in a game where guardians get a wound in instances every 3 seconds. Make the cooldown 1 minute, and instead remove one of each type. (fear, wound, disease, poison). With a legacy to bring it down by 30.
    3. Shield-wall. While this is a handy skill, the range makes it useless. Make it a temporary skill where you protect someone for 10-15 seconds, then it goes off automatically. Increase the range to 15m initially and after that it shouldn't matter how far you are.

    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 Ranged aggro skill (see above)
    2 A skill that boosts your in combat morale regen by a lot for 30 seconds. This compensates for the self healing a warden has and gives a nice boost at the start to build up aggro, yet helping the healer so he doesn't have to generate as much healing aggro at the start.
    3 Statue /Wall-skill - Boosting your defense but disabling your movement. Lasts for 15seconds. Improving tactics across group (ranged has to be more careful) while boosting the defense ability against big bosses.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Upping the self heals.
    I came, I saw, I aggro'd

  21. #261
    Senior Member Online status: The_Legacy is offline Reputation: The_Legacy the Wary The_Legacy the Wary The_Legacy the Wary The_Legacy the Wary
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    Re: Official Class Update and Feedback

    Class: Lore-Master

    Name 3 things about your class you feel could be improved.
    1: More variables to CC, at the time we have 2 Dazes 3 with right gear, 2 Roots and alot of Stuns.
    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: Improve DPS from Friend of Feline Hunters. The idéa with an AoE pet is nice, but I don't feel that he helps me more than my Lynx, raven or lightball does so with more DPS then maby this pet could do the role and helping me AoE.
    2: Back from the brink, I hate that I am rooted for ever after I have done the induction still during the time my target isn't revived, i.e: Rez target right after induction and don't root the LM, sure longer induction as long as I can interrupt myself.
    3: I almost never use Knowledge of the Lore-master, make it Debuff in combat and no Tactical info in combat. Well 1m Duration and then what? Well, it does not give me that much feeling that does any difference if I do it on one trash mob or the boss before battle starts + Bosses are mostly green until battle starts then I can't 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: (Group)Last strength; Sacrifice 70% Max Morale and restores 100% power, long cooldown. "Long battles can be exhausting even for the LM, draining power can take time and can be interupted, if the group or raid needs power and all means of getting it is used there is still a hope to get back up on you feet."


    2: (Solo and group)Friend of The Wild (Dog, Wolf); CCpet with holds, Cripple and sprint. "Maby best for EM with the ability to sprint but also good in situations where you have a fleeing NPC that is going to activate a warning or something, having the Pet sprinting to it and hold it down with a bite before it's to late or just keeping one extra NPC's Rooted for the duration of the pet's life."


    3: (Group/Raid)Improved Sign of Power: Righteousness; Untraited 1m Duration and Traited 30s Duration AoE 15meter redius around target player. "Trying to maintain this one on a full group is not easy if you have other chores to do and being a lone LM in a raid makes this work a full time job atleast tanks and healers wan't SI, I know creeps will hate it so that's why I don't think the Duration should be longer than 30s without Legacies."


    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Back from the brink skill fix, I am actually happy with my LM and it works wonderfull but this skill being as it is annoyes me alot.

    Creep: [Weaver Morwei] [Defiler Grishlash]

    I live for music, music is my life * http://www.myspace.com/uzx *

  22. #262
    Junior Member Online status: Gwairen is offline Reputation: Gwairen the Neutral
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    Re: Official Class Update and Feedback

    Class: Guardian


    Name 3 things about your class you feel could be improved.
    1. ICPR in Overpower and overall. Through 5 or so years of gameplay starting from TSoA I’ve learned how to be more or less self-sufficient in terms of power management and rarely suffer from lack of power. However, in this I will side with other guards who have already posted their response. ICPR, especially in Overpower, where power is used up in mere moments and there are very limited and underpowered sources to replenish this without using the store power pots. This has to be improved or reworked altogether.
    2. DPS in Overpower. Though I understand that the main purpose of Guardians is tanking (and I side with that fully) I believe it won’t hurt to work on our DPS in OP. I’d say guards nowadays have the lowest DPS possible in game in the long run even with all OP legacies maxed out. It would be very nice to have that changed and see some improvement in DPS we deal in the corresponding stance.
    3. Survivability. This one is controversial and I understand that. Guards can endure much more than any other class and there are no doubts about it. A skilled guard can survive almost anything and solo almost anything (In sensible measure, naturally), however I started to notice that most classes recently received a boon in terms of healing or have some other ways to heal themselves very effectively. It occurs to me that guards were left out of this which in very sad. We have only skills that can help us survive a little longer and only two healing skills (one of which is almost useless nowadays, considering the average morale of an average guard in somewhere between 12k and 15k), plus a racial heal for humans which is as silly as take a breath nowadays, considering the amount of morale we have. Now, don’t take me wrong, every little bit helps and I appreciate that we even have healing skills, but I feel survivability can be improved nevertheless. We are meant to be the toughest to kill and protect everyone else, after all.

    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. Stances. I mean all of them. What I don’t understand (taking in consideration current mechanics, of course) is why do we need 4 different stances? If I were to decide, I would make two stances, - one for tanking and one for OP. Currently there are two obsolete (or almost) stances – parry stance that doesn’t come in handy any longer. Last time I used it was back in TSoA time. Second – block/threat stance. Now, most might disagree with me, and I respect that. That’s why I named them both. Both stances have bonuses to either parry or block or both as the threat stance. Were it up to me, I would combine block, parry and threat stance and make a hybrid out of those to save the space on the quick slot bars plus remove the unnecessary stances (Let’s say an ideal tanking stance would be current threat stance with percentage to block and parry and perhaps a little bonus to ICPR. I know… Dreams, sweet dreams). I’ve already mentioned OP stance above, so I won’t repeat myself again. Improved DPS and ICPR. Pretty please (Insert the “Puss in Boots” expression here).
    2. Heals. Again I have mentioned this above as well, but I have to stress this again. Guardian heals are way too underpowered and don’t give us an edge in a fight like to so many other classes (I am not going to discuss other classes here, just making a statement and stating an observation). To make our Warrior’s Fortitude a more or less viable skill (And I was REALLY grateful to the developers for the Draigoch set as it had and still has one of the best if not the best full set bonus so far, in my humble opinion) I have to carry two sets with them and swap those when there is a need for heals. Takes up space and time that can be used for better purposes. Again, as I have mentioned above with current guardians’ morale pools this is like a drop in the ocean (if we take base healing of 917 morale at lvl 75). Same and more so applies to “Take a Breath”. Don’t get the wrong end of the stick; I use it all the time, have all the legacies maxed on my second belt to make it as efficient as possible, but 500 morale is… mockery, to be honest. The power return is very nice though, even if it is also very small in the long run. Human racial heal. It’s a bit better, but an hour cooldown? Sadly, but it makes the skill almost unusable. Shame.
    3. Tinker. Well, simply put, - it’s useless nowadays. I’d remove that skill altogether and change it for something fun. An aoe forced emotion like some other classes have, perhaps?

    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. Threat dumping. Definitely a must, especially with recent raids and instances. We have to have the ability to either transfer of decrease our threat level during a fight when we need to cross tank a boss with someone. Actually it is very strange that such feature was not implemented from the beginning (Yes, I know the champions had it, but still…). From one hand side we’re able to level our threat with the most “hated” character with “Enrage” but not being able to transfer our threat to others in need be… Seems strange. As one of the guards said earlier – we are masters of threat, so naturally we should be able not only to increase it, but also swap, decrease, minimize it, etc. Seems like a logical assumption to me.
    2. Single mob challenge. I’d actually revamp the “Fray the Edge” skill and make it a single 100% irresistible (or at least with a very low chance) taunt skill for single targets, if it were up to me. This is something we really lack nowadays and it would appreciate to have from lower levels. I hate to see one sloppy mob going after a minstrel or a rune keeper just because he didn’t like his song\writ… Let the guard insult him so that he will lose his temper for good and all and tend to fighting the heavy armored guy (Again insert “Puss in Boots” expression here).
    3. Projectile protection. Shield the group or group member from arrows, bolts, you name it. We have large, heavy shields; we should be able to prevent the projectiles from even reaching the gentle bodies of our beloved minstrels, rune keepers, lore masters and occasional burglars and others. This could be made as an aura like the captain’s IDoME, for example, or something similar. Would be really 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?

    Definitely ICPR.

    P.S.: I know it’s a lot to ask for, but can we have shield cosmetics someday? Pretty please? It would be really great to be able to put on shields that correspond to your overall cosmetic style.

  23. #263
    Senior Member Online status: Anoir is offline Reputation: Anoir the Wary Anoir the Wary
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    Re: Official Class Update and Feedback

    Class: Runekeeper

    Name 3 things about your class you feel could be improved.
    1. Survivability.
    2. Re-working the lightning line for into same level of amount of burst damage as Champions and Hunters currently can perform.
    3. Adding an Finisher/Burst damage skill into the Fire-RK's Arsenal.
    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. Do not Fall to - X. This skill should be re-worked that way that once you get hit by the certain damage type (Example. You use Do not Fall to Fire and get hit by fire) you will absorb that hit and generate an 10-15sec purple morale bubble of certain % of your morale. Maybe 25% of your morale. New healing trait could make this into an group-wide bubble everytime the group gets hit with the certain damage type the Do not Fall to - X is protecting them from.

    2. Flurry of Words. This skill has been useless for past 2-3 years and should be changed. Either make this into an actyally strong damage-hot point where its casted or make it into an better debuff. Such as in, +20% incoming damage to all targets who are in this area of Flurry.

    3. Distracting Winds. Small update but once using this skill you will also cure all debuffs and CC effects on you (Slow, Stun,Root,Daze,Knockdown,) and become immune to all CC effects for next 15seconds. RKs are a kiting class in the Moors and this would certainly help with that kiting. The Slow effect that is there currently remains.

    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 self-bubble. Similar to what Minstrels and Champs have. We are def. the most squishiest class in the game, minstrels should be on pair with us with squishiness but they are way way above us. So, add an self-bubble onto the RK's arsenal, 15sec duration, maybe 15% of their max morale, 1min cooldown. When bubble is broken it restores 5% of the RKs max morale. If the bubble inst broken by the end of the duration the cooldown will reset. In groups this will help the healers keep the RKs more alive and maybe there will be a chance that when the next big boss AOE's on us we dont get oneshotted if we actyally focus and have this bubble on. In Solo play this will help with killing the stronger encounter in this game that hit hard and usually cant be kited.

    2. A new burst damage skill onto the Fire-RKs arsenal. As U6 the Fire-RKs will lose all theyr burst damage it seems, and some fights just have the need of burst damage in certain parts. This will make us worse DPS then the other DPS classes, DoTs are very very cool but we will need that little bit of burst damage. So, an new RK Fire-line Burst damage skill, maybe sorta-an finisher to theyr rotation. 30secs cooldown, this skill wont unlock to be able to use unless you have the T5 Enflamed Runes buff on you. Once used, it will reset the Enflamed Runes buff to T0. Also if the target has Mystifying Flame debuff on them it will increase the damage by this skill for +25%. If the target has an T3 Writh of Fire on them it will increase the critical chance by +25%. In group play this will add the much much needed burst damage in certain encounters for the RK's arsenal. In solo play it will add some chance for killing the things first that are trying to kill you.

    3. An new Uninterruptable Channeled Healing skill for Healing-RKs. Make it like the Smouldering Wrath for Fire-RKs but instead of damaging it will heal the target. Useful in groups when you get bored for just spamming the typical mending verse,mending verse, mending verse.. over and over. This might bring more interestest into the RK healing.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Adding some survivablity to the RK while increasing the DPS to the level of other DPS classes.
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  24. #264
    Junior Member Online status: Domainman is offline Reputation: Domainman the Neutral
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    Re: Official Class Update and Feedback

    Class: Guardian

    Name 3 things about your class you feel could be improved.
    1. Better attention pulling (all attacks should pull attention at a higher rate than other classes).
    2. Better resistance to stuns.
    3. An extra bow damage power

    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. Stamp should have a faster recharge time. It needs to be available more often.


    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 toggle to force one monster to only attack you.
    2. A stun resist toggle or always on power.
    3. A second bow attack

    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 draw more attention from more foes.

  25. #265
    Poster of Note Online status: moebius92 is offline Reputation: moebius92 the Neophyte moebius92 the Neophyte moebius92 the Neophyte moebius92 the Neophyte moebius92 the Neophyte moebius92 the Neophyte moebius92 the Neophyte moebius92 the Neophyte
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    Re: Official Class Update and Feedback

    Class: Lore-master

    Name 3 things about your class you feel could be improved.
    1 Pet interactivity - they're pretty fire and forget as it stands.
    2 Blue line - always felt a little weaker than the other two lines, possibly because it focuses on weaker LM aspects.
    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 Bane Flare - no undead at cap, seems like.
    2 Sign of the Wild: Protection - pets don't really get aggro, and if I'm worried about a pet surviving, I park it somewhere safe.
    3 Sign of Power: Vigilance - doesn't really seem to provide enough warning in PvE to avoid running into stealthed things.

    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 Finesse debuff - we pretty much debuff everything else. I'd expect it to be usable on one target at a time.
    2 Allow the fellowship form of AKoC to target a raid member and cure wounds/diseases on all members of that fellowship
    3 Some way to identify/make identifiable what skill an induction is for - allow groups with more limited interrupt abilities to decide if they want to spend an interrupt on a particular 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? Increased pet interactivity

  26. #266
    Member Online status: CrazyRock is offline Reputation: CrazyRock the Neutral
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    Thumbs up Re: Official Class Update and Feedback Guardian

    I apologize for my bad english.
    English is not my native language.



    Class: Guardian (Tendency bind enemys)

    Name 3 things about your class you feel could be improved.
    1. Guardians depend a lot on reactive events to creat threat. For Maincharacters or players, playing the game since a longer time, that is not a big problem, cause they have a equip that is good enough to have more than enough blocks and parrys to be able creating enough threat. But for characters, played beside, or new players this can be frustrating, cause usually they have not the equip to get enough blocks and parrys. Thereby they can get the feeling they are bad at binding enemys on themselves although it's not their fault.
      Therefore abilities, that are not based on reactive events, could help.
      Or one or several abilities, that trigger block- and/or parry-events, with a low Cooldown. I think, 30 seconds would be fair. So you could use it usually one time for every group of enemys.
    2. Currently the blue traits reduce incoming damage and the yellow traits improve the ability to create more threat. That is a little annoying. In addition there are still red traits, that are rather defensive ones. Here a revision could be advisable.
      In my opinion, 'Harasser' and 'Threatening Presence' of the yellow traits suffice to create enough threat for most battles. Not untill the number of enemys raises a lot, a third yellow trait makes sense, whereby you abandon the blue legendary trait.
      But when you miss the lecacy, that improve the number of enemys you can attack, this will not help you with problems with the threat. Hereunto I will write more in point 3.
      Finally I want to say, that the yellow traits are just limited sensible at this time cause there is no reason to use much of them. Legendary Items are more important for threat.
      A generally increased number of targets of abilities or decreased costs for the legacies would be fine. 3 targets are just too less.
    3. The general Cooldowns of abilities are, in my opinion, a little too high. Way too many times it happens as guardian that you used all abilities that create threat and you just can use automatic attacks or 'damage abilities'.
      Especially the crys, that are improved by the yellow traits, are often on the waitlist. This makes the 'Vexing Blow' and the 'Whirling Retaliation' to the most often uses abilities in battles against many enemys. Which brings me back to the relevance of the yellow traits. Cause of the high cooldowns you loose a lot of potential. In addition, approximately 10% of the attacks, no matter whether melee attacks or crys, miss the enemys.
      Thats why I asking for lower cooldowns and no misses of crys (do not talk about resist).
      Alternatively guardians could get a default attack without a cooldown like runekeepers ('Fiery Ridicule', 'Ceaseless Argument').


    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 animations of the shield attacks are partially too long. Mainly when you want to take part in a conjunction, that is annoying.
      Here I would asking for shorter animations or interrupts of the animations when taking part in a conjunction.
    2. Currently the 'Sweeping Cut' is nearly useless. It costs a lot and does not create much threat.
      Here more threat or lower powercosts would be nice.
    3. The course how the 'Sting' removes Corruptions should be revised. 10 seconds are just too long between attacking and removing the corruption. In addition, the enemy can still resist the removal.
      Here I would suggest to shorten the time till the corruption gets removed or you could stack the removing effects of 'Sting'.


    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 little more self-healing would be practical. Either direct self-healing or as a moral leech. Alternatively 'Catch a Breath' could scale again. It would perfect the class guardian.
      Rather useful for solo and small fellowships (3 man instances).
    2. Abilities with tendency to protect against stuns, roots, disarming and silence.
      Definitly group play cause it is often essentially to bind enemys fast to yourself and these effects can harm a lot.
    3. Maybe something in direction of supporting like the warden will get. But thats the least wish. Maybe more for the red traits. But perhaps then guardians could become attractive as damage dealers in groups and would not feel like the fifth wheel.
      Only in group 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?

    Most important suggestion is a lesser dependency on reactive events to create threat.
    So my first suggestion.
    Last edited by CrazyRock; Mar 01 2012 at 08:24 AM.

  27. #267
    Junior Member Online status: Pokeytolman is offline Reputation: Pokeytolman the Neutral
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    Re: Official Class Update and Feedback

    Class: Burglar

    Name 3 things about your class you feel could be improved.
    1gambler stance dps
    2reliable cj's from something other than QK
    3Medium armour Mit

    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.
    1Mischeif line is dead it has no value what so ever
    2cc skills are very limited only one mezz on one target easily resisted
    3poison removal is underpowered only usuable on one target

    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 2- or 3 target riddle to help with adds in group
    2 change clever retort to 3 targets if traited for a 3 target debuff gamble in gambler stance would be a boon in both solo and groups
    3 increase healing from glee its pathetic

    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 gambler most burgs play qk in groups because we are now a dps class . gambler though is most enjoyable to me , it would allow me to play stance I love in groups without worry i am limiting my group.

  28. #268
    Junior Member Online status: Macdui is offline Reputation: Macdui the Neutral
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    Re: Official Class Update and Feedback

    Class: Guardian Tanking Only

    Name 3 things about your class you feel could be improved.
    1 Catch a Breath and other self heals scaled to our improved morale levels.
    2 Legacy cost of much required tanking legacies on last parse was a tad too high.
    3 Rather than activated on hit, have any threat generated by our Protected target transfer a portion to us. We can then select our main tank healer or loose cannon DPS class fellow as needed. Could also drop the CD before reuse to allow a more reactive use during combat. Perhap you could add different threat effects dependant on the recipient's class like Call to Greatness and Song of Aid for example. So on another tank keep the normal reactives generating but other classes get effects attuned to them.

    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 Just get the feeling that we are a bit slow hitting skills and waiting for then to go off.
    2 Give Hunters an Ebbing Ere, Provoke like skill so that they can regain their position without lengthy Endurance fighting or death.
    3 Pledge and our Dwarven racial use to be much more useful for "pear shaped" moments, we need them back.

    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 ranged single target forced taunt 2 min CD. Splitting up aggro between raiding tanks has become a problem.
    2 If the threat in a group setting has established aggro on tanks mobs spawned should to an extent copy threat tables of their comrades not all hit the first minstrel who's bolster lands. Alternatively have a Captain's banner that is so abhorent to newcomers that their first move is towards that giving us time to control the spawn.
    3 Our reactive to stun CJ starter would benifit from an added AE Stun on surrounding mobs together with the CJ on the target. Would be great if Signs of Power:Righteousness lapsing would reset the 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?

    Really keen that Protection should be developed further based on the recipient's class, perhaps giving us a extra skills ala captains shield brother to further use on the recipient, their target or their position on mobs threat lists.

    Mac

  29. #269
    Junior Member Online status: Havit is offline Reputation: Havit the Neutral
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    Re : Official Class Update and Feedback

    Class: Champion

    Name 3 things about your class you feel could be improved.
    1 Threat generation in Glory stance. Still difficult to maintain aggro in group play. Champions need to have an AOE taunt skill to tank groups of mobs efficiently, not just single target skills.
    2 ICPR. It's sort of manageable in Fervour stance, but difficult in Glory if the fight lasts for a while
    3 Controlled Burn. The old version was way better, now the CD is too long

    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 Fight On. Never used it, it could be made more attractive
    2 Exchange of blows. Damage dealt needs to be adjusted, 50 damage is ridiculous at lvl 75.
    3 Ardour. With Fervour for DPS and Glory for tanking, seems like Champions can do very well without ever having to use Ardour.

    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 threat generation/taunt when playing in groups. Maybe turn challenge into an AOE skill when in Glory and/or blue traited?
    2 Bring back Blocking rating in Glory stance! Without necessarily having to use a shield for that. Champions could have a rating lower than a guardian's or a warden's who use a shield, but still be able to block an attack with TH or DW weapons.
    3 Group buff, for instance triggered after a killing blow or using Horn of Gondor.

    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 generation in Glory stance. It's nice that Champions can be used as tanks in endgame instances, the bubbles and P/E ratings offer great survivability, but it you want Champions to tank groups of mobs, they need better threat generation skills, for instance AOE skills/taunts.

  30. #270
    Senior Member Online status: ShadowTH is offline Reputation: ShadowTH the Wary ShadowTH the Wary ShadowTH the Wary ShadowTH the Wary ShadowTH the Wary
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    Re: Official Class Update and Feedback

    Class:
    Champion

    Name 3 things about your class you feel could be improved.
    1Champs are still a touch under-powered as far as tanking goes. One idea would be to, in Glory, pull addition morale for might. Or maybe adding "weapon-block" like the captains have (had?).
    2Some of the Legendaries could use improvement replacement. the Cap legendaries are nice. CB is nice. but having our large attacks be legendary bound seem... unfair.
    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 Trait: Winds of the Storm. This trait is pretty much pointless to use. there are VERY few examples of a place where this would even be use-able, much less viable. It is rare that you have more than 8 mobs grouped up that can be AoE'd for any length of time.
    2 Merciful Strike: Still way underpowered for it's intended use. Relentless crits for far and away higher and the straight damage isn't worth the fervour cost.
    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).
    1I would enjoy some sort of fellowship buff (or even single target buff). The only thing we have now is True Heroics, which is more useful as a bubble than a power buff.
    2A single target "armour rend" like Rend has when traited. there are some instances that you can't AoE in, but the armour debuff would be a nice little bonus.
    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? Honestly? the champ is in such a good place right now that everything I said there was nit-picking and little tweeks. As far as AoE damage goes, Champ is still king. Single target is still right on track with hunter/rk. and Tanking is mostly viable for everything but the hardest content in the game. Cudos to Orion
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  31. #271
    Senior Member Online status: Zelxyb is offline Reputation: Zelxyb the Wary Zelxyb the Wary Zelxyb the Wary Zelxyb the Wary
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    Re: Official Class Update and Feedback

    Quote Originally Posted by Sapience View Post
    Class:
    Captain

    Quote Originally Posted by Sapience View Post
    Name 3 things about your class you feel could be improved.
    1. Heralds are ineffective in a raid due to level discrepancy (inherent miss chance due to level difference with boss) and restriction to common damage only
    2. Herald skills are ineffective (stun skill almost never stuns, threat skill never has an impact, archer skills are relevant only to situations that don't come up if the archer is hitting the same target you are, etc.)
    3. This jack-of-all-trades class has become dependent on trait lines and stances (brother type) to be effective at anything, making it lack versatility in switching roles suddenly (e.g. almost impossible to switch from off-healing to off-tanking without retraiting)

    Quote Originally Posted by Sapience View Post
    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-brother and related skills do not seem to boost healing in a meaningful way (especially the hands of healing self-application when solo healing). Instead, they seem to boost power regen.
    2. Devastating blow does not seem to have any benefit beyond opening up blade of elendil in situations where you don't want to do aoe.
    3. Summoning horn is inferior to mustering horns that anyone can use in terms of cost and cooldown.

    Quote Originally Posted by Sapience View Post
    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 some minimum amount of CC available without a death event and a specific trait. This is important against enemies that require CC to clear their effects (trolls that build up damage buffs, balls of light in orthanc fire+frost boss fight, etc.). It would also provide a brief respite when main healing so that a tank can rush over and pick up aggro if needed.

    Quote Originally Posted by Sapience View Post
    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 feel like the herald issues are the most egregious and have been generally ignored since the launch of the game.

  32. #272
    Junior Member Online status: yuning is offline Reputation: yuning the Neutral
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    Re: Official Class Update and Feedback

    Class: Captain

    Name 3 things about your class you feel could be improved.
    1. Strength of will legacy should provide a benefit to all X-brother skills, not just shield-brother.
    2. Aggro-control.
    3. Cool-down on Escape from Darkness should only last until out of combat. (If so, move cool-down reductions to cry of vengeance instead)

    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 - Low value. As it is captains are seldom involved in the flow of aggro. We're mostly ignored by mobs.
    2. Cry of Vengeance - Low value. Unable to select target if multiple fellows are down. Extremely easy-to-miss, because: Time limitation should be 20 seconds, not 6; Distance limitation should be removed or extended significantly. Cool-down is too long.
    3. Summoning Horn - Underpowered. Disposable horns are instantaneous, why not ours? Why use up a bag-slot when it could just be a skill? Why have a cool-down at all?

    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. "Redirect" - Replace fighting withdrawal with a skill that allows us to select a fellowship member that will receive the rest of the fellowship/raid's aggro. (Use case: Multiple mobs are attacking a squishy. Captain selects tank and uses "Redirect" skill. Mobs go beat on tank instead.) If ever a class was going to have this kind of 3rd-party control of aggro, it should be a captain. Ideally, targets for this skill should be able to toggle opt-in/opt-out beforehand to prevent abuse. If captain has no viable target selected when using this skill, one of the opted-in (and alive) fellowship members is randomly selected as the aggro-target.
    2. Improved Noble mark - When a shield-brother has been selected, make the threat-over-time apply to the shield-brother, instead of the captain. It should also decrease threat of others (captain too, if shield-brother is present) regardless of whether or not they attack it (ie - healers who are healing the marked mob's aggro-target).
    3. Big, instantaneous, fellowship-wide power-heal on a long (30 minute) cooldown.
    4. (Bonus idea!) In-combat summon of pet.
    5. (Bonus idea!) A new pet: healer.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    Aggro-control ("Redirect")
    Last edited by yuning; Mar 08 2012 at 05:22 PM.

  33. #273
    Senior Member Online status: GingerAj is offline Reputation: GingerAj the Neutral
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    Re: Official Class Update and Feedback

    Quote Originally Posted by jewahe View Post

    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.
    ^This and the fact that Sabre-Cat is AOE therefore breaks and messes our CC up ....he should make up for this in other ways ...maybe he offers us a passive ...something else to make the loss of CC worthwhile perhaps.

  34. #274
    Century Member Online status: GB-Esty is offline Reputation: GB-Esty the Wary GB-Esty the Wary GB-Esty the Wary GB-Esty the Wary
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    Re: Official Class Update and Feedback

    Class:
    Guardian
    Name 3 things about your class you feel could be improved.
    1 The Orion treatment - the class just feels a little stale so something to make our play style more dynamic would be great.
    2 Keen blade DPS/Power consumption.
    3 As PvMP is receiving more attention I'd like to see a role for us with sword and board instead of just 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 Legendaries. I'm sorry it's not one skill but I think all of them could do with a pass. None of them really live up to the name or alter our capabilities in any dramatic way.
    2 Shield wall. It's too short range, drains too much power and is just limited in it's utility.
    3 Warriors Heart hasn't scaled very well. I feel for the CD it would be better to change the skill to transfer a portion of incoming damage into heals for a short duration or even just improve the heal and make it a HoT - anything but a boring flat heal 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 A similar skill to the effect on the Stonewall PvMP shield which would absorb a particular damage type for a short duration.
    2 Short duration skill which absorbs all damage received by players in its area of effect. I'd mostly like this for PvMP so we can provide some utility in sword and board. Perhaps make it only effect range skills to help address the stalemate situations?
    3 Threat management. Some way to dump threat would be great.

    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 Orion treatment. The class just feels a little slow for me compared to the combat of other classes and especially newer MMOs. I don't have to think too much as my skill use is essentially determined by an RNG rolling against my block and parry percentages. Anything to liven this up a bit without fundamentally changing the class is what I'm after.

    On a side note could we have some heal on damage items at cap so we can experiment with builds other than max vit please?

  35. #275
    Member Online status: Finlasdir is offline Reputation: Finlasdir the Neutral
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    Re: Official Class Update and Feedback

    Class: Warden

    Name 3 things about your class you feel could be improved.
    1 finesse effect VS the warden
    2 Survivability regarding incoming damage and incoming criticals
    3 Fist line 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 Adriot Maneuver
    2 Fist gambits (apart from the aggro ones)
    3 a lot of other gambits ranging from WoS (10 second parry buff duration) to other even worthless

    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 Ability to partially ignore enemy finesse
    2 maybe a way to increase the duraction of our defensive buffs (maybe to the 1 min duration of SM)
    3 Threat copy skill/death aggro recovery

    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 partially ignore enemy finesse since it should improve our survivability and give us a role

  36. #276
    Senior Member Online status: Jerzol is offline Reputation: Jerzol the Neutral
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    Re: Official Class Update and Feedback

    Class: Warden

    Name 3 things about your class you feel could be improved.

    1. Medium armor mitigation and survivability to crits and devastates. Too high chance to die form a chain of devastates, especially because of low mitigation. The matter was issued many times, not much more to say.
    2. Problems at the very beginning of a tough fight. We have to chose what we focus on. If we work on threat, we can’t build self buffs or heal ourselves. So aggro is on us, but we may not survive it or give healers hard time (harder than guards). If we invest in buffing or healing, we will survive, but half of mobs will be on the group. Battle preparation might be useful, but something has to be done here. Before RoI the heals and leeches were better scaled, so it was easier to both generate aggro and build enough self healing.
    3. better bpe. The caps have to be higher or finesse somehow countered (for example by warden’s finesse). If warden has to have less mitigation than guard, apart from self healing he needs significantly stronger bpe, to counter it. Keep in mind that high mitigation>medium mitigation+self heals, because mitigation is passive and guard can do other things in the time window warden has to use only to self heal to counter lower mitigation

    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. line of offensive strike and boar’s rush – simply never use it, when have warden’s triumph and bleeds from mighty blow etc.
    2. spear of virtue line – no use of this line, when there are quicker ways to generate aggro
    3. two buffs (dance of war and wall of steel) – very useful but should last longer

    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 tactics giving also knockdown immunity and a bit longer duration
    2. heavy shield armor or make warden’s shields stronger even than heavy ones
    3. something to catch up aggro quickly after defeat

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    Mitigation and survivability.


    Warden(85), Minstrel(85), Rune-Keeper(85), Burglar(85), Captain(85), Hunter(85)

  37. #277
    Member Online status: Mirnir is offline Reputation: Mirnir the Neutral
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    Re: Official Class Update and Feedback

    Class: RuneKeeper (I play 5 classes at cap, but this is the one I am not really enjoying very much any more)

    Name 3 things about your class you feel could be improved.
    1 Survivability
    2 Healing
    3 Rez

    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, not really big enough to be all that useful on a target that is actually taking damage. Meanwhile your HoTs are going away...
    2 Interrupt + corruption removal on the same skill can be a nuisance, although I can't think of an alternative solution atm
    3 Mending Verse - I feel as though the removal of the large initial pulse on this skill has made healing, particularly in the early part of a fight (also if you need to swap targets in an aggro swap for example), an exercise in spamming one or two skills to try to catch up with incoming damage. This can take some time, and in some fights, doesn't really stop.
    I'm not necessarily saying it should go back to the way it was, but it is a bit boring and some variety would be nice, particularly at lower attunements. (Just a random thought: could attunement itself modify a skill like MV, altering the balance between initial heal and subsequent pulses - HoT gets stronger, initial pulse gets weaker at higher attunement? Maybe not a good idea, I don't know, just putting it out there :P )

    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 Not a skill, but as an aid to survival (or dps), add an Amulet (similar to warden carvings) crafted item for our spare slot that allows us to have a small buff to a couple of stats (e.g. multi-output allowing certain combinations from: evade, resistance, tac mastery, crit defence, crit rating, armour etc.). Why? Mainly because RK feels much squishier than the other light armoured classes, particularly when solo.

    2 Make Epic for the Ages desirable. Have it modify, or be modified by, other skills. Examples (not asking for all, but...):
    • Have the Terse Narrative or heal capstone trait make EftA uninterruptible
    • -0.2s induction time per tier of Writ of Health active on the target
    • Reduces the current cooldown time of 'Do not fall to' and/or 'will not Wound/Poison' skills by 15s
    • If Word of Exaltation is active on the target, make EftA an emergency heal at, say, 60% effectiveness with 1s induction. Allow once per WoE. Word of Exaltation cooldown then makes this non-spammable
    • Have EftA apply a fellowship wide buff for things that are useful and maybe not actively buffed by other classes, e.g. 30s buff to mitigation, reduction to stun/daze/knockdown/silence/disarm duration, increase crit defence etc.

    3 Add additional functionality to the Do Not Fall This Day rez. Works as it does currently as a preemptive rez with 10 min cooldown. However, allow it to be used on an already defeated ally, but with a 15 or 20 minute cooldown. Why? High spike damage on squishies makes predicting when is best to use this all but impossible, and In combat rezzing is something RKs should be reliably involved in.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    Healing improvements to make it more fun and less spammy.

  38. #278
    Poster of Note Online status: Enska is online now Reputation: Enska the Neutral
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    Re: Official Class Update and Feedback

    Class: CHAMPION!

    Name 3 things about your class you feel could be improved.
    1 Legendary traits (RB does less damage than Blade Storm, CBR kills you too fast, Fight on is worthless, Improved great cleave not really worth too few AoE skills with too long cd's to fully benefit from the 0pip cost, Ferocious still not as Legendary as it should be, Controlled burn not great enough with only 30 secs duration either make it 1.30 + 1min with trait or lower cd to 2.30m)

    2 Lack of ICPR even with Second Wind spam it's sometimes not enough.

    3 Damage/crit/mits We are an off tank (even if we don't trait for it) we always have been, yet if we want to go for damage we lose so much morale and mitigations and we cannot build our crit high enough together with our damage (like hunters and burglars can). I think it might be a good idea to either let might give us more parry or something or let might get our mitigations up, or just give us 4/5 morale for each vitality as well. Or let might give us crit rating like agi gives phys mastery for burgs, seems fair in a way but maybe a bit OP or let us parry and evade in fervour we lose a lot to have the same lvl of ST dps than a rk and hunter even tho we got heavy armour so we can off-tank in case it's needed yet we lose all of our mits avoidances and morale when we 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 Rend -> Pathetic skill to make it even slightly worth it you need to completely max it out on your LI's and then it's still not great... make the DoT something worthwhile like 250-350 damage and restore the trait to it's old armour debuffing value of 1.5k armour cause it's barely worth it nowadays.

    2 Exchange of Blows in glory it has it's extra's but it should be upped to at least reflect over 100 damage and preferably make it a general toggle skill or give it 100% reflect chance, also reflect on any damage not just common.

    3 Sudden Defence -> the skill is great but ever since you removed its ability to double click it's not as good, in PvE it's annoying as you sometimes get stunned and it doesn't activate yet you got cd and you lose all fervour, in PvP even worse cause there are classes waiting for the animation and then interupt it... either change the tooltip or make the skill actually immediate.

    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 Advanced Seeking Blade make it a dev crit instead of a normal crit (maybe OP but make it like a set bonus or something, like burgs had for Aim, burgs have less cd on it and can use it with any skill so don't see why champs shouldn't get something similar like (mainly solo play I guess, the dev compared to the crit every time makes not enough difference in groups)

    2 This I read from AragornXXVII: 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. -> I think this is a brilliant idea, it makes sense and I think it would suit the class well. tho maybe add a small downside as well as you go berserk you lose I'd say avoidances but HAH we don't have any.. so I guess get some +inc damage percentage (not too much!) (both solo and group play, you can do a more effective job)

    3 An extra AoE attack, I was thinking something along the line of low targets like 3-4 and make it hit and crit high, cost 3 fervour but make it hit higher than Blade storm but as said with low targets and low costs possibly with a bit longer cd as well but when simply AoE'ing there is a moment when all AoE skills are on cd and you have to do it with Blade Wall or something else, I find this a shame and it ruins the momentum (group play better skill rotation + good 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?
    The legendary trait revamp, they're supposed to be legendary... ours are kinda ****
    Last edited by Enska; Mar 01 2012 at 10:29 AM.


    Leader of Blooddrunk. http://www.blooddrunk.shivtr.com/ -> Officially sponsored by Ravezot.

  39. #279
    Member Online status: Mirnir is offline Reputation: Mirnir the Neutral
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    Re: Official Class Update and Feedback

    Class: Champion

    Name 3 things about your class you feel could be improved.
    1 Ardour
    2 Threat in Glory
    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 Ardour stance - I really wanted to be an Ardour champion after the last revision, but I am not. It is much improved from before, but not compelling enough
    2 Challenge in Glory is pretty limited in usefulness
    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 I would suggest buffing ardour not by increasing DPS directly, but be increasing attack speed, and maybe crit chance. Say 2% attack speed buff from the stance itself, and an additional 3% from yellow traitline bonuses.
    2 - AoE skills - reduce the cooldown of AoE skills while in ardour stance, maybe -1s from Blade Wall and Rend, 2s from Blade Storm and Raging
    3 Make Challenge affect enemies within a radius of your target and either have a way to reduce its cooldown or have it generate threat over time in addition to the force 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?

    Ardour.

  40. #280
    Grand Member Online status: Fralin is offline Reputation: Fralin the Bounders-friend Fralin the Bounders-friend Fralin the Bounders-friend Fralin the Bounders-friend Fralin the Bounders-friend Fralin the Bounders-friend Fralin the Bounders-friend Fralin the Bounders-friend Fralin the Bounders-friend
    Join Date
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    Re: Official Class Update and Feedback

    Class: Champion, dps

    Name 3 things about your class you feel could be improved.
    1. Controlled Burn - The cd does not match the benefit you get from it, even when traited. Increased potency (-% atk dur.) or decreased cd would be better.
    2. CBR - Easy to sustain with a cappy but still feels a bit weak. Increase -% atk duration as well as dmg/sec
    3. Animations vs. activation of skills - too many skills can get a cd without activating. Very annoying and potentially deadly (see champ forums for info).

    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. Fight On - Not worth traiting whatsoever... even if we had 5 legendary slots it's not worth traiting atm.
    2. Merciful Strike - a "finnishing" move that does less dmg than your skills in a normal cycle, more potency please.
    3. 2nd Wind - Not really worth traiting. If you have a cappy/lm in your group you're sorted anyway and it just takes up a slot that could be used for something more useful.

    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 Pool when tanking - IF you want champs to tank they need to have a morale pool that matches the difficulty of the encounters they face.
    2. AoE threat pull - Would be possible with e.g. a traited rising Ire. It would convert the current riding ire in Glory into a "weaker" AoE pull that would pull 10-15% from EVERYONE close to the champ. That way the tank could also choose wether he wants Ire as an AoE or not. The use is pretty obvious.
    3. "Power Unending" - A skill that lets the champ stack ICPR as a buff that lasts until he/she exits combat. let it add e.g. 50 ICPR/stack and have a cd of 1 min. If it was made a "longer" activation time on it it would render it completely useless in shorter fights but invaluable in longer ones. It would basically tier up for each use and add another 50 ICPR for a total of 500-800 ICPR. Stay out of combat and you'll loose it completely. The cd could also increase for each tier.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Controlled Burn.

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