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  1. #281
    Senior Member Online status: Beornded is offline Reputation: Beornded the Wary Beornded the Wary
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    Re: Official Class Update and Feedback

    Class:Warden

    Name 3 things about your class you feel could be improved.
    1. Survivability.
    2. Threat tools. Currently wardens have basically two threat tools. Either more threat, or threat dump (with deflection). Threat leeches is basically just a variation of more threat. We need more tools, like threat copy (guardian's engage) or a force taunt. Defiant challenge is so useless and the force taunt only lasts 5 seconds, and it takes more time than that to build and have the animation finish so it really does not count.
    3. Not as important but... scaling? Why are the devs so afraid to have warden skills scale with level? With ROI, both heals and morale leeches do not scale with level, even though max morale has basically tripled. With update 5 heals were fixed to scale, but leeches were still left alone.

    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. I see from Orion's blog this is being fixed, but yeah currently totally useless.
    2.
    3

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1. Some sort of threat copy. Sucks when you whittle a raid boss down to 50% or less and then the warden dies. No way is the warden going to get to the top of the threat table in time if they were in an important tank role. Also would make aggro swapping between two tanks easier.
    2. Force taunt. Due to gambit's spammable nature, I wouldn't mind if a force taunt with a short duration and single target even. Just not a 5 length one with a super long animation like DC. I could see this being used again if the warden is rezzed and needs to aggro swap. If they can't get to the threat needed to take the heat of the main tank, then spamming a single target force taunt until the main tank is safe would be viable.
    3. More survivability skills. BPE skills are cute and all until you get stunned, or deal with finesse. Why not something that actually works (besides self-heals which are OP for solo, and useless in raids). I like how champs have skills that increase damage reduction and incoming healing, stuff that always works, is always helpful. And even though champs already have higher mitigations, they still NEED these skills to tank. Wardens have less mitigations and skills that work situationally. I see these skills being used more than the BPE stuff when the warden doesn't want to die.

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

  2. #282
    Grand Member Online status: Namesse is offline Reputation: Namesse the Watcher of Roads Namesse the Watcher of Roads Namesse the Watcher of Roads Namesse the Watcher of Roads Namesse the Watcher of Roads Namesse the Watcher of Roads Namesse the Watcher of Roads Namesse the Watcher of Roads Namesse the Watcher of Roads Namesse the Watcher of Roads Namesse the Watcher of Roads
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    Re: Official Class Update and Feedback

    Class: Minstrel

    Name 3 things about your class you feel could be improved.
    1 Utility skills are too limited and/or have long inductions. Song of the Dead too situational expand it to more types, Gift of the Hammerhand too short of a bubble with a long CD, dread removal induction too long (we're out of combat, let us get back to the fight sooner), same for OOC rez
    2 Takes too long to get up 3 ballads to do optimal healing, shorten the cool down on ballads
    3 Traits tied to our melee skill when most of the time I don't want to be in melee range. Either make the melee skill more powerful and worth using, or at least consolidate the traits.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 Call to the Fellowship, make it a passive
    2 Gift of the Hammerhand, make it a worthwhile bubble, longer duration, shorter CD. Sometimes it's useful to prevent the damage rather than heal it afterwards
    3 The legendaries don't always feel legendary: Hopeful Heart is immobile in boss fights where we are more mobile than ever, SoS needs to be stronger if we're traiting that deep, Master of Tales should either give even stronger buffs or encompass all tales rather than just 2.

    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 stun recovery skill, either with a heal or a bubble or a buff to bpe/resists/mits; fellowship wide would be great. Stuns have become a prominent feature in current gameplay
    2 When traited deep in the yellow line, playing one ballad should populate all empty ballad slots with that ballad (additional ballads will replace as currently) - let us get to our buffing role faster.
    3 Give us a skill/anthem where we sing louder, amplifying our aoe range and number of targets; silences only bring us down to normal levels and don't mute us entirely.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    A stun recovery skill.
    Last edited by Namesse; Mar 01 2012 at 12:50 PM.

  3. #283
    Senior Member Online status: Varenthor is offline Reputation: Varenthor the Wary Varenthor the Wary Varenthor the Wary Varenthor the Wary
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    Re: Official Class Update and Feedback

    Class: Warden

    Name 3 things about your class you feel could be improved.
    1 Damage Taken. Wardens as they are now take WAY more damage than Guardians. We need either better mitigation, or some way to deal with the damage with scaled up heals or much higher b/p/e
    2 Reason to bring a Warden over a guard. Right now, there is absolutely no logical reason to bringing a skilled warden over an equally skilled guard. There is nothing that a Warden does better than a guard, with the exception of kiting. We need to either have some group buffs we cast, or some other effect that guards do not have.
    3 Reliable stun or CJ. Most every other class has some sort of reliable stun or CJ. True, the no CD aspect of gambits makes this hard, but you could make the stun immunity longer or something than a normal stun. As for CJ, you could make the Warden unable to start one again for a long duration.

    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 Adroit Maneuvers. Currently, it has no real use, at all, and using it lowers your DPS rather than raising it
    2 Impressive flourish. Does less damage/costs more power than safeguard, no reason to use it
    3 Shield piercer. Needs more Debuffs, maybe lower B/P/E instead of just block.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 Something that allows us to focus either our heals or self buffs on another player. This would make us a very valuable off tank in raids
    2 A CJ or reliable stun skill, that has a sort of CD attached to it to prevent spamming. Just to add some added utility
    3 A group power restore, weak so that spamming isn't very valuable.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? REASON TO BRING A WARDEN OVER A GUARD!!! I cannot stress that enough. Right now, there is absolutely no reason to bring me over a guardian of equal skill, and that needs to change!

    R.I.P. Nidor of Brandywine (1970-2012)

  4. #284
    Poster of Note Online status: Lunasa is offline Reputation: Lunasa the Bounders-friend Lunasa the Bounders-friend Lunasa the Bounders-friend Lunasa the Bounders-friend Lunasa the Bounders-friend Lunasa the Bounders-friend Lunasa the Bounders-friend Lunasa the Bounders-friend Lunasa the Bounders-friend Lunasa the Bounders-friend
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    Re: Official Class Update and Feedback

    I have 6 raidready classes and play regularly all of them. Including ToO T2 raids. My main at the moment is a captain and in my view this class is nicely balanced. However rune-keepers need a lot of attention. It was my main and beloved toon till RoI, mainhealing all raids and coming as dps when needed. I simply can not enjoy playing RK anymore.

    Class:
    Rune-Keeper

    Name 3 things about your class you feel could be improved.
    1 Survivability
    2 Utility (i.e. group buffs, extra rez, dread removal, better debuffs.. anything what would make an RK desirable in a group)
    3 Survivability (I know I repeat myself, but it IS an issue)

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 Epic for the Ages - in the world where you have to move every second, a long induction is a deal breaker for any skill. Much shorter or no induction with a longer cooldown would make it a situationally useful skill.
    2 Steady Hands - lost its value after RoI. Neutral attunement is too easy to get. Maybe reverse the skill: while active the attunement can't be reduced. It would help healing RKs to reapply 'Do not fall' and 'The blade/fang will not' skills without dropping the healing attunement and losing All Fates Entwined toggle. And a dps RK would be able to use the shocking touch, final words or even master of writs with a few writs of health on himself without losing ability to kill the enemy.
    3 Martial training - Another awkward legendary skill which is slotted mostly because there is no real choice of useful legendaries. 1) morale should be %-based instead of a fixed value, 2) bonus for melee damage is rather pointless for a ranged tactical class with the lowest survivability.

    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 Anything that can save you during solo leveling or when a group is about to wipe: a self-bubble (as mini has), a big self-heal (as Wisdom of the Council for LMs), high evade/mitigation self-buff (as touch and go for burgs)... Every other class has something to click in case of emergency. I admire RK's foretelling and pro-active nature, but it is not enough nowadays. (this new skill could also be implemented as an improved 'Armour of X')
    2 In-combat rez on demand. The 'Do not fall this day' skill became better after the recent changes (lasts till the end of the fight) but it is still not reliable enough.
    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?
    Survivability must be improved in any way.
    Ishtarien - Captain 85
    RNK 85 / GRD 85 / HNT 85 / LRM 85 / BRG 85 / MNS 85 / CHP 55
    The Mellowship - [EN] Eldar

  5. #285
    Just Got Here Online status: Estendir is offline Reputation: Estendir the Neutral
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    Re: Official Class Update and Feedback

    Class:

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

    1 ICPR in dps stance
    2 threat generation in glory (losing agro to fervour champ hurts feelings)
    3 fervour generation in Ardour (slowdowns while not in great cleave mode)

    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 Continuous bloodrage (i'm here for kiling things, not myself)
    2
    3

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 AoE force taunt in group play
    2 a skill that lower threat for some time (traited ebbing ire?), so you don't have to wait with dps
    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?[/QUOTE]

    higher threat in glory
    Estendir captain lvl 85 / Vinyalote minstrel lvl76 / Vel burglar lvl 76 / Hamri champion lvl 85 /
    Amanziran lore-master lvl 75 /Rautanarmo hunter lvl 75

  6. #286
    Junior Member Online status: Firward is offline Reputation: Firward 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. Hunters are more than just ranged DPS. They need to provide other benefits in outdoor combat. Example: While in a fellowship with a hunter sneaking or disguised mobs are spotted at a greater distance because of the hunters knowledge of the wild.
    2. Survivability. Multi-Traps should be a skill not a device. Hunters are masters of the wild and live off the land.. This should be reflected in their skills.
    3. Make the hunter much more than a DPS class. RK’s and BURG’s should be a top DPS class. Hunters should be able to help crowd control mobs with lures and traps. These skills need to be focused on more. I don’t need more bowshots I need more ways to help my fellowship in an encounter.

    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. See above. Too many ARROW shots… Not enough survival skills.
    2
    3

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1. Desperate flight should apply to the entire Fellowship.
    2. Make Traps more durable and less prone to breaking. IF a mob is trapped and is not elite it should be killed in the trap by dps and not be able to break free.
    3. For single player Melee skills need to be better to keep a hunter alive. His bow is his primary weapon but his sword or axe needs to be able to keep him alive when things do close with him. Induction times make it hard to survive once multiple mobs close with you.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Make the hunter much more than a DPS class. RK’s and BURG’s should be a top DPS class. Hunters should be able to help crowd control mobs with lures and traps. These skills need to be focused on more. I don’t need more bowshots I need more ways to help my fellowship in an encounter. I need to not be killed by multiple mobs once they close because of all the interrupts so my melee skills need to be a little better or I need to be able to drop a trap on the move.

    "Whaddya mean it's ONLY a Balrog. You get your skinny but up here and tank MR. "LOREMASTER" " Guardian after Raid wipe on Balrog. I was the Loremaster..... Guardians get so huffy about repair bills. LAWLZ

  7. #287
    Senior Member Online status: kimano is offline Reputation: kimano the Neophyte kimano the Neophyte kimano the Neophyte kimano the Neophyte kimano the Neophyte kimano the Neophyte
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    Re: Official Class Update and Feedback

    [QUOTE=Sapience;6016021]


    Class: Burglar

    Name 3 things about your class you feel could be improved.
    1 Mischief Maker trait line
    2 Some kind of power generation skill(maybe inline with Mischievous Delight)
    3 Some better armor. I mean we are a melee class and can only wear medium armor.

    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 Practical Joke- it has no combat application. I have never used it.
    2 Escape Clause- dependant on CJs
    3 Burgle- The odds suck at burgling anything and when you do the item sucks.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 A skill that helps a bit with power regeneration
    2 A melee skill that removes corruptions(I know startling twist will but I would like something that can do damage at the same time)
    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?

    Mischief Maker trait line improvements.

  8. #288
    Junior Member Online status: Jortibus is offline Reputation: Jortibus 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. Stances (remove parry, improve others)
    2. Secondary roll as dps (guardian is almost useless when there are already tanks in group)
    3. Power issue

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1. Catch a Breath (more morale)
    2. Brutal Assault (more dmg)
    3. Take it to the heart (a lot more power, but also more morale cost)

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1. A skill that forces a ranged-mob to go melee-attack (for pulling archers/casters) - group
    2. Some buffs that help when solo-ing - solo
    3. A skill that removes all threat/moves all threat to other player (aggro-swapping) - group

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    A skill that forces a ranged-mob to go melee-attack (for pulling archers/casters) - group

  9. #289
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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 stance. Even the champion dev diary shows that Orion does not really know what to make of this stance. Since content is balanced also for classes without strong AoE, Champions suffer from a lack of target rich environments to actually focus on AoE/Ardour. I can offer two ideas:
    a. "Rage" functionality: Getting damaged/inflicting damage/killing enemies increases the combat effectivity. Would also bring back some of the former "death or glory" attitude of Champions from the incoming healing penalty in fervour.
    b. "De/Buffing" functionality: Execution of certain skills in Ardour will place effects on the group/the enemy to actually make the trade of sheer Fervour DPS vs. utility interesting
    2. Reduce power cost for Swift Strike/Blade. I understand the wish to control Champion sustained DPS by power starvation, but since it is a main pip builder, the cost is a bit too harsh.

    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. Glorious Exchange: This skill does not trigger on frost or acid damage. This means for example that a champion can easily tank the fire troll, but not the acid troll in Pits, the fire giant but not the frost giant in Orthanc Fire/frost ring. Make Exchange trigger on all damage, at least in glory since it becomes the main pip builder.
    2. Fight On: It has too many conditions under which its use is beneficial. Not good enough for a Legendary skill
    3. Merciful strike is a boss-only skill through the severe morale gate. Its utility should probably be looked over for soloing. Also, make it an AoE attack when traited/in Ardour as there are not enough AoE attacks useable under the great cleave/deathstorm effect.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1. "Sacrifice" skill, either comparable to a Reavers´ "Dying Rage" or a reverse version of Captains "Cry of Vengeance". No specifics on how it works, but it invariably ends with a glorious death of the Champion.

    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 rework, whichever way.

  10. #290
    Member Online status: hussar is offline Reputation: hussar 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.- AoE aggro management in the yellow line.
    2.- The effects of To arms and SoW in song brother.
    3.- Improved banner traits should be dropped make them the normal version and get us some shiny new traits to play with.

    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. Now the only time I use it for is to pop things out of stealth and I'm pretty sure that this is not the way the skill is supposed to be used. And it has a really low range. Little value

    2.- Heralds, only use is for solo if you need your x-brother line reflection on you. Little value.

    3.- Blade of elendil, is a double gated skill that removes only one corruption, and has a really sucky dot. Effects are underpowered, damage is ok.

    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 out of combat rez.

    2.-A shake stun or stun inmunity skill. Captains have a tank line, but we lack this.

    3.- A mezz or a stun, long cooldown if needed for balance. The only kind of CC we have is a 10% chance FM on a 30-60s cd, a fear chance that is a relic or a 6 piece set bonus. And a traited AoE stun, that requires a defeat response (unless you go 5y)

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    An ooc rez I think will be the most used, most convenient thing to get.

  11. #291
    Junior Member Online status: Adelric is offline Reputation: Adelric the Neutral
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    Re: Official Class Update and Feedback

    Hunter
    Name 3 things about your class you feel could be improved.
    1 Survivability
    2 Threat management
    3 Ability to perform some secondary role, without dps penalty.

    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 Bright Campfire - doesn't scale with level.
    2 Camouflage - mostly only used for going afk safely
    3 Desperate Flight - just means we have to start from beginning again. Compare with self-heals/bubbles/emergency buffs which let the player actually finish the fight.

    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 Wilderness cures - single skill to cure disease, poison, and wounds. Gives more group utility.
    2 Take cover - 5 or 10 second of stealth. Dumps all threat, and allows player to get some distance. 5-10 min cooldown, so it's only for emergencies. (Beneath notice only hides threat temporarily, not removes it). Useful both solo and group, to recover from mishaps. E.g, tank goes down, hunter gets aggro, tank is ressed, hunter dumps threat. Tank now has longer to regain threat.
    3 Harassing arrow - debuffs target. Gives more group utility.

    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 perform some secondary role, without dps penalty. Imposing dps penalty simply means we fall between two stools, not enough damage to fill that role as well as other classes; not enough utility to fill that role either. Without a secondary role, hunter's aren't as useful as any class with both top tier dps and a secondary role.

  12. #292
    Junior Member Online status: Frebor is offline Reputation: Frebor 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) DPS. While I agree our DPS is still great, there in no longer the feeling we are the king of single target DPS. Other classes (champ, burglar, rk, even minstrel) are equal to hunter in single target dps, but they have some increased survivability, tricks or healing aiblities. The main problem is that if I want do good dps, I have to sacrifice mitigations, morale, power regen and other stuff just to keep up with other classes. Both in PvMP and PvE raiding, it is impossible to run around with this "glass canon build. If I do stack defences, other classes easily overtake a hunter in terms of single target dps.
    2) One defensive mechanism that gives me a heal/bubble when I need it. Hunters seems to be the only one not having an emergency skill. Especially in PvMP this is a problem, and it will only get worse with the new Warg/Weaver changes.
    3) Going on thin ice here, but I think Hunters could do with a new developper. The current one has lost a lot of confidence from the hunter community. I'm sure he's not a bad guy, but I have a feeling he doesn't really understand hunters. His changes has been questionable to say the least, and his lack of activity on the hunter forum gives me the impression he doesn't really know what to do with this class. I would like to see someone else getting a chance to work on the hunter for the next update. Even if it's a total new guy, let him have a go at it and we'll see where we end up.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1) Merciful Shot - Since the changes to Penetrating Shot, this is rarely used anymore. Two times PS gives you a lot more damage then MS for the same focus cost. Up the damage and/or add a ranged interrupt to it (something Hunters could really use) and it will be used again.
    2) Heart Seeker - Using it in your rotation decreases your dps. There's several simple solutions to make it desirable again: increase damage, decrease induction, let it add some focus (like all other induction skills), any of those will work really.
    3) The new skills: Hunters Art and Split Shot - No one uses them, so either rework them strongly or remove them again

    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 focus skill that restores morale equal to the damage it does (I'm thinking of something that's damagewise around Penetrating Shot). Costs 7 focus and has a 5 min CD. This would give Hunters the heal they need.
    2) On a Parry response, add something new aside from Agile Rejoinder. A morale bubble, an evade buff, or even some offensive buff.
    3) Can't think of anything else we need really, I have to say that aside from the lack of a survivability skill, hunters have pretty good skills to get you through the day. If anything, add a big damage skill that requires a lot of focus, so we actually have a reason to let it build up a bit.

    If you were limited to only one of your nine suggestions above, which single suggestion do you feel is most important for your class?
    That would be the increase of DPS or the better balancing between DPS and other stuff (morale, mitigations, power regen). Hunters should be the highest single target DPS, without the need to sacrifice everything else. At the moment, we can do strong DPS, with weak defences. In a T2 raid or PvMP, that won't work, we'll have to settle for half decent dps with mediocre defences or even strong defences with weak DPS. I hope that can be changed to strong DPS with decent defences or decent DPS with strong defences.
    If the raid faces a single target boss, the raid leader should be looking for a hunter in his raid, not a random class as it is now. Or even stack on burglars and champions as it's been going on for the last few weeks.

  13. #293
    Junior Member Online status: Dezze336 is offline Reputation: Dezze336 the Neutral
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    Re: Official Class Update and Feedback

    Class:Weaver

    I know they will be buffed, but i would like to see another improvement.
    My point is, when i fight a freep cc class, like burgs and Lore-masters, they stun me a lot and i cant stun them, because one has a bonus and other is immunity, so as a cc class i would like to have or a bonus for being stun or some cc immunity for a short duration. I think a creep class deserves it, and weaver its the best option.

    cheers

  14. #294
    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: Champion

    Name 3 things about your class you feel could be improved.
    1. Threat generation in Glory. We need more threat while tanking, we can survive just fine but if we focus too much on surviving in harder encounters where its needed we can easily lose aggro.
    2. Ardour. Ardour still needs some love, maybe add an +15% damage for AOE skills into Ardour stance. That way people would maybe use it instead of Fervour for AOE dps.
    3. Controlled Burn should change its buffs depending on what Stance your using. Fervour +% dmg and attack duration. Ardour: +More fervour pips and +% Aoe DMG. Glory: Resets cooldown on Sudden Defence, True Heroics, Invincible and Dire Need. ICPR effect remains in All stances of Controlled Burn use as it currently.

    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. Crafted Horn cooldown. 15mins for an item/skill that does something for 5-10seconds is just dump. Reduce the cooldown to 1-5minutes and people would actyally bother using it.

    2. Continuous Blood Rage still inst worth traiting 5 reds. Remove the damn dot thats hurting yourself from it already! I would like to see this turned into more of Burn Hot sort of skill to Champions. Increases damage done by +50% and damage taken by +100% for 20seconds.

    3. Second Wind. Its somewhat annoying to click a skill every 10seconds.. over and over.. and over. Did I say over already? Over. Turn this into an 1minute cooldown skill that once used regains 50% of your power in 10seconds.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1. More threat skills in Glory. Few examples: Add an threat-dot into Rend bleed so everytime the dot ticks you gain abit threat. Horn of Glory, add an threat effect into the horn. I mean cmon, everytime someone stuns you you get annoyed by it yourself, dont you? Why would the mobs not get annoyed by getting stunned and try to kill you?

    2. New skill. Reflects all damage done to you back to the damage-dealer for 10seconds. 5mins cooldown. This would be new cool skill for the Tanking line.

    3. New damage skill that builds Fervour and reduces the cooldown of Champion's Challenge by 2/3-seconds each use. I personally hate swift strike so I would like to see a new skill replace its place. I hate seeing Challenge on cooldown when in groups and someone pulls aggro, this would fix it.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Adding threat to Glory Champions in group while remaining the current Survivablity while Tanking.
    Last edited by Anoir; Mar 01 2012 at 12:06 PM.
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  15. #295
    Poster of Note Online status: OverlordGate is offline Reputation: OverlordGate the Wary OverlordGate the Wary
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    Re: Official Class Update and Feedback

    Class: Captain

    1. Name 3 things about the captain you feel could be improved.

    1. Melee-Heals: Captains are supporter at the front of a battle and fight there together with champions and guardians. So Captains should heal more over the melee way instead of standing in the room spamming "Words of Courage" to heal effectively. This contains solo and group healing!

    2. Survivability while tanking: Captains as tanks needs the full attention of the healing class, while effectively tanking only ~4 targets. On "Leader of Men" the captain should get some skill improvements which increase his survivability at a high rate.

    3. Effectiveness of Heralds: Heralds could be pretty nice as companions in the battle, but not without better damage skills and at least a damage type! For the best damage you wouldn´t use a herald at the moment. As weak as they´re now, the skirmish soldiers with Update 6 will make heralds absolutely ridiculous and futile.

    2. What skills do you feel are underpowered or of little value to the captain? Briefly explain why you feel this way.

    1. Routing Cry: In "Lead the charge" it could be useful to stun your enemys. In "Leader of men" it is useful to taunt four enemys. In "Hands of Healing" which is the most played line for groups and raids you don´t really use it and if you do there is no appreciable effect.

    2. Fighting Withdrawal: The situations in which you get aggro are very rare. And so is the use of this skill. A captain would never retreat without his group, so there is no reason for not making it a group effect with more bonuses than aggro reduce. An ordered retreat like this should also restore a bit of morale and power.

    3. Valiant Strike: The istant morale raise and the range of 10m are really ridiculous. In addition with a cooldown of 2 minutes (without the "blue" capstone) this skill is finally senseless for soloing, tanking and healing without the capstone. The range have to be doubled, the heal quadruplicated and the cooldown halved. This is the lowest level of the basis for negotiation.

    3. What skills do you think could be added to the captain to help you better perform your role in groups or improve your solo performance? Explain why you feel this way. Also include how you see the skill being used (solo or group play).

    1. A non-brother and non-capstone related strong melee hot for the group or while soloing just for yourself! (1.1.)

    2. A non-capstone related big hit (like Shadows Lament) without requirements like "defeat" or "battle-ready"! This is because every class (except the warden) can laugh at us with our dps of ~1200.

    3. A kind of selfheal or mitigationboost for better survivability especially for tanking in group, but also for soloing! (1.2.)

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

    1. "Melee-Heals: Captains are supporter at the front of a battle and fight there together with champions and guardians. So Captains should heal more over the melee way instead of standing in the room spamming "Words of Courage" to heal effectively. This contains solo and group healing!"
    Last edited by OverlordGate; Mar 01 2012 at 12:27 PM.

  16. #296
    Senior Member Online status: Qwyxzl is offline Reputation: Qwyxzl the Wary Qwyxzl the Wary Qwyxzl the Wary Qwyxzl the Wary Qwyxzl 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 Stances. Parry stance is all but unused. Replacing parry with a non legendary version of Guardian's threat would help the stances line up with trait lines. Of course the bonus threat would have to be lowered but the legendary trait could be used to bump it back up.
    2 A mild increase in damage. Something small, maybe 5%-10% over what we do now.
    3I will also add to the set of voices that are complaining about itemization. Right now the items are incredibly restricting in how they make you build. There is very little room for someone who wants to do something different.

    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.
    1Thrill of danger. The cool down is too long. As well most of the fights that cause low power are boss fights where there is only 1 target. Remove this completely and lower the cool down on Take to heart to 1 minute.
    2 Ignore the pain. The cool down on this skill makes it virtually worthless. If I am fighting mobs that put wounds on then I will have 3 of them back again in a matter of seconds. Remove the block even and lower the cool down to 30 seconds.
    3 Summon Tinker. I have used this skill 1 time in the year or so that I have been playing. Repairs are needed but the condition to be near a campfire makes it impossible to use.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 A skill that will help us generate agro on a mob if someone has done too much damage early. We have engage for later in the fight but if anyther player hit the mob with too much damage right off the bat and then keeps up the damage we cannot get agro back easily.
    2 Single target taunt. This would help tremendously in those cases where we are off tanking.
    3 Not so much a new skill as simply giving the guard a bow/crossbow at level 20. This is where the first grouping comes in. This is where they should start learning about ranged pulling.

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

  17. #297
    Senior Member Online status: Issachar44 is online now Reputation: Issachar44 the Neophyte Issachar44 the Neophyte Issachar44 the Neophyte Issachar44 the Neophyte Issachar44 the Neophyte Issachar44 the Neophyte
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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 when facing multiple mobs in melee.
    2. Secondary role other than minor crowd control (I suggest adding minor debuff abilities).
    3. More dynamic play style via reactive 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.
    Hunter's Art: I used this for one day and then dragged it off the quickslot bar. It would be far more attractive if it were not an attack and so did not aggro its target. Also, the animation is unappealing.
    2. Heart Seeker: Its damage is too low to make it a worthwhile part of the rotation. If it applied a minor effect, it would be more attractive.
    3. Bright Campfire: This is a very nice skill for flavor, but it has low utility. If it applied small AoE in-combat buffs such as minor mitigation of shadow damage and fear, it would become an interesting tactical element.

    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 parry response skill (on a moderate cooldown) that enables a single, small, instant self-heal, available at low levels. The theme/concept of the skill is that your parry gives you a momentary respite in which to catch a breath. (Yes, this overlaps the "agile rejoinder heal" legacy, but it's a feature that should be available to all hunters and at lower levels.) Suggested levels: 8, 14, 18. An "Improved" version should be made available in the 76-85 level range.
    2. An AoE melee attack (on a moderate cooldown) that deals low damage but slightly debuffs damage on targets hit. This would increase hunter survivability when swarmed by multiple mobs. The theme/concept is either that you strike at your foes' hands/claws, or that you lash out around you with such ferocity that your foes are momentarily daunted. Suggested levels: 28, 32, 36. An "Improved" version should be made available in the 76-85 level range.
    3. A ranged induction skill that deals moderate damage and, on a critical hit, applies a small damage debuff (short duration, non-stackable) to the target. The theme/concept is that your critical hit impairs the combat ability of the foe. This would be a good candidate for a brand-new (not "Improved") skill to add in the 76-85 level range.

    If you were limited to only one of your nine suggestions above, which single suggestion do you feel is most important for your class?
    Probably an AoE melee attack that slightly debuffs damage. That would improve survivability and also add to what a hunter could (situationally) contribute to a group.

  18. #298
    Senior Member Online status: Solyaris is offline Reputation: Solyaris the Wary Solyaris the Wary Solyaris the Wary Solyaris the Wary
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    Re: Official Class Update and Feedback

    Class: Warden

    Name 3 things about your class you feel could be improved.
    1 Mitigations; its currently too wide gap between warden and heavy armor (1.67 mulitplier is extreme)
    2 Crit magnitude; partly caused by wide mitigation cap, partly by too low crit defence
    3 Finesse; unfair penalty that affected wardens harder then other classes

    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 Impressive flourish; low dmg, low healing, long animation. Preserve is better in any way exept range (which is not important)
    2 Spear of virtue; long gambit, low treat and not high enough dmg to justify beeing a long gambit
    3 Offencive strike; useless after lvl10

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 Improved impressive flourish; same as now but with +5% inc. healing rating for 30s (non-stackable). Improve the strenghts of warden (self-healing) as well as raid performance (improved inc. healing from all sources)
    2 Improved on-slaught; same as now but with a stacking +1% parry. Works same way as RK wriths, if you forget to refresh the buff, it will start again at t1. 20s duration, up to t5 (+5% parry). Still has the dmg + interupt for solo, makes the class better and more diverse for raids (along with more complicated, which I like).
    3 Improved wardens triumph; +15% dmg for 30s, -10% percived treat. Harder to tank in red traits, easier to DPS as 2nd role in groups or solo (still lack solo dps)

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Decrease the mitigation difference between wardens and heavies. It was a stupid mistake on your side, making the class very little desired in raids. I understand you want some difference (naturaly) but would very much like to see the justification that you increased the inc. dmg wardens/guards with 42%. Its natualy to buff the lesser class (which we have been since release), instead you made the biggest nerf in lotro history (decreased HoTs, increased mit difference and finesse). Wow.

  19. #299
    Junior Member Online status: Fridley is offline Reputation: Fridley the Neutral
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    Lightbulb Re: Hunter (not that list thing)

    Sorry this isn't a listed class thing or anything, but i would just like to say that were Rune-Keepers have a cosmetic class slot for their rune satchel, it would be good if the hunter could have a slot for a quiver, so they could actually wear a cape and quiver together like Legolas does.

  20. #300
    Senior Member Online status: banhorn is offline Reputation: banhorn the Wary banhorn the Wary banhorn the Wary banhorn the Wary banhorn 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 - Generally, but particularly wrt to archers/ranged enemies.
    2. Skill Consolidation - I like most of the skills, but my hotbars are filling up fast. LM consolidation was great.
    3. Value to the Group - No longer clear what the unique, inherent value of having an RK in a group is.

    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 <Affinity> - All but lightning effects are very situational, isn't the go-to defensive skill it should be.
    2. Epic for the Ages - induction longer than Word of Exaltation makes me crazy, two skills should work together.
    3. Word of Exaltation - Should heal and last 10s just like Essay of Exaltation, maybe both with low damage mit.

    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. Self-Bubble - A longer-lasting self bubble, added to or improved version of Armor of <Affinity>.
    2. Stances - Master of Writs as stance, give RKs the solo/group/efficiency three-stance treatment.
    3. Self-healing while Dagor-attuned - perhaps as a side effect of other skills or a new to-zero attunement skill

    - 1 & 2 are working well for champions and minstrels. If any skill should be a bubble by description and FX, it's Armor of <Affinity>. Stances have made those classes feel more flexible than the "hybrid" Rune-keeper, and how stances modify existing skills seems a great way to do that without dumping more and more skills on my crowded-at-50 hotbar.

    - I do not want MORE skills! Please consolidate what we have already and add new skills only when absolutely necessary. My RK hotbars are much fuller than other classes I have at comparable levels, so I'd like to see the total skill count come down like with the Lore-master.

    - For 1, my previous post: Armor of <Affinity> should be a bubble.

    - For 2, I've included balancing ideas if there's a fourth no-stance stance. That would be my preference. If having one of the three stances set ends up mandatory, then the balancing points are moot since they're about making no-stance stance useful:

    - Converting Master of Writs to a flexibility/survivability stance. Aside from access to all Writs at any attunement, it could provide access to self-healing (see below), add debuffs to dagor skills, and add self-healing as a % of outgoing Nestad skills. This is the solo stance, and it would keep the name. The balance for a no-stance build would probably be across-the-board power cost increase.

    - Another stance should concentrate on group support, thing like decreasing healing inductions, improving utility skills, a few more skills go fellowship-wide instead of single-target. This would also include inherent threat reduction with the stance becoming/replacing Calming Verse.

    -The third stance be an efficiency stance, probably where all skills work as normal now but there's a power cost discount or increased power regeneration. The balance for no-stance here could be attunement-based, perhaps adding an attunement decay since the RK is focused on efficient rather than effective. A name doesn't come to mind, but it could play off of the self-control and restraint the RK must observe to conserve power. I could see Sustaining Bolt going away altogether with this stance, although I'd definitely want the animation reused elsewhere.

    - For 3, I could see several mechanics for this: One way is a new skill that gives a base self-heal plus more for each point of attunement (either direction) that resets attunement to zero. Perhaps have it HoT with a fixed initial pulse and an additional pulse for each level of attunement when activated. Another approach would be having certain damage skills provide self-healing, perhaps only while in a survivability stance and at greater cost or lesser damage effect (A kind of healing-damage-reflection).

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

    Stances - Being the broadest fix and potentially changing how skills work, it would allow rebalancing the class for both survivability and effectiveness. Of course, it's the most work since it may end up touching almost every skill.

  21. #301
    Senior Member Online status: Lyynxx is offline Reputation: Lyynxx the Wary Lyynxx the Wary Lyynxx the Wary Lyynxx 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.
    1. Evade rating in Glory could be better. Overall it's a strong stance now, but this could use a boost. Or give us our shields back.
    2. Ardour utility: not enough fights that require sustained AOE damage and less threat. Either more content like that or rework the skill (I do appreciate the effort to make it worthwhile, but it's still the red-headed stepchild of champ stances).
    3. Our legendary skills are mostly underpowered (see below).

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1. Ferocious Strikes-Been underpowered since Mirkwood came out.
    2. Fight On-Too situational and too much of a penalty for use.
    3. Controlled Burn-Nerf bat hit this too hard.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1. Improved Red Haze: Adds a small damage buff upon use.
    2. Thrown Blade: Ranged attack with main-hand weapon, followed by a disarm (3 seconds, 5 seconds?). Situational, but nice for the moors or fights where the champ spends time sitting at range.
    3. Improved ebbing ire: Lower cooldown.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Fix one of the legendary skills. Controlled Burn or Ferocious Strikes would be best, as they used to be much better than they are now. I don't remember Fight On ever being very good.

    Juliadoca - 75 Burglar, Marieclare - 75 Warden, Claes - 75 Rune Keeper, Julywen - 75 Captain

  22. #302
    Junior Member Online status: GaboP is offline Reputation: GaboP the Neutral
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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. KoA (Blue Trait Line)
    2. The class is pretty good in MoF (Red) and AM (Yellow) trait lines, but if I could change something would be to give it like 1 more instant dps skill.
    3. Pets, some pets are not worth using... I would give most of the them the same chances of flank.

    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. Test of Will...... induction is long, stun is pretty nice but with the low cd on Lotrd not worth to put it on your rotation. Only use TOW when I’m in yellow line cause the other skills have longers cds in ancient master. And also... is purple!
    2. Continual Air-lore sux.
    3. Bane flare needs to have a couple more class of mobs other than undead.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).

    1. The class is pretty estable in yellow and red lines... I do think that sword and staff needs to be a passive skill and not a trait because is a MUST HAVE so you can only rotate 2 legendary skills.
    2. Get more heals in blue line... if you actually making blue line for heals... at least make 1 more healing skill, there’s only 3 healing skill if u include the flank+airlore.
    3 Make call to the valar reset wisdom of council

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Make call to the valar reset wisdom of council or give us a cool looking pet, like a baby drake

    -------------------------------------------------------------------------------------------------

    Class: Rune Keeper

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

    1. Healing in raids.
    2. Oh ####! moves
    3. Buffing, the current buffs are not bad is just if u use them all u’ll loose all attunment.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.

    1. Epic for the ages...the induction takes forever.
    2. Self Motivation – takes down too much attunment for the small amount of power it gives (even if maxed with legacys)
    3. Steady hands is so useless.

    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 self bubble with a long cooldown or on 1 oh ####! Move (only one). I think RKs squshyness is justified by their massive amount of fast dps ( I’ve been muerdered by rks in my creep lots of time), but they should have at least one big ‘save me’ cooldown, like all the others classes have
    2. One good single target healing skill for grouping, with small induction or another good group heal (maybe a trait).
    3. Dread removal or a incombat rez (one of them)

    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 in raids…just for ppl to want an rk healing as they want minis!

    Class: Champion

    Nerf them for moors pwease?

    Freeps: Ayelen-1 Cuteprincess - LM / Ayelexis Texas - RK / Neleya Scarlet - Guardian

  23. #303
    Senior Member Online status: CaerArianrhod is offline Reputation: CaerArianrhod has disabled reputation
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    Re: Official Class Update and Feedback

    Quote Originally Posted by Sapience View Post
    Class:
    Loremaster

    Quote Originally Posted by Sapience View Post
    Name 3 things about your class you feel could be improved.
    1 Improve the Pets. They are standing still at Level 50!
    2 More/Other Items with higher Faith+Vitality - Attribute Value
    3 Need for Supporter Grouphealing ability (as you said with Enedewaith! => T2 Set)

    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 Remove the CD from Knowledge of Cures (at last if one has "Healer" skilled). No need to explain. We had it, we will it back.
    2 Combat Summoning for all trait-lines. Reduce CD and improve duration for KoA - trait-line. Pets tend to die to fast because of AoE even with a lots of care.
    3 Stop the Raven going into attac (even in passive mode) if the LM use Benediction of the Raven. Bad change with Enedwaith.

    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 Imporved Bacon of Hope: add a small AOE HoT to target/fellowship. Need to be a separte skill. This was a great improvment with the Enedwaith T2 Set which is now useless.
    2 Add an LI-Attribute: Reduce CD of Staff Sweep or make the Attribute from Stuff Strike works for Staff Sweep to.
    3 Remove/shorten the animation from Back from the Brink. It is terrible long and it nervs endless (and one can't interrupt withouth wasting an other skill)

    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?
    Remove the CD from Knowledge of Cures (at last if one has "Healer" skilled). We had it, we will it back.

    CA

  24. #304
    Century Member Online status: Shadeslayer_withywindle is offline Reputation: Shadeslayer_withywindle 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)Utillity in groups
    2)Surviveabillity
    3)Threat Management

    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:not worth using for the bonuses it provides as the cost isn't small.As our Class Dev has suggested make it tierable like writs with bigger bonuses
    2)Desperate Flight:The cooldown is too big to use it like other classes use their escape skills and being transported 100m away to the rez location isn't really usefull
    3)Agile Rejoinder:Mediocre Damage skill usable with a parry that we have to spend a legacy slot on it to become a HoT.Make it a much greater Hot without the need of the legacy

    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 buff/debuff/offheal/improved cc skil that would give us more utillity in groups
    2)A defensive skill(hips,evade,bubble,large heal)
    3)An instant threat drop or aggro transfer 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?

    I think some utillity and a diffrent way to play our class(aka second viable role in groups,aka rework Trapper of Foes traitline)is what hunters need most now

  25. #305
    Senior Member Online status: Casilune is offline Reputation: Casilune the Wary Casilune the Wary
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    Re: Official Class Update and Feedback

    Class: Minstrel

    Name 3 things about your class you feel could be improved.
    1. Harmony stance strikes me as not really a third approach, but an attempt at a hybrid stance with a class that is rarely asked to be a hybrid. Yes, we can attack and heal, but rarely are we asked to do both at the same time. It would be nice if Harmony could be distinguished more from Melody and War-Speech (the changing Coda tries to, but it's not enough. And Anthem of the Third Age tries also, but Harmony doesn't really have enough of an Anthems Are Love vibe).
    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. Song of the Dead - I seriously cannot recall the last time I ever used this.
    2. Song of Soothing - When I'm in a group, my attention is focused on those little green bars. The last thing I'm thinking about is this.
    3. Song of Aid - it's not a bad skill per se, but it's rare that I have the time to devote to a 20 second channel. I could probably use it more when War-Speeching a group, but those chances are hard to come across.

    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 really don't have much to say in this regard, I admit.
    2.
    3.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Something to make Harmony more attractive as a stance. It sounded nice at first, but it's fallen by the wayside for me.

  26. #306
    Poster of Note Online status: Thorcar is offline Reputation: Thorcar the Neophyte Thorcar the Neophyte Thorcar the Neophyte Thorcar the Neophyte Thorcar the Neophyte Thorcar the Neophyte Thorcar the Neophyte
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    Re: Official Class Update and Feedback

    Class: Champion

    Name 3 things about your class you feel could be improved.
    1 LI legacies - combat only effect removal is useless.
    2 Ardour - still no reason to use this stance. Sorry, I don't have any great ideas on how improve it but find Vandervahn's suggestions interesting.
    3 Power usage/ICPR in Glory - even if you have all the relevant legacies maxed out and hitting Second Wind, you still burn through power very quickly

    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 Legendary Skills - none are very impressive except Raging Blades.
    2 Merciful Strike - it should be a big kill shot but I can do more damage with RS
    3 Deep Strikes - the amount of additional damage the bleeds provide isn't worth the trait slot IMO. I would guess that some champs use it because the other remaining redline traits are meh.

    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 Controlled Burn - would like to see this becoming a DPS bomb. Something like -AD, +damage/crit/dev, and -threat. I wouldn't even mind a longer CD on it for it to become more useful
    2 Challenge - I would like to see us have 2 different types of challenge. One an AOE taunt and the other a single target with a change from the current one. One of our roles is to OT and it is annoying to try peeling off a target from a tank only to have it run back to the tank after the time is up (I'm looking at you Saruman clone). It would be nice if our single target challenge included an wipe of previous aggro on that target so we can grab it and hold it. An AOE taunt would give us a chance to use our initial pips to get defenses up rather than grabbing aggro.
    3 Additional parry and evade boost while in glory.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Overall, I like the how the champ plays and thought the ROI change were good. If I had to pick the most important thing to change to the class, it is to change Ardour.

  27. #307
    Senior Member Online status: Warth is offline Reputation: Warth the Wary Warth 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 Need at least 1 survivability cd
    2 Range of dps skills compared to hunter/minstrel makes us significantly weaker
    3 Both silence and disarm shut us down almost completely (traiting Steady Hands is not an acceptable solution)

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 Flurry of words -- only useful in moors to pop wargs
    2 Epic for the Ages -- long induction is too long
    3 Steady Hands -- useless! :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 Short induction, longer cd, single target, big heal
    2 Some kind of bubble/-inc damage survival cd for the moors
    3 Maybe replace Flurry of Words with a cooler frost 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?

    Having a single survival skill would be most excellent

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  28. #308
    Senior Member Online status: SGWB is offline Reputation: SGWB the Neophyte SGWB the Neophyte SGWB the Neophyte SGWB the Neophyte SGWB the Neophyte SGWB the Neophyte
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    Re: Official Class Update and Feedback

    Class: Captain

    Name 3 things about your class you feel could be improved.
    1 DPS in our red/DPS trait line

    2 AOE threat generation in our yellow/tanking line

    3 power consuption on our main attack sqquence of skills should be cut in half. Our power consumption is so great that captains have to slot Now for Wrath, no matter what build we are using, otherwise even with 1300 ICPR and chugging powerpots I can not keep up a basic attack rotation..

    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 Valient strike. Outside of a Hands of Healing build it is simply a moderate cost, modeate damage attack on a 45 second cooldown. It does provide a weak AoE heal, but it is negligible. In HoH, it does provide a moderate group AoE heal over time, but still underpwered considering that it is enabled by a capstone legendary trait, and the HoT ticks do not crit for any additional healing.

    2 Heralds are weak across the board. Their DPS is insignificant and they provide little tactical advantage beyond off-tanking a single mob. What is worse is that they weaken the captain because a captain can not equip a banner when a herald is out. With skirmish Soldiers being available for landscape use, the heralds will be completely obsolete as we will be able to use our soldiers as x-brother targets.

    3 Withdraw is essentially pointless these days. I have not used the skill more than once since Isengard

    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).

    There is only one new skill I would like to see, otherwise I want some tweaks to existing skills.

    1 I'd like a single-target vocal heal that can reliably hit for about 2k morale. It can be on a long-ish cooldown. Lets say one minute. Tie it to the Hands of Healing capstone trait. It would be very useful for solo-healing 3-man instances when anyone gets hit with spike damage. It would also help tremendously in raids when or if a main healer goes down, or if I have to rez someone and heal them back up quickly.

    2 Shield of the Dunedain: I would like to be able to cast it on myself. Captains do not have any good ways of avoiding damage and our self heals are weak. This would make it easier for us to deal with spike damage when tanking, or to give us more time to recover our own morale when main-healing an instance.

    3 Valiant Strike: give it capstone effects for each of the 3 traitlines.

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

    Single-target DPS when in the red trait line. It is our most glaring deficiency.

  29. #309
    Grand Member Online status: dietlbomb is online now Reputation: dietlbomb the Watcher of Roads dietlbomb the Watcher of Roads dietlbomb the Watcher of Roads dietlbomb the Watcher of Roads dietlbomb the Watcher of Roads dietlbomb the Watcher of Roads dietlbomb the Watcher of Roads dietlbomb the Watcher of Roads dietlbomb the Watcher of Roads dietlbomb the Watcher of Roads dietlbomb the Watcher of Roads
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    Re: Official Class Update and Feedback

    Class: Captain

    Name 3 things about your class you feel could be improved.
    1 Some abilities require the captain to have certain legacies on their legendary items. Perhaps there could be a lessened dependence on legacies for certain skills (Rallying Cry, To Arms, Telling Mark) by increasing the base potency of these skills and lowering the effect of the legacy. (i.e. change base Rallying Cry cooldown to 30s and to the legacy reducing it by 15s, change base To Arms duration to 20s and legacy to +5s, and change base Telling Mark to +10% damage and remove the legacy). As it is now, all of these legacies are mandatory for a captain to fulfill his role in a group, instead of making him just better at his role. See here for a discussion.
    2 Heralds and archers are mostly ineffective at higher levels. I would increase their damage output and change their damage type to some non-common damage somehow. Either do this by introducing new herald armaments that change damage type, or have the herald assume the damage type of the captain’s main-hand weapon. I would also remove herald bonuses from class traits so that it would be more convenient to switch between a herald and a banner should one prove more useful than another.
    3 I would look at all the banners. I find that the Hope banner is the most useful 99% of the time (except maybe the Coldfells banner which I don’t have). Perhaps replace the might and agility bonus from the War banner with a Melee/Ranged/Tactical offense buff. See here for a discussion.

    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 Blade of Elendil’s DoT is weak. It would be more interesting if it were allowed to stack.
    2 Fighting Withdrawal is nearly useless. I have only used it once or twice when healing 3-man instances that don’t have a real tank.
    3 Melee heals seem somewhat weak. Maybe let the initial healing pulse of Inspire be proportional to the size of the attack’s damage and let the rest of the pulses be related to Tactical Mastery. The harder you hit, the more you heal (including critical hits and heals).

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 Some sort of ranged short-cooldown skill (group). I find that in many situations I am far from my target and have nothing to hit other than a single heal or the occasional buff. Maybe we could use another heal or a weak ranged attack with a short cooldown (around 3-6 seconds).
    2 An out-of-combat no-cooldown rez skill (group). This would be useful for main-healing instances or for completing the rez-100-allies deed in a more timely fashion. This skill is purely for convenience.
    3 Maybe another dps skill for low-level captains (solo). Captains are still one of the more arduous classes to level (especially when doing slayer deeds or quests with lots of mobs to kill). Perhaps a dps pet you can get at low level (similar to the skirmish sage soldier).

    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 legacy revamp would be most useful, since the legacies provide such a huge boost to the captain’s overall usefulness. It feels like you are playing a crippled version of the class until you get a nice set of legendary items. (Or you could revamp legendary items in some way to effect a similar change.)


    I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend. ~ Faramir

  30. #310
    Senior Member Online status: Gwyndor is offline Reputation: Gwyndor the Wary Gwyndor the Wary
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    Re: Official Class Update and Feedback

    There are certainly plenty of things I could mention in regards to tanking skills, backing up what has been said before. But having only a limited space, and prompted to only concentrate on what I feel are the most important issues, I have selected the role of Guardians in solo play.

    Class: Guardian


    Name 3 things about your class you feel could be improved.
    1 OVERPOWER: I side with pretty much all that's been said so far in regards to our main tanking role, and changes needed there, but more pressing than that has to be DPS. Right now Overpower just feels like 'Underpower'. Any other class can trump us, and wins that shout for "LFF: 11/12 need random dps). In Ettens we are almost totally ignored as a viable dps class. So Overpower must be addressed and overhauled, in power costs, in DPS output, and general usefulness not only for ourselves but for OP group play.

    First of all remove the +30% Power cost. Just remove it. Secondly Guardians Ward continues to grant +Block chance even in OP stance. Remove that (for the OP version of this skill). And replace it with perhaps a good chunk of +Physical Mastery. Thirdly, another buff could be, say +5 Parry chance? Enough have said how obsolete Parry Stance is, so why not combine the +Parry of Parry Stance with our one true solo stance now, which is Overpower?

    2 Self Heals Definitely self heals need to be addressed. Catch a Breath absolutely needs to be scaled up to 1,000 morale at the very least. I also have a suggestion to how Catch a Breath can help the OP Guardian. When in Overpower, have Catch a Breath trigger on a Parry, rather than a Block (with Ignore the Pain on such a long cd CaB is effectively removed from our skill set in OP). It would give us another option on the Parry chain: continue the fight, land a bleed, receive a heal..? It also give Guardians a nice headache when building an OP belt for the Moors. Currently CaB doesn't even come into our thinking, and all OP belts contain mostly minor legacies - give us more majors to use in OP!

    3 A Better Buff To make an OP Grd more useful/desired in group play we should bring more to the table that will benefit the whole group. Without becoming too powerful or captain-like, a simple modification of Protection by the Sword that grants +melee damage to a selected target could be expanded fellowship wide. Finally the Moors Grd might get invited to join freep raids.


    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 To The King To the King is meant to be a legendary skill, but it does not feel that way any more. For a start +15% run speed for 10 seconds has its uses, as does a 3 second stun. But it rarely has its use as a CJ opener because TTK is 9/10 only ever going to be traited when running solo - unless, that is, Overpower Guards are made viable in a group dynamic (which currently they are not). So as an alternative to the CJ opener I would propose TTK deliver a -Attack Duration self-buff for all subsequent skills for say 30 seconds, whilst also delivering a big chunk of damage when it lands, on a par with Shield Smash (~1k). Only this way, I feel, will TTK earn its right to be called a Legendary Trait.

    2 Brutal Assault Many have mentioned it. I am merely another echoing voice in a crowd of expectant faces. Brutal Assault needs to be brutal, needs to be horrifying. For a start the legendary version of this skill must apply a bleed 100% of the time. The skill currently does not do enough damage either. It's a slow skill, with a long-drawn out animation, so let the trade off be a big hit with a high crit chance, with at least a base of 1k dmg.

    3 Force Opening The last improvement I really want to see with the OP Grd is to Force Opening. The animation and sound fx for this skill imply that it is a blockbuster, but it often delivers anything but. This skill, along with TTK and BA, needs to be a big hitter. And being a Parry opener there is nothing more frustrating than when it misses! My final suggestion is to have Force Opening never miss against an on level opponent (Moors included), and cannot be blocked, parried, or evaded.


    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 Rank Shield Rank needs to be removed from belts and replaced with 'damage output' or some such name. It would effectively merge Shield and Main hand damaging skills into one package (as Shield rank is obviously wasted in OP). Including Main hand weapon damage buffs on a tanking belt would of course boost our dps in a tanking scenario, and that is a good thing too.

    2 Single Target Taunt Long have I wanted another single target taunt, as other Guards have said. Currently trash pulls can become rather messy when you need to be selective with targets. I really like the idea of incorporating FTE mechanics into Let Fly.

    3 Another Ranged Skill Alternatively leave Let Fly as it is, and have a second Ranged Skill that will apply threat and deal greater damage, but be on a longer cd, say 30 secs. It could function as an alternative aggro opener, or even as a useful dps skill in Moors play. Also consider that if it dealt reasonable dps it may prompt Grds to equip the newer bows and crossbows, rather than keep hold of their old level 60s and 65s (for the +Physical Mitigation).


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

    The first suggestion I made: Overpower, it needs a big improvement.

  31. #311
    Senior Member Online status: Warth is offline Reputation: Warth the Wary Warth 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 Power consumption (I find myself able to use CaB less and less with the huge bump in dps, and the other power restores have long cds)
    2 More exciting set bonuses? Draig 5-piece was the only one I've ever been happy to get
    3 Not sure of a third issue, honestly

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 Parry stance is for what, exactly? I used it to level up in sword and board lol
    2 Litany Master is based on getting crits, raiding Guardians don't build for crit rating at all
    3 Summon tinker. Needing a campfire makes this worthless, as you can just map back to town. Would only be useful in raids

    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 Would like to see Pledge buff resist rating too, as it does nothing against tactical damage right now. Not sure if that'd be too OP in the moors.
    2 A ranged threat leech to help deal with nub hunters who can only pew pew from far away without thinking
    3 I can't really think of any other new skills that a guard needs, but it'd be nice if there could be some changes in playstyle. We've been basically untouched for quite a while now, need to shake things up a bit.

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

    Would like to see some more exciting armor, give me a reason to grind stuff on my Guardian.

    Borken - Dwarrowdelf
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  32. #312
    Senior Member Online status: Kantaryo is offline Reputation: Kantaryo the Bounders-friend Kantaryo the Bounders-friend Kantaryo the Bounders-friend Kantaryo the Bounders-friend Kantaryo the Bounders-friend Kantaryo the Bounders-friend Kantaryo the Bounders-friend Kantaryo the Bounders-friend Kantaryo the Bounders-friend Kantaryo the Bounders-friend
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    Re: Official Class Update and Feedback

    Champions need 2 or 3 good defensive skills that can help champs sujrvive in fight against elites.

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  33. #313
    Junior Member Online status: Eanhil is offline Reputation: Eanhil the Neutral
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    Re: Official Class Update and Feedback

    Class: Burglar

    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. Escaped Cloud - Uselless. It has a big Cooldown 10mins so it makes me to forgot that skill
    2. Cunning Attack - It would be better if i could use that skill every 3 seconds such a Subtle Stab - Hunter has more Bleed power on his Dots if a Burglar playing without Bleed Stack Legacy.
    3. Burgle - A really nice skill .. but there is a problem here.. It Fails most of the times on Humanoids .. and i have success on Training Dummies in Galtrev. I think it would be better if that skill can be used at Ettens.


    Eanhil
    Mellows Kinship

  34. #314
    Adventure Organizer 2012 Online status: RJFerret is offline Reputation: RJFerret the Indomitable RJFerret the Indomitable RJFerret the Indomitable RJFerret the Indomitable RJFerret the Indomitable RJFerret the Indomitable RJFerret the Indomitable RJFerret the Indomitable RJFerret the Indomitable RJFerret the Indomitable RJFerret the Indomitable
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    Re: Official Class Update and Feedback

    Class: Conjunction (aka "Fellowship Maneuver"), with apologies to those compiling these responses

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

    1 Utility
    2 Potency
    3 Dynamic selection

    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 Blue. "I'm sooo blue, I'm supposed to help provide power to my group, but their bar barely moves when I trigger. It's downright depressing. Please increase my juice, or make it 'over time' like my compatriot green, who is frequently called for. Providing only just enough power for a couple skills makes me feel anemic."

    2 Noble Spirit. "I'm transparent, I'm visually impressive, fellowship members say, 'Oh look, I've made a friend' when I appear, but do I really contribute particularly? I feel MOBs should suffer dread, or a similar debuff, when I'm focused on them. Perhaps I can do more at higher levels or based on other included colors?"

    3 Red. "I'm hot, I'm sexy, everyone wants to date me, at first, and I make them cry out in amazement when see me in action. Then they meet yellow. She's got so much more going on, for longer, and nobody ever hits on poor Red again. :-( Please help my datebook, everyone's got my number, but nobody ever uses me, please, a girl get's lonely, would you make more group maneuvers with me in them AoE, to make up for my limited game? If you do, I'll be yours forever and the life of the party! (Well, until the next party comes along.) XOXO"


    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 Camaraderie, a length five FM that will rez a fallen group member.

    2 Four new ones that will remove contributors' fears/wounds/poisons/diseases (a liability for some effects that have ramifications upon removal). A base length-three FM for 3-person content, mirroring the final three for six-person content.

    3 Not a skill, but utility in the UI, establish hotkeys for chosen FMs. IE, some hotkeys, I then flag which FMs they apply to in the skill panel. Right now groups mostly set one FM, and stick with it an entire instance, only changing if the healer falls to "all greens". Being able to set/alter the FM would enable more dynamic game 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?

    Dynamic selection, IE, hotkeys for setting the FM pattern. We need to have Red's number. ;-)

    Thanks for passing this on to the appropriate development team, and my apologies for perverting this venue a bit, I hope it hasn't disrupted work-flow much. ;-)

  35. #315
    Junior Member Online status: qsterus is offline Reputation: qsterus the Neutral
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    AW: Official Class Update and Feedback

    Class: Hunter

    Name 3 things about your class you feel could be improved.
    1 Focus-System. I think that is not really fascinating and it could be better.
    2 Pets. A real Hunter needs a pet in his side.
    3 Mayby throwing spears too?

    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 camouflage. It's useless without moving.
    2 Haste should be effective on every attack
    3 Traps could be more expended.

    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 There should be one spell for teleporting where you can choose which place you want to go
    2 Pet skills
    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?

    Pets

  36. #316
    Senior Member Online status: jaridweese is offline Reputation: jaridweese the Neutral
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    Re: Official Class Update and Feedback

    Class: Runekeeper

    Name 3 things about your class you feel could be improved.
    1) Utility and mobility while healing
    2) DPS survivability, particularly in the moors
    3) Too many skills for the limited skill bar space

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1) Epic for the Ages; induction is too long, a short or no induction big spike heal with long CD would be better
    2) Flurry of Words; worthless debuff, absurdly low damage, only really useful as an anti-warg tool to give yourself time to recover in the moors
    3) Fall to Our Wrath; the damage and debuff from it is a bit small for a legendary 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) A big, single target spike heal, either with no induction or a small one, and a long CD to help deal with the spike damage that is very common in RoI content
    2) A self-heal or self-only bubble useable in DPS attunement or any attunement with a longish CD, to help DPS and solo survivability
    3) Maybe a consolidation of certain skills to reduce quickslot clutter

    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 survivability is far to low compared to our damage output atm.

  37. #317
    Junior Member Online status: SilverCentaur is offline Reputation: SilverCentaur 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 Don't base our class off of Samwise, base our class off of Glorfindel. Read the fall of Gondolin, and look at how Glorfindel behaves both there and in The Fellowship of the Ring. That should be the defining characteristic and build of a Guardian
    2 Guardians have far too many out dated or useless skills.
    3 incorporate Glorfindel being able to walk in the wraith world as described in the book into our class

    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 challange the darkness (should have hope/fear attached to it, increased duration 20s and reduced cool down)
    2 guardians parry and fray the edge should be replaced
    3 shield wall, sting (needs a bleed at least in OP), catch a breath (more moral),

    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 Revealed in wrath (triples attack when fellowship health below 30%, does light dmg, and adds fear to enemies attacking fellowship member)
    2 Grace of Valar (grants guardians an extra revive from defeat 20 min cool down)
    3 Noble Sacrifice (morale transfer and defense bonus, not 1 to 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? base our class off of Glorfindel

  38. #318
    Junior Member Online status: nannybean is offline Reputation: nannybean 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.
    1 tricks with more damage
    2 long range fighting skill
    3 more powerful melee

    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 there are no long range fighting skills with a burglar and their up close melee is weaker than other classes.
    2 the dazing abilities need a shorter regen time in order to be effective in battle
    3 the number of tricks available are really high but few are of real use in battle

    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 dazing multiple enemies at one time
    2 stronger melee out of a fellowship
    3 some type of long range fighting skill like bow and arrows are for hunters and fire balls are for lore-master

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    long range fighting ability. Burglars have stunning but still must be up close and personal for fighting. This is okay but the melee skills are not as good as other classes so they need something strong and long. Otherwise a stronger melee fighting ability would be neccessary. I love my burglar but feel pretty useless when fighting solo and my main help when in a group is the ability to stun and bring about fellowship maneuver.
    Thanks for caring about our opinions.
    Nannybeans

  39. #319
    Member Online status: brina_22 is offline Reputation: brina_22 the Wary brina_22 the Wary brina_22 the Wary brina_22 the Wary
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    Re: Official Class Update and Feedback

    Class: Hunter

    Name 3 things about your class you feel could be improved.
    1 - the travel system - takes up far too many slots just for travel locations, leaving not as much space for skills more helpful in a fight. Give one travel skill in which we choose the location after selecting it.
    2 - DPS in meele skills. In close combat hunters are mince meat.
    3 - Focus system, the good shots require high focus, meaning we have to use our weakest shots until we gain more.

    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 - Desperate Flight - would be better improved if it could transport th entire fellowship to safety. Otherwise I screw my fellowship into death by running to save my life.
    2 - Strength of the Earth - pointless in a fight and doesn't help due to the long induction.
    3 - Campfire regeneration - should regen health/power faster. Once in the higher levels it seems utterly pointless when food works better.

    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 - Emergency transport for entire fellowship.
    2 - lower induction for heart seeker, I take too much damage while using it to really get use out of it. Great fight starter but near impossible to use in a fight unless protected by an entire fellowship.
    3 - Moveable Camofauge. Camo is great when hiding, but I know real hunters in real life, and they can freakin move without being seen. So should my hunter, if I "rule the forest" then how in the world to I not know how to hide myself while walking?!

    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 travel system. Takes up far too much space in the quickslots.

  40. #320
    Poster of Note Online status: SCHawks73 is offline Reputation: SCHawks73 the Neophyte SCHawks73 the Neophyte SCHawks73 the Neophyte SCHawks73 the Neophyte SCHawks73 the Neophyte SCHawks73 the Neophyte
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    Re: Official Class Update and Feedback

    Class: Hunter
    Name 3 things about your class you feel could be improved.
    1 Threat Management - We should know how much -threat our tome and legacies do, along with the ability to deal max potential damage without being required to have a warden leach out threat as the only way to not pull aggro from a tank.
    2 Survivability - Skill wise, we have 1 skill we have to be in melee range for but requires a maxed lagacy, and we have another skill that roots us for a few seconds to only get 80% of the tooltipped pulses. We also have a legendary skill that while potentially useful, roots us for 4-5 seconds which would probably be better off as a 3000 temp bubble for 20s and have a HoT attached of 500/4s for 20s
    3 Legacies - Our bow has one legacy for induction shots and one for focus shots, they should be combined for the crit multiplier, -power cost and -threat.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 Split Shot - It is a decent skill to use in AoE situations, but it lacks something... bump the damage, add DoT's on crit, increase radius... something
    2 Hunter's Art - While I like the animation, it is a bit too long. Also, it needs something as well, either longer duration, bigger and/or more useful buffs, something changed. I have only used it twice since RoI, unfortunately.
    3 Strength of Earth - Maybe instead of Press Onward giving the bubble, have this give a 5k morale bubble during the channel and increase the PoT's/HoT's to 5% of total morale/Power and have Press Onward be a fast skill that heals 50% of total morale/power

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 Raid-wide debuffs - The "yellow" Orthanc set has the 5pc bonus similar to what I would like to see, -1500 physical mit, or maybe like -1000 phy and tact mit. Burgs do nearly as much DPS as us and they have a +10% incoming damage debuff... crazy.
    2 Ranged Interrupts - I would either like to see Distracting Shot turn into an interrupt even if the boss is unmezzable, and have a stipulation that IF DS does interrupt, the CD is reduced to 20s, if interrupt misses, then 3m CD commences. Or maybe turn Blindside into dual purpose attack that if we are in melee, it does the double attack and interrupt, or if at range shoot a mid-damage (quick shot level) attack that interrupt w/ no change of CD.
    3 Raid-wide Buffs - Have something like Campfire be used in-combat, have a lvl 40/50 ICPR/ICMR regin attached and +1% outgoing heals/damage for every 30s you are in "range" of the campfire with a max of +5% and cannot stack with other campfires but the potential buffs can stack. if if one fire was set and 30s later another was set, you get up to the 5% from fire1, once it goes out since you still in range of fire2 you still have the 5%. Or maybe have +300 phy/tact mits every 30s your in range instead of the +dam/heal...

    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 management, hands down.

    Arthilios - 85 HTR /// RonSwanson - Defiler
    RIP Sylidor

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