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  1. #321
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    Re: Official Class Update and Feedback

    Class: Guardian


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

    1. Remove Guardian’s Parry as a stance and add its benefits to both Guardian’s Block and Overpower (OP) stances to “streamline” our stances. Merging the benefits of Guardian’s Block and Guardian’s Parry into a combined “Guardian’s Defence” stance would help with tanking/survivability when more defence is needed. Merging the benefits of Guardian’s Parry to OP would give a boost to our primary DPS build which very much depends upon parry reactives to sustain our damage. I would think that this change would be viewed favorably by both tanking and OP Guards, without upsetting the balance of things too much since the player must choose between one or the other at any given time.

    2. Allow shields to acquire a permanent damage type (similar to legendary weapons) and allow shield spikes to fulfill another role or bestow another effect (crit chance + some kind of bleed or armour reduction effect).

    3. Re-visit redundant Guardian legacies (particularly those that already require a specific trait to be slotted to be of use). Examples include: Catch a Breath cooldown and morale heal (combine into a single major legacy?), reactive block, power restore on reactions, Stamp cooldown. Perhaps either buff these legacies so that a trait isn’t also required or replace the legacies with something else and build the legacy effects into the trait itself). The redundancy of requiring both a trait and legacy to make one or the other effective yields a very low return on investment and precludes their use.


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

    1. Stamp/Catch a Breath are both underpowered from the standpoint that each skill requires both 1) a trait equipped, and 2) at least one legacy (two in the case of Catch a Breath) to gain their full effects. In addition, in the case of Catch a Breath, the morale return of this skill has not scaled well with the increasing level cap.

    2. Shield Smash. As it stands, this is a slightly higher damage version of Bash. Some other benefit is desired to make this skill a bit more, well, Legendary. Allow it to put a -% attack duration debuff on the mob, for example. You just crushed their face after all…that would slow me down. Other possibilities might be a disarm or knockdown effect or a longer stun duration (either on its own or by significantly extending the duration of the stun from a previously applied Bash might be another possibility).

    3. Sting…remove (or at the very least significantly lower) the timer required to remove the corruption. When fighting a single mob solo that applies a self-buff corruption, the mob is generally dead by the time the corruption removal from Sting is actually applied. In the case of a healing corruption, if a Guard doesn’t pre-emptively apply Sting at the right time (which varies based upon how quickly damage is dealt to the mob due to misses, BPE, etc.) there is generally no way for a Guard to remove the corruption before the healing effect activates, thereby extending the fight despite the fact that the Guard used their sole “corruption removal” skill at the correct time.


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

    1. Provide Guardians with a single-target force taunt (perhaps modify the trait for Fray the Edge?). Similar duration of effect (10-12s) and cooldown (30s) to Challenge, but only affecting one target. There are times when a Guardian is tasked with selectively rounding up specific targets. If one of those targets is in the middle of a group of targets that we do not want to focus on us, we currently do not have a way to quickly separate that target from the group of ‘undesirables’ without running into melee range (and bringing all of our other adds with us).

    2. Provide a skill that allows us to apply a buff to our entire fellowship that briefly provides them with greatly increased physical/tactical mitigation or a small, fellowship-wide damage reduction/shield effect to help brace against fellowship-wide AOE damage.

    3. Since we depend upon our reactives to perform our primary role in a group, perhaps add or modify another skill to give Guardians the ability to more frequently proc reactives at will. While this functionality exists with Ignore the Pain and traited Warrior’s Heart, both of these skills are on too long of a cooldown to be of much use during multiple back-to-back pulls or fights where the boss/mobs only deal tactical damage where we aren’t seeing many reactives (not to mention that Warrior’s Heart also requires a trait slot). A couple of alternatives might be 1) to signficantly lower the cooldown of Ignore the Pain, or 2) enable Force Opening in stances outside of OP (probably on a slightly longer cooldown when not in OP) and add the functionality to open one or the other of our reactive chains.


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

    From a tanking perspective: Provide Guardians with a single-target force taunt. Similar duration of effect (10-12s) and cooldown (30s) to traited Challenge, but only affecting one target.

  2. #322
    Senior Member Online status: MeLoWaR is offline Reputation: MeLoWaR the Wary MeLoWaR the Wary
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    Re: Official Class Update and Feedback

    My class : Warden


    Class:

    Name 3 things about your class you feel could be improved.
    1 Mitigation and bpe values shall get higher or overcap.
    2 Dps
    3 More tools to overcome stuns and knockdowns like turn the tables of guardians

    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 Some threat gambits like spear of virtue cause spamming 2 gambits one are more effective powerwise.
    2 Ranged javelin skills are very low in numbers and long cd.
    3 Desolation

    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 like shield wall of guardian to cover healers and squishies with our morale
    2 A skill like turn the tables of guardian ( shield tactics is nice but it is just prohibitive we need a reactive skill.
    3 Aoe melee skills so be effective as other dps classes when we trait as dps.
    ~ MeL ~
    Circle of Trust
    Melowar ~ MeL thyPointedEarHunter ~ Crymeareaver

  3. #323
    Junior Member Online status: Nyadach is offline Reputation: Nyadach the Wary Nyadach the Wary
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    Re: Official Class Update and Feedback

    Hunter

    Name 3 things about your class you feel could be improved.
    1 Survivability - While playing as a glass cannon is good (and my preferred play style), once something does get in close combat with us, we are very fragile, easily interrupted, and do drop fast when fighting in close combat to fast hitting mobs.
    2 Oils and traps - Mostly a boost to them, although on oils a wider selection, or even one added would be handy. While hard to write into lore wise, an ice arrow would be a nice complement to fire. Lure Trap is also too weak, and doesn't confuse anything, thus a tougher trap that is capable of providing a form of defence could be handy.
    3 Desperate Flight - removed from the moors due to pandering to whining wargs (who kept there own stealth in combat escapes), and of little use in a fellowship situation other than saving yourself and getting ridiculed for it.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 Fellowship Guides - Used to be of fantastic use, these days with all instances a click away, and travel to camp fires disappearing, as well as the heavy marketing of travel skills for all. This entire line of skills is pretty worthless other than a quick jump for the hunter themselves to the auction house or bank.
    2 Camouflage - Doubt I've used it once in the past 2 or 3 years. Had novelty value originally but no use in normal play. Can't even be used to nip afk while you're out in the wilds as mobs will see right through it.
    3 Melee combat - it's not our main role in dps, but there are times it is necessary and it's severely lacking and provides very little other than the very occasional heal (if you get it to land), which isn't reliable enough to save you in times of need.

    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 (again) Having a smaller close range random flight version. Just far enough to randomly throw you somewhere within 30m or so, to get that pot drank or trap off to save you when necessary. Wouldn't annoy a fellowship unless you zapped into another group and pulled it, but that's just a gamble in using it.
    2 More guides that of more use to players. Why haven't there been a guide to the Ox-Camp? why isn't there one for whatever the future Ox-Camps we'll no doubt get.
    3 Group Desperate Flight (yes, it's back again), the ability to whisk the fellowship to safety in times of need...or when the tank and mistral have hit the deck and everything's gone exceedingly pear shaped :P

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Will probably go for the close range desperate flight as it brings to life an old skill, makes it more friendly to others. It also makes a hunter more survivable in both fellowship and solo play by giving them a quick range boost to give them a chance to use pots, traps and other skills, or in a fellowship for a heal to come to the hunter.
    Nyadach Rhywen
    Glass Cannon Hunter - Clan Stoutbeard (yes an elf in a dwarf kin, don't ask!) - Laurelin

  4. #324
    Poster of Note Online status: anteku is offline Reputation: anteku the Neophyte anteku the Neophyte anteku the Neophyte anteku the Neophyte anteku the Neophyte anteku the Neophyte
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    Re: Official Class Update and Feedback

    Class: Lore Master

    Name 3 things about your class you feel could be improved.
    1 Healing ability - we already have some skills, but it would be even better to let one of our trait lines allow us to heal better.

    2 Pet scaling - pets generally don't scale well with level; some attention here would be most welcome.

    3 LM synergy - I hear occasionally that 1 LM is enough and that 2 are unnecessary. Part of the issue is that our skills don't stack, unlike for instance, the burg's reveal weakness. It would be great if our skills could stack in the same way.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 Air Lore - the damage mitigation scales poorly. Reducing/reflecting 20-50 damage is nothing when mobs are hitting for thousands of morale. The Orthanc armor improves this, but the improvement isn't sufficient.

    2 Bane flare - I haven't needed to use this skill in ages. There are so few places with lots of undead (that couldn't simply be outright killed). It would be better if the skill affected all mobs (if balance is an issue, can drop it to 10 seconds or something)

    3 Improved Inner flame - The group heal is decent, but the channel is too long and not worth the effort and danger (by not doing anything else). I suggest either cutting the channel in half or allowing us to move while channeling or adding a power restore. If we could restore power and morale, that would make it a really great skill.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 Power of the fellowship (group). This is a big power-restore to the entire fellowship that could be balanced by a reasonably long cooldown.

    2 Sign of Power: Hope (group/solo). Provides a heal over time. An issue with our heal skills is that there are gaps between cooldowns. An additional heal skill would provide coverage of this gap.

    3 Improved Back from the Brink (group). This allows use of the resurrection skill while in combat. Allowing it's use in combat would be a simple extension of an existing 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?

    Improved Back from the Brink would be my first pick.

  5. #325
    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:


    Gardian

    Quote Originally Posted by Sapience View Post
    Name 3 things about your class you feel could be improved.
    1 Self-Heals. Even with LI, they are not at level regarding to the damage we recive.
    2 Improved Shield Blow: either it don't work as WAI or the threat generation is to low
    3 ICPR (Catch a Breath is now using/usable only for power reg.)

    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 Parry-Stance: useless.
    2 Hearth of Fire: useless
    3 Final Strow: useless, it need to much of Fray the Edge to use it for a perhaps chance. Don't work on the most boss fights because of con. immu.

    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 Improve Threat-generation from shild skills
    2 Make Guardians Ward to a shild skill
    3 Add some/more self-made stunn-immunity (shild?) skills ablilities. (Turn the Tables has to long CD and would be OP with the con. chance)

    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?
    Self-Heals

  6. #326
    Junior Member Online status: SkyWarpPro is offline Reputation: SkyWarpPro 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 Solo Surviving. Most of the other classes I have played can do book quests way before the Hunter. The Hunter seems to have to wait sometimes until they are even GRAY before he can do them.
    2 Better Stealthiness. He is a Hunter after all.
    3 Somehow improve the User Interface for all the "Guide to" skills (same for Warden). They are taking up a LOT of slots. When Rohan comes out, I fear I may not have enough slots left.

    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 -- Not sure the purpose of this anymore.
    2 Camouflage -- I don't really see any purpose in this at all, at least not while standing still.
    3 Improved Quick Shot -- Its not quick.

    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 Being able to use Press Onward in combat, with maybe a slightly longer cooldown. There is just no way to survive combat for the Hunter. (Solo)
    2 Improved Split-Shot where it causes a stun on multiple targets for a very short period of time (maybe 1-2 seconds), but has a longer cooldown. (Solo)
    3 Poison or Shrapnel Traps. A new third trap could make trapping more fun again. Perhaps cause poison or area of effect traps with a longer cooldown than the other traps.

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

    "Guide to" user interface improvement. Then we can have room for all the other new things and changes we have suggested.

  7. #327
    Member Online status: -Spunkie- is offline Reputation: -Spunkie- the Neutral
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    Re: Official Class Update and Feedback

    Class: Reaver

    Name 3 things about your class you feel could be improved.
    1 - Mitigation's
    2 - Damage
    3 - Debuffs/self buffs

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 - Upper Hand: The self buff off of this is far to low to make it worth while (+500 armour) and with finese brought in makes the debuff part of the skill worthless. turn this into a self bubble like wargs/mini's/champs have or add a 0 to the end of the armour value.
    2 - Severing Strike: Damage-power cost is not good and so the skill see's little use in rotations, suggest adding evade to the list of effects this skill can't be mitigated by and also have it mitigate 50% of a targets mitigation's.
    3 - Charge: Great skill and the main thing a Reaver is known for, though once this is up the Reaver might aswell run into a brick wall since momentum hasn't been discovered in middle-earth yet, suggest adding a secondary buff to charge that once the main effect expires (8secs) the secondary effect (momentum) kicks in, which would be a tiering effect, the top tier will make the Reaver move at normal speed but be immune to all cc and slows and last for 4secs and then tier down, the next tier will last for 3 secs and make the Reaver immune to all cc but not slows and once this is up the Reaver can then be stunned into oblivion.

    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).
    Nothing really I think the Reaver is in a great place just simple skill revisions will improve the class alot. To add to the above suggestions add some damage to Reaver bebuffing skills (hamstring, upper hand).


    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Severing Strike: This skill changes will make Reaver's able to stand up to certain classes that can almost completely mitigate Reaver damage for 30secs to over 1 min, and on a 1 min cd the skill wouldn't be too extreme.
    Black Guard - Evernight - Spunkie - R14 / Snoopie - R10 / Spunkiespider - R8
    Eveningstar - Evernight - Boscgard / Boscbit / Shinon / Shinnok / Others

  8. #328
    Junior Member Online status: Maurycy is offline Reputation: Maurycy the Neutral
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    Re: Official Class Update and Feedback

    Class: Warden

    Name 3 things about your class you feel could be improved.
    1 increase cap on mitigations
    2 increase cap on block, parry, evade
    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 increase time of force taunt in defiant challenge
    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 new force taunt although on 3 targets
    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?

    increase cap on mitigations

  9. #329
    Poster of Note Online status: Traur is offline Reputation: Traur the Neophyte Traur the Neophyte Traur the Neophyte Traur the Neophyte Traur the Neophyte Traur the Neophyte
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    Re: Official Class Update and Feedback

    Class: Defiler

    Name 3 things about your class you feel could be improved.
    1. Power regen or max power, for a main healer defilers have nowhere near enough power. Minstrels and Runekeepers have 7000 or more power at that level and ways of either conserving or regenning power, give Defilers something similar.
    2. Defiler totem, the orcs in Moria have it, why don't we? Make it like an RK rune that has an area of effect for instance gives a reduction in attack duration and movement speed, something to help defilers against melee classes.
    3. Make defiler debuffs worth while, either make them instant cast with increase range or make them unpottable. There is no way I am ever going to try to run inside spell and arrow range to stand still for 5 seconds while I try to get a skill off that is easily set back.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1. Plague of flies - it doesn't give a debuff and it costs more power than it can regen, either make it give a debuff like the flies you see in swamps or make it return a ton more power.
    2. All debuffs - they take way too long to cast, are pottable and don't do anything significant, so what is a freep loses 300 vitality?
    3. Fell sacrifice - please make it incombat, it is almost always quicker for people who die during action to retreat and run back than it is to wait for the defiler to be out of combat and use that long induction.

    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. Defiler's totem - place down a totem that gives debuff to enemies. If a freep gets close to a defiler the defiler is pretty much dead, we have only 2 instant cast heals and a small power pool so they just have to wait until we run out of power, while being hit we can't cast spells since we get set back and we can't cast induction spells on the move. We need some form of defense against melee classes.
    2. Power regen - doesn't really matter if it is like champs (just a clicky skill), minstrels (series of skills) or lore masters (drain), just some way to replenish over power pool that can be used during combat.
    3. Some way of making inductions not suffer set backs or maybe just reduction in heal inductions or something that will help us heal in large fights.

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

    Instant debuffs.

  10. #330
    Grand Member Online status: ifreborn1 is offline Reputation: ifreborn1 the Bounders-friend ifreborn1 the Bounders-friend ifreborn1 the Bounders-friend ifreborn1 the Bounders-friend ifreborn1 the Bounders-friend ifreborn1 the Bounders-friend ifreborn1 the Bounders-friend ifreborn1 the Bounders-friend ifreborn1 the Bounders-friend
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    Re: Official Class Update and Feedback

    Class: Burg

    Name 3 things about your class you feel could be improved.
    1) Servivability: the class was never as squishy as it is now. Light armor has the same mittagion and higher crit D it is a joke

    2) Debuffs: When are tricks going to be improved?

    3) steath fix the dam bugs in the moors and make it so hobbits are not spam tracked!!!! 5 min timer on track never usable incombat store or reg.

    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) Reveal weakness should be a togle that effects all mobs withing 10m of the burg

    2) Knives out should mittigate all damage types and the old legacy should be reintroduced witch +% of mittigation up to 90% and cool down reduction to 1min or 1:30 to mirror champs buble

    3) Ready and ale the timer is too long and escape clause should no longer be tied to a cj

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1) Provoke whats up with this skill can it be changed to a skill that um that puts a buff on the target with agro? maybe +1% more agro generation each time provoke is used for say 15 sec stack up to what 5%-10%?

    2)More self heals less dependent on the mini capptain and speed buff of some kind maybe a break root skill that gives us a burst of speed and makes us imune to roots

    3)Return CJ's back to SOA level with real AOE DPS and bigger heal power return. design content and encounters with cj;s inmind. they were a fun team mecanic that should have been developed more. you guys tossed it on the trash heep.

    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]

    Survivability.
    Last edited by ifreborn1; Mar 01 2012 at 11:27 PM.

  11. #331
    Poster of Note Online status: Harlinator is offline Reputation: Harlinator the Neophyte Harlinator the Neophyte Harlinator the Neophyte Harlinator the Neophyte Harlinator the Neophyte Harlinator the Neophyte Harlinator the Neophyte
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    Re: Official Class Update and Feedback

    Class: Minstrel

    Name 3 things about your class you feel could be improved.
    1. CC
    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 Aid - change this to an instant skill that is basically a fellowship-wide Cry of the Chorus
    2. Call to the Fellowship - allow minstrels to open CJs w/ this skill.
    3. Song of Soothing - make this an instant skill usable on the move
    4. Echoes of Battle - when in Harmony, doubles the CC duration of all applied CC skills

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1. AoE Invocation of Elbereth. I see this as a solo and group skill. Make it have a short range like 5m. Would be great for PvMP as well.
    2. AoE Piercing Cry. 3m cooldown and shorter range. same crit/stun chance as current PC skill. Good for solo and group play and PvMP.
    3. Group-wide Gift of the Hammerhand. 10m CD. Obviously group play for both PvE and PvMP.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    #3. It's a survival skill. Maybe make it unavailable when in War-speech.
    Last edited by Harlinator; Mar 02 2012 at 01:24 AM.

    Ain't no mountain high enough...
    Mis-adventure is better than no adventure at all!

  12. #332
    Senior Member Online status: Erethal is offline Reputation: Erethal the Wary Erethal the Wary Erethal the Wary
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    Re: Official Class Update and Feedback

    Class: Captain

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

    1 Melee-based heals should def. have the ability to crit! They're very small as-is. Even if they only have the crit chance when the melee attack crits, that would still be great!

    2 The grd/wrd 5mor/vit buff should be provided to other classes in a similar fashion. For captains, that could be a) 5mor/vit or b) 4mor/vit and 4pwr/will (or even better, move power into might!).

    3 Continue to streamline the 3 traitlines as you had started in the Isengard revision. Replace traits and bonuses that are not specific to the traitline they are in. Make the To Arms, Time of Need and banner traits passive. Either make the Mark skills CD bonus passive or distribute them to the 2-set bonus of their respective traitlines. Add new traits to these lines that will be useful to their respective roles.

    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 Cry of Vengeance: extremely long CD and must be traited in order to be viable in most situations. Needs some serious work! Make this skill our only in-combat rez (making Escape from Darkness a 0-cd out-of-combat rez) and increase the range, passive mor/pwr return and change the current Escape from Darkness cd reductions to CoV. Bring back the function to rez 2 or more ppl by a trait/legacy/bonus and remove the time limit after death.

    2 Muster Courage (traited): this skill when traited can be pretty pointless because it can be so slow, both in the delay before the skill is activated and the length of the animation. In many cases you can take more dmg in the time it takes to execute the skill than what the skill actually heals and could have spent those few seconds doing something much more useful.

    3 Valiant Strike (non-HoH): this skill is almost totally pointless outside of HoH. It's slightly higher dmg, but with a 2min CD and only a 2-300 heal its use is very minimal. Please increase the heal closer to RC's or maybe just take the heal out and make it start a defeat event or some other functionality like traitline-based buffs.

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

    1 Add a new skill that instantly reapplies all existing motivating/tactic buffs on everyone in the fellowship! The power cost can still be about the amount of the combined power costs of 6 tactics and motivating speech so that it doesn't simply get spammed.

    2 Add to a new skill or improve upon an existing skill an ability that guarantees/significantly increases the chance of a crit on the next attack or heal with a 1-3m cd. This would be very useful in groups or solo. A lot of what we do is dependent on the luck of getting a crit so having an occasional guarantee would be awesome!

    3 Add to a new skill or improve upon an existing skill an ability that provides some extent of CC immunity. There's nothing worse than seeing the class designed to inspire, motivate and lead their fellows kneeling helplessly on the ground or running away in fear. The scope of this ability would be based solely on what you, the devs, would determine as appropriate.

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

    Cry of Vengeance: extremely long CD and must be traited in order to be viable in most situations. Needs some serious work! Make this skill our only in-combat rez (making Escape from Darkness a 0-cd out-of-combat rez) and increase the range, passive mor/pwr return and change the current Escape from Darkness cd reductions to CoV. Bring back the function to rez 2 or more ppl by a trait/legacy/bonus and remove the time limit after death.

  13. #333
    Senior Member Online status: Bradegor is offline Reputation: Bradegor the Wary Bradegor the Wary Bradegor the Wary Bradegor the Wary
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    Re: Official Class Update and Feedback

    Class: Runekeeper (watching BR changes aswell)

    Name 3 things about your class you feel could be improved.
    1 Survability
    2 Healing induction casting times
    3 Itemization (offhand slot, swithcing runestones to 1Hander)

    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. Slow casting, not much damage, not really useful debuff.
    2 Improved Scathing Mockery (even more after iEoF change). Too slow and new dot being a WoF is worse for many effects.
    3 Improved Prelude to Hope (new one). Giving 20 power is not enough to be worthy to cast, considering how few it heals and how much power it costs to you.

    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 on any attunement. It would improve the much needed survability.
    2 Instant group heal. Some fast solution to deal with spike damage which would compliment nowadays group heals.
    3 Another Fire skill for rotation, with the following: a bit more damage than FR, more power cost, some short CD to compliment it and make Fire rotations more interesting.

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

    Class survability.

    Also featuring: Saril, lvl 75 Human Loremaster, Dirgations lvl 75 Human Champion.
    Phoenix Legion kin, Laurelin Server.

  14. #334
    Member Online status: Yma is offline Reputation: Yma the Neutral
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    Re: Official Class Update and Feedback

    Class: Loremaster

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

    1 - Healing. A full KoA LM should be able to heal way better than now, and when using the Limrafn being basically on par with healing traited captains and dps traited RK/Mins. A MotNF/AC LM should still be a decent emergency healer, instead of being limited to reactive heals and the long CD of the single target beacon of hope: for that I'd be better off using my old OD armor, which makes no sense considering the 10 levels gap.
    2 - Pets. In any group, most pets are of little use when compared to ravens and bears, where the fire debuff/tactical buff and armor debuff/additional stun outshine everything, but in general they just feel like an additional spell we can use in the right moment of the fight - with the small exception of flanking (which could be surely expanded beyond heals, especially for non KoA traited LMs), there's no sinergy between us and our pets. And I'd still love to add a single charmed pet to my list.
    3 - please remove the need of a legendary trait to use an offhand weapon! It's basically a mandatory trait just because of that.

    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 - Continual Air-Lore. The damage shield is just not on par with the damage levels we have in ROI, doesn't help much a tank to hold aggro, doesn't damage much and drains power. It would be much better off if instead of damage, it would add threat to the air lore target;
    2 - Knowledge of the LM. The debuff is not on par with ROI, and the in combat requirement makes it a single use spell in long fights of dubious usefulness;
    3 - Bane flare. I used it only in the OD glory days of Gortheron last stage, now it's back to the forgotten spells quicbar - as it is, 15s aoe daze with 1m CD, it could really do without undead genus restriction.


    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 anti stun. Keeping anti stun constantly up in more than a couple of members in a long fight is a torture;
    2 - anti condition wards. Just like sticky tar and warding knowledge, inside an anti disease/poison/fear ward the chance of resisting it is seriously raised;
    3 - a knockback stun, just like that session play dwarf in the fall of Moria - I want it Seriously, a single target knockback+stun that could be used to push a mob toward the nearest friendly guardian would find some great use in my spell list.

    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'd go for pet revamp, it's really the class defining thing, and it's quite lackluster - we're known for sticky gourds and dazes, and "uh yeah sure the pet, gief raven" it's a bit down in the list of the things groups require from us.
    Yaric, Loremaster · Yeon, Hunter :: Phoenix Legion :: Innocent Raid Alliance :: Laurelin

  15. #335
    Grand Member Online status: Kongas is offline Reputation: Kongas the Undefeated Kongas the Undefeated Kongas the Undefeated Kongas the Undefeated Kongas the Undefeated Kongas the Undefeated Kongas the Undefeated Kongas the Undefeated Kongas the Undefeated Kongas the Undefeated Kongas the Undefeated
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    Re: Official Class Update and Feedback

    Class: Hunter

    Name 3 things about your class you feel could be improved.
    1 Aggro Management/Dump - no point having dps we cannot use.
    2 Self Heal - every other class and their dog have bubbles nowadays
    3 Survivability. Hunters should not be the glass cannons they have become with mitigation changes.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 The entire trapper line is useless. No one traits it as the dps sacrifice is too great and the gains so minimal.
    2 Split/shot and Hunter's Art are valueless. The former does practically no damage to 2 targets hugging each other and the latter is useful only for warning the target of an attack. The benefits do not outwiegh the costs.
    3 Heart Shot. Either the damage needs upping or cooldown reducing. Benefits rarely outweigh costs.

    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 skill on reasonably short cooldown that would vastly boost defences to give some survival chance when aggro is pulled.
    2 Beneath notice on longer duration and shorter cooldown so we can actually use our dps in groups.
    3 Using traps in combat as standard.

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

    Overwhelmingly - MUCH BETTER aggro management/dumping. With a useless secondary function (trapping line) and dps at best only on par with other dps types combined with the fact we are now glass cannons - the only thing hunters are good for is massive dps at range. Yet the moment we use that dps in a group we pull aggro we can't handle anymore due to being glass cannony. with 90% of tanks now the only way hunters can play in groups is to throttle back dps. That makes us pretty much a useless class in groups compared to others with good dps and a useful secondary role.

  16. #336
    Grand Member Online status: MoonwalkIntoMordor is offline Reputation: MoonwalkIntoMordor has disabled reputation
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    Re: Official Class Update and Feedback

    Class: Burglar

    Name 3 things about your class you feel could be improved.
    1. Debuffing: The potency of our debuffs individually are fine, but our role as a debuffer lacks the depth and utility of that of the Lore-master. Could add more tricks, non-trick debuffs like Snag or possibly dual-tricks like dual Minstrel tales. Making such an improvement to this primary class role would possibly require a revamp of the class akin to the Minstrel or Champion revamps though.
    2. Crowd Control: Again, most of the skills themselves (especially Riddle and Startling Twist) are fine, but the role could be expanded so that when you appropriately trait for it, you can really feel like it makes a difference.
    3. Conjunctions: Not exactly Burglar specific. They were supposed to have been improved in a previous update, but they were not. Adding raid specific conjunctions don't count. Please, try to improve the conjunction system to reward the groups that try to execute more complicated maneuvres. Maybe even add more conjunctions to the system with unique effects, like AoE stuns/dazes/fears, different debuffs and group buffs.

    Also, I don't know if this could work but it would be great if the conjunction executes instantly when the group input matches the conjunction set by the leader, instead of waiting for the stun to end.

    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. Lucky Strike, A Small Snag, Feint Attack: These skills are absolutely useless unless you trait the appropriate trait line. I like the idea of skills being improved by legendary traits, but the base versions shouldn't be so underwhelming.
    2. Well-placed Strike: The induction makes the skill nearly impossible to use in PvMP and not worth using in PvE.
    3. Double-edged Strike and Flashing Blades: Hold your horses. These skills are fine. My problem is that they require dual-wielding. I just wanted to know if you could change them to work while wielding two-handed weapons such as shovels or pitchforks.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    I will leave this up to you. I have many ideas regarding the class but it requires a complete revamp.

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

  17. #337
    Senior Member Online status: Siege_of_Mirkwood is offline Reputation: Siege_of_Mirkwood has disabled reputation
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    Re: Official Class Update and Feedback

    Class: Warleader

    Name 3 things about your class you feel could be improved.
    1. Warleader shouts should do much more damage.
    2. Healing skills should have much shorter induction , or no induction at all , like Minstrels.
    3. 1 More shout skill or healing skill.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1. Black Speech - because it does 150-400 damage on Freeps , while the base damage is 770.
    2. Crack the Whip - Should heal 2000-2500 instead of 1000. That's because Freep auto attacks can hit 1000 , making the healing skills useless.
    3. Brawler's / Commander's stance.
    Brawler's Stance - Remove the healing output of Quit Whining and Fight. Just like Minstrel's War Speech.
    Commander's Stance - Fix the healing aggro. Should completely remove inductions of healing skills , and healing output should be +50% instead of 15%.

    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. Add another shout , that does massive damage , but has a 30 second - 1 minute cooldown. Base damage around 1500. If it's critical , it applies a DOT that deals 200 Damage every 2 seconds for 20 seconds. If it's devastating , It applies a dot and a root.
    2. A heal over time skill. Something like Defilers and Minstrels have. Crit/Dev heal applies a buff that increases the incoming healing by 25% for 1 minute.
    3. AoE Fear skill that reduces affected people's tactical and shadow mitigation by 1000.

    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 new shout. Warleaders have only 3 Shouts , 2 with 10 second cooldowns and 1 with 25 second cooldown. Melee attacks do common damage , which is completely useless on Freeps.
    Last edited by Siege_of_Mirkwood; Mar 02 2012 at 06:46 AM.

  18. #338
    Junior Member Online status: Badgadan is offline Reputation: Badgadan the Neutral
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    Re: Official Class Update and Feedback

    Class: Loremaster

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

    I'm reasonably happy in general, but a couple of ideas:

    1 - Increase in SOP durations - need some other way to increase it without the lottery of an LI with at least 4 majors (to be ideal). maybe put it somewhere deep in a traitline so if you trait for cc/debuff it comes with the package (especially SOP Righteousness).

    2 - The role of cc - the new raids have the adaptation mechanic, effectively nullifying one of our roles. one of the rings in the sourman fights resets the adaptation, meaning the same stun can be reapplied. why not give us a skill to do that?

    3 - pets - I didn't use anything but the eagle when it was unlocked to level to 75, i've not used anything since hitting the cap in raids other than the bear or raven. I'd like a reason to use some of the others.

    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.

    I never (or very rarely) use these skills, have never felt like i've needed to - would like a reason to though

    1 - Continual Air-Lore.
    2 - SOP Vigilance (the stealth one)
    3 - Bane flare
    4 - Test of will

    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 - remove adaptation buff - (but with say 5m CD balanced to not be OP) - mainly group particularly trash mobs in ToO
    2 - anti condition wards. Just like sticky tar and warding knowledge, inside an anti disease/poison/fear ward the chance of resisting it is seriously raised; (Stole this from a guy above - good idea) - mainly 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?

    Increasing SOP durations without the book legacy - fellow/raid wide application would be a bit OP I think, but increasing the duration of the effect will allow more time for us to apply it to more members without having to do it constantly.

  19. #339
    Senior Member Online status: VentoPT is offline Reputation: VentoPT the Wary VentoPT the Wary VentoPT the Wary
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    Re: Official Class Update and Feedback

    Class: CHAMPION (fervour)

    Name 3 things about your class you feel could be improved.
    1 DPS real bonus in fervour stance needed (we expose ourselvess for dps trading survivalty for DPS, so sustanied dps class by itself is a contradiction with so many other classes with so high dps skills around we fall short).
    2 Power Consumption needs to be reduced or hability to recover it need to be increased.
    3 fervour pips consumption/generation

    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 Second Wind
    2 Harmstring could give a 20% chance or something to inducting a fsm
    3 Embraced attak (healing one ) could add a few healing pulses

    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 FSM induction skill
    2
    3

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? More dps output in fervour or Second wind improvement for broad class needs

    ...the untaught fervour champion...

  20. #340
    Senior Member Online status: Andjay is offline Reputation: Andjay the Wary Andjay the Wary Andjay the Wary
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    Re: Official Class Update and Feedback

    (I view each of these questions as completely separate.)
    Class: Guardian

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

    1. OP damage
    2. Attack Duration/Animation Times (sometimes I think my armor must be made of lead)
    3. Ranged Pulling (Increase range/threat on Let Fly)

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

    1. I'd love to put CAB or FtE because they need some love; but I only ever use Challenge the Darkness in OP stance, because I run out of useful legendaries to use. This skill needs to be either longer duration, shorter cooldown, more of a buff, or some combination of all three.
    2. Remember how I said I run out of useful legendaries to use? Brutal Assault is one of them. I usually only equip it in OP because it seems stupid to trait 5R and not put on the capstone, and there's nothing else to put in. A stackable bleed that, because of skill cooldowns/group dps almost never gets a chance to actually stack? That only stacks 50% of the time anyway? That only increases my 1 bleed by 15% (ie, by 2.7 damage/tick before mitigations?) This is idiotic as a legendary, and absolutely insulting as a capstone legendary.
    3. Continuing on the theme here, Heart of Fire is even more useless than Haemorrhage. Even when I trait 5Y I still don't use this skill. Guardians never run out of power, so decreasing the CD means we get to keep our power bars at max during the fight? Phew! Alternatively, Bosses always have power pools in the tens of thousands, so it's never going to be able to drain them. I only ever used Take to Heart against Huva (before they changed the fight) and occassionally against Primordial Wrath. How can this ever be worth using? Oh +600 crit defence? Well, I suppose that's useful, except I can't tell how much it's useful since none of the traits on my character sheet actually change when I use it so I can't put +600 into context. If crit defence numbers are anything like our physical and/or tactical mitigations, though... +600 is literally no better than CAB is to your morale pool - a meaningless drop in an ocean. Perhaps it's my own ignorance of what the skill does since I never use it, but it's certainly extremely underwhelming as a legendary capstone.

    The only legendaries that feel like legendaries are TTK and LoC. GT ekes by, and SS is only worth traiting if you can't find anything else to use (ie, you're Yellow traited), but the 3 above are by far the worst legendaries for the Guardian. Maybe even for the game.

    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 envision a skill that changes based on stance in both tank-mode and OP, like Protection. In tanking stances, I would see it as "Take the Shot: The Guardian patiently bides his time until an opening reveals itself in the enemy's defense." and "Surprising Assault (OP stance): The Guardian patiently lulls his enemy to sleep with his girl-like attacks and then BOOM. HEADSHOT."

    I see this skill having as having a high threat multiplier, maybe even a aggro force. It would be a parry-line tier 3 single target skill (ie, use it or TTK). Depending on how much damage we're talking about, it could even be an instant skill. But seriously. Anything under 2K damage (After mastery is applied) and don't bother. 3K on a crit, 5 on a dev. Some might consider this overpowered. But consider how low your DPS is otherwise (1-1.3k) this will hardly make a difference. What it will be useful for is speeding up a solo guardian's fight, or doing something useful when a monster is immune to FMs.

    I see the CD being most appropriate at 1-2 mins.

    When combined with Shield-smash, that legendary actually becomes slightly more viable (and also doubles the effective "gate" time if you want to do some nice spike damage, especially if SS crits) This allows the tank to get useful spike dps on a once or twice a fight basis without really raising their DPS (calculation based over a minute duration).

    2. A damage re-direct skill. The best defender uses his opponent's energy against him. This skill could be used to transfer the damage done from one attacker to another attacker or attackers (or even make it a simple reflect skill). I see it like taking control of the enemy's weapon either by parrying or grappling and using it to impale another enemy, or simply ducking when 2 archers at 180 degrees are both firing arrows at your face, resulting in the archers being shot . This skill would be a short duration individual buff, like, 5 seconds (increased with LI legacy?). Obviously it would be best used whenever you see a red induction, but not necessarily. Probably high power cost (200-300? 40-50/sec if it can be increased by legacy?) because, well, it does require a bit of skill. CD should be probably around 2-3 mins.

    3. Aggro dump. An "anti-challenge".

    Martially speaking, I have no idea how this would work. So it might make better sense to slightly reduce the CD of engage? ie, 45-50s instead of 1min.

    Which is most important?
    1. A skill like "Take the Shot/Surprising Assault". BOOM. Headshot.
    Last edited by Andjay; Mar 02 2012 at 10:52 AM.

  21. #341
    Junior Member Online status: oderif is offline Reputation: oderif 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.
    1Trapper of Foes trait line
    2 Defense Abilities
    3 the hunter realy has a hard time doing escort quests. he is too vulnerable to tank himself and has no skills too protect allies

    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 induction low damage --> little use
    2 camp fire: almost no effect
    3 needfull haste --> too complicated

    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 healing
    2 defence skill
    3 short duration pet or decoy --> sometimes it would be nice when dealing with multiple enemies

    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 like playing a hunter very much and if i get frustrated its very often when doing escort quests where you have to protect an ally wich is moving forward fast and the hunter has nothing to protect him

  22. #342
    Junior Member Online status: MidnightGathering is offline Reputation: MidnightGathering the Neutral
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    Re: Official Class Update and Feedback

    Class: Reaver

    Name 3 things about your class you feel could be improved.
    1. Burst Damage
    2. Survivability
    3. N/A

    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. Charge - make it instant. The possibility of it being interrupted with a stun is unacceptable considering Freep equivalents.
    2. Ravage - it could use a buff in terms of critical multipliers. Brutal strikes can hit for 3k+ - I've never seen a 1k Ravage.
    3. Devastating Strike - increase in critical multipliers. A critical with Freep equivalents far surpass DS capabilities.

    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 kind of in-combat charge - too often do Freeps escape on low morale due to superior sprints. It could last 7-20s.
    2. A survival skill which isn't attached to resetting useful skill cooldowns (ATO). Something like a bubble or added avoidance.
    3. N/A

    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 survival skill which isn't attached to resetting useful skill cooldowns (ATO). Something like a bubble or added avoidance.

  23. #343
    Poster of Note Online status: Lucanthanas is offline Reputation: Lucanthanas the Wary Lucanthanas the Wary Lucanthanas 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 - Utility (besides dps)
    2 - Threat Management
    3 - Morale/power 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 - Split Shot (too little area, too little damage)
    2 - Hunter's Art (too little usefulness, too much time to shoot)
    3 - Strenght of the Earth/Press Onward (too long induction to be usefull)

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 - Ranged Fellowship Maneuver starter - Currently there is only one class that can consistently start FMs. It would be usefull for everyone if there was another one. Besides, the single target ranged skills with some kind of control in them (bard's arrow and distracting shot) have long inductions that, while being usefull, make them dificult to use as interrupts.(usefull both in groups and in solo play).
    2 - Some kind of fast survivability skill (a bubble for instance) - we just need it. (Group or solo)
    3 - A single target debuf skill - lower target's mitigations, Increase its miss chance, Decrease Critical chance... Any kind of good debuf that makes the target faster to be killed or slower to kill you. - I feel it would be a way for the hunters to be usefull in groups besides just dps... Besides, even in solo play, if the enemy dies faster or kills slower, your chances of survival increase (Solo, but mainly 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?
    Utility increase. Hunters need variety. Make the yellow line a true control/debuff line. The changes it had were a good start but are still to few to be useful in groups with other, better options.

  24. #344
    Member Online status: Springmann1 is offline Reputation: Springmann1 the Neutral
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    Re: Official Class Update and Feedback

    Class: warden

    Name 3 things about your class you feel could be improved.
    1 wider selection of taunts, more force taunts
    2 quicker way to build and maintain aggro
    3 better mitigations

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 the dark before dawn~the requirements make it almost impossible to achieve this gambit while in fellowships
    2 determination~should be dealt away with and assimilated in to conservation.
    3 all fist line gambits~should have aoe threat generation

    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 better threat generating gambits
    2 better/more forced taunts
    3 shorter inductions

    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 dark before dawn~the requirements make it almost impossible to achieve this gambit while in fellowships

    Lyandon splintershield warden 75 Hotdang manitellyouwhat guardian 67

  25. #345
    Junior Member Online status: spiff75 is offline Reputation: spiff75 the Neutral
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    Warden Re: Official Class Update and Feedback

    Class: Warden

    i have levels 2 wardens 1 to 65 2 years ago and 1one recently to 75

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

    1 the speed we get our "buffs", atm it taked to loong before we have the buff we rely on to stay alive to become effective.

    2 We should be able to use the spear/taunt attack even if we are unarmed/silenced, but not do any damage with the abilities, but only set the gambit. atm if u are trying to put up a quick gambit and be a split seckond in front of the que its disaster if u get disarmed, because u end up with bull#### as ur gambit= 4-7 seckond combat wasted= dead warden+ team.

    3 more reward for completing loong gambits, a potensial 10 sec stun imune takes 5-6 seckonds to prepare witout using "quick" gambits ( quick gambits are dangerous to use in a emergency because point nr 2 )

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 the dark before dawn= hwo the #### think about power when the tank is half dead......and really should use celebration of skill ????
    2 nothing
    3 nothing

    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 speed of the way we get buffs
    2 mitigation
    3 nothing

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Fix the issue with being tottaly helpless after silenced / disarmed, if a guardian gets disarmed he can instant use a skill when he gets back, we have probably filled our gambit with bull#### and need several seckonds to build a new, or we need to use a complete other skill then the one we had started before the stun, wich also lies several seckondns away

  26. #346
    Senior Member Online status: dniv14 is offline Reputation: dniv14 the Neophyte dniv14 the Neophyte dniv14 the Neophyte dniv14 the Neophyte dniv14 the Neophyte dniv14 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 - DPS capabilities
    2 - Survivability
    3 - Crowd control

    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 - Distracting shot: Not very useful as a CC skill due to its (relatively) long induction.
    2 - Split shot: Doesn't deal much damage, defeats the purpose of the hunter as a single-target damage dealer.
    3 - Improved Strength of the Earth: The morale regen for this skill isn't enough to make it really useful in pressing situations.

    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 self-heal or survivability skill that doesn't have an induction. Currently, all other classes have some type of immediate life-saving skill. The induction on Press Onwards is just too long to make it useful in the situations we're normally exposed to.
    2 - A better way to regenerate focus in combat. Especially in the Moors, where everyone is constantly on the move.
    3 - Maybe a new kind of oil or other consumable to add an effect to our arrows? Light and Fire get somewhat boring after 75 levels of using 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?
    An immediate self-heal would make the class oh-so-much-more fun to play!

  27. #347
    Junior Member Online status: flamedryad13 is offline Reputation: flamedryad13 the Neutral
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    Re: Official Class Update and Feedback

    hello, I'm an alt-oholic

    Class:Warden

    Name 3 things about your class you feel could be improved.
    1 more gambits- I want to see every permutation of the system
    2 I'd like to see something fore traiting evenly- a warden is meant to use all three skills so why not give them something
    for being that expansive.
    3 Don't clear the gambit system when I kill a monster. I'm fighting a mob i was building a gambit that guy dies and i have to start over.

    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 Forced March should come back on after combat is done. It should still be on when you run in for the critical strike, and why the power loss.

    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 gambits- see above

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

    Class: Rune Keeper

    Name 3 things about your class you feel could be improved.
    1 Slow the re balance of my atunement it hard to get high level heals if I lose atunement during the induction.
    2 more solid concept of the middle path. If you do three sides to the coin only one for damage, one for healing, and one for what ever else.
    3 more all skill boosting items

    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 the ????- needs to last longer
    2 calming verse should toggle or delete it and make the trait Master of Allusion better
    3 armor of the ??? and fall to ??? should have a way to change them without changing weapons

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 some Aoe damage maybe a rune of destruction like the rune of restoration but that damages your foes
    2 more buffs
    3 master of writs should always be a toggle or a trait

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

    Class: Lore Master

    Name 3 things about your class you feel could be improved.
    1 More buffs especially for pets
    2 More pets
    3 Better and more pet skills
    * able to ride the pets

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 Knowledge of the Lore-master: it does nothing, or at least nothing noticible

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? more pet skills and *able to ride um

  28. #348
    Senior Member Online status: Theandil is offline Reputation: Theandil has disabled reputation
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    Re: Official Class Update and Feedback

    Class: Hunter

    Name 3 things about your class you feel could be improved.
    1. Improved penetrating shot. Move back pre RoI. I dont want be 1 button class. Or change improve to adds 1 focus on crit 2 focus on devastate. Or when its penetrating shot make is penetrating targets like warden javelin skill (dont remember name now)
    2. Campfire .. Improve it.
    3. Surviability

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

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1. Another new surviability skill
    2. Make trait which allow us track stealthed mobs/creeps as passive skill.
    3. Oh and I mention surviability?

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

    Improved penetrating shot.


    Drakknarg - Warg rank 9

  29. #349
    Junior Member Online status: Freanix is offline Reputation: Freanix 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 Another non melee combat Heal that can be used on self also
    2 New standard buffs to buff something other than crit/parry/icpr - why not a block/incoming healing/icmr/mitigation
    3 New banner types - banners that give other bounus

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 Kick - CD too long even when yellow traited, captains can now tank quite well so a good kick would be nice
    2 Time of Need - pointless never use it!
    3 Shield of dundain and Oathbreakers shame - Oath breakers is redundant now with fellowship brother and blade brother you get 2.30 mins compared to 10 secs of oathbreakers. Shield of dundain CD is too long make it like champ,healer bubbles.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 New non melee heal - we can heal well but just need that little bit more to heal bigger instances and able to heal ourself
    2 An extra single target force taunt (in leader of men) - i have tanked alot since roi in 3 and 6 man and even draigoch, just seem sort of a quick single target force taunt.
    3 Bow use - just a rubbish bow skill like champs and guards nothing more than that.

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

    think i would have to go back to the new buffs skills, its our primary roll and could open up new ideas for buffing different in raids as some things might be needed more than others. and also im board of just using crit chance all the time lol

  30. #350
    Senior Member Online status: Acebold is offline Reputation: Acebold the Bounders-friend Acebold the Bounders-friend Acebold the Bounders-friend Acebold the Bounders-friend Acebold the Bounders-friend Acebold the Bounders-friend Acebold the Bounders-friend Acebold the Bounders-friend
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    Re: Official Class Update and Feedback

    GUARDIAN
    Name 3 things about your class you feel could be improved.
    1. Improved DPS in overpower and better power sustainability.
    2. Improved tanking DPS/threat management.
    3. Added benefit to block/parry stance. IE, if the tank loses aggro while in block stance the enemy is rooted for 5 seconds.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1. Catch a breath, heals far to little morale, even when traited, since stat caps were removed. nearly useless.
    2. Warrior's Fortitude, again, heals far to little morale. a 1k heal when tanks have 18k+ morale is near worthless.
    3. Fray the edge- needs to be a taunt so we have a ranged taunt to pull enemies back.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1. Ranged taunt skill, 30m range: taunts enemies within 5 meters of your target to you. (Used in group play)
    2. AOE shield skill, Hits 3 targets (improved with AOE targets legacy), You swing your shield wide hitting multiple targets within 5m.
    3. Parry power restore: When you parry an attack you may press this skill to return some power, cooldown 30 seconds.

    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]
    1. Improved DPS in overpower and greater power sustainability.

  31. #351
    Junior Member Online status: Laudelic is offline Reputation: Laudelic the Neutral
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    Re: Official Class Update and Feedback

    Class: Warden
    3 Improvements:
    1. Increase mitigations. We're getting passed over for guardians constantly, I've been rejected from groups saying they "want a real tank."
    2. Decrease gambit builder power costs.
    3. Make the morale leaches scale better into the higher levels and end game

    Underpowered Skills:
    I actually use most of my skills on a regular basis, I wouldn't say there are any that are particularly underpowered or useless.
    1. Adroit maneuvers buff to attack speed doesn't last long enough for me to want to use it regularly.
    2. Fist line DoTs (Brink of Victory, Surety of Death, Desolation) are underpowered. They don't provide too much threat, and they do less DPS than the similar bleeds from the Spear line.

    Skills to add:
    1. A skill to increase mitigations.
    2. More javelin skills. If Update 6 is going to give wardens a ranged DPS role, then we're going to need more ranged skills.
    Other than that, wardens have plenty of skills and are pretty well rounded.

    Most important:
    Mitigations. We need a way to get those up so we can be on a level playing field with the guardians.

  32. #352
    Senior Member Online status: Sephollos is offline Reputation: Sephollos the Wary Sephollos the Wary Sephollos 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. Threat generation/management
    2. DPS relative to other dps classes
    3. Complete reworking of the trapper trait line so we have a more viable secondary role

    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: Extremely low damage, long cast time, requires focus, and provides buffs that are next to useless (in endurance the ICPR buff doesn't even offset the skill's power cost, in precision finesse isn't needed since at 75 everyone already has more than enough from gear alone)
    2. Split shot: Low damage, small radius, and the somewhat long induction make it inadequate for most situations.
    3. Press Onward: With a very long induction and low morale/power returns, this skill is hardly worth using the legendary trait slot on, not to mention that if you are ever low enough on morale/power to need to use it, it's next to impossible to get off in time with the long induction. I would recommend removing the induction and scaling the morale/power returns.

    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 solid aggro dump skill, for example make Beneath Notice permanently reduce threat rather than perceived threat. Hunters are one of the highest, if not the highest, threat generating classes in the game, but currently have no ways to effectively manage this threat without significantly lowering our dps (and dps is our only real class role currently)
    2. A debuff skill that increases all damage done to the target, similar to a burg's reveal weakness. This would give us something to set us apart from the other dps classes, who currently do similar dps yet bring more to a fellowship than a hunter (champs can tank, RKs can heal/buff, burgs can do just about everything lol)
    3. An inductionless ranged interrupt 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?
    Threat generation/management
    Last edited by Sephollos; Mar 02 2012 at 01:53 PM.

  33. #353
    Member Online status: Haltholir is offline Reputation: Haltholir the Neutral
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    Re: Official Class Update and Feedback

    I haven't been playing long enough to be able to comment on/criticize our attacks, but I think it would be cool to add a skill called like "Last Stand" or eve better "An End Worth Remembering" where if we get below 1/4 or 1/8 morale or something we use our remaining morale up and kill all enemies near us, thereby making such an end as is worth remembering, and possibly saving fellows. I understand that this would have to have a very long cooldown, or fellowships would use thier Guardians like suicide bombers. It would also probably have to heavily damage, but maybe not kill bosses.


    "Do not meddle in the affairs of Guardians for they are subtle and quick to SHIELD-BASHING, FOE-RENDING FURY!"

  34. #354
    Member Online status: Erunineriol is offline Reputation: Erunineriol 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 Solo-Target DPS upgrade beyond Champ and Runekeeper
    2 The Bowmaster-path must be the DPS-line - not the Huntsman with ROI-Set
    3 You can always lay down traps infight, without skilling

    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 Burn hot with Cool Burn - Less things are there to skill into 5 red with the opposite to the blue line and improved fleetness with ROI-Set and infinite focus
    2 Hunters art - The buff isn't worth the 3 focus - in every stance
    3 Bardbed arrow - the DOT must stack itself (some like the essays from the rune-keeper)

    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 strong melee-attack
    2
    3 Some skill to reduce the focus costs for 30 seconds

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

    Push up the DPS in the red line with burn hot to single targets!
    [DE]Anduin - Eclipse

    That still only counts as one! Der zählt trotzdem nur als Einer!

  35. #355
    Member Online status: Placida is offline Reputation: Placida the Neutral
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    Re: Official Class Update and Feedback

    Class: Hunter


    Name 3 things about your class you feel could be improved.
    1. Survivability - We are one of the squishiest DPS classes (medium armour + no self-heals)
    2. Trapper of Foes trait line - The only ToF trait I ever equip is Barbed Hindrance. The others don't contribute to the Hunter's DPS role like the other lines, and the CC role is rarely needed due to the presence of LMs and Burglars, who provide much better CC than Hunters while simultaneously being able to perform additional roles. Revamp/retool this to be actually viable CC without affecting DPS output, find a new secondary role for Hunters, or make it into a third DPS trait line such that Hunters are the best single-target DPS in the game hands down, but lacking in utility besides DPS.
    3. Threat - We need a genuine threat dump. Beneath Care is not this. Neither is sitting in Endurance Stance and spamming Quick Shot. Something similar to the Runekeeper's Calming Verse, which also gives -10% Power costs, would be nice.

    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 - I used this skill twice after it was introduced before promptly removing it from my bar. The tiny range combined with the tiny damage, plus the induction, makes this pretty useless.
    2. Bright Campfire - The numbers on this are inconsistent with level 75 Morale and Power pools. What I would love to see the Bright Campfire turn into is an in-combat power-regenerating version of the Rune of Restoration. Instead of healing Morale, it would give Power over time. This would give Hunters some additional utility in both solo and group settings, and would address our constant power issues.
    3. Hunter's Art - Another skill that I rarely use. The long animation, combined with the low damage (relative to PS or Blood Arrow), and the rather weak buffs it gives make it not worth using in a DPS rotation.

    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 genuine Threat dump.
    2. Some form of self-heal or bubble.
    3. A power-regen that doesn't require a legendary trait or puts us out of the action for the length of time that Strength of the Earth does. To compare to the RK again, something along the lines of Self-Motivation would be nice.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Survivability - although I think improving Hunters' ability to CC and DPS at the same time, Threat output, and Power consumption would help address the issue of survivability indirectly as well. In particular, I hope my suggestion about Bright Campfire gets considered, as it seems like a fairly reasonable addition to a class lacking in utility outside of raw DPS.
    Last edited by Placida; Mar 02 2012 at 03:04 PM.

    Learael Longshanks, Officer of the Dawnbreakers - Vilya Server
    ...and numerous alts

  36. #356
    Senior Member Online status: CharlesRollinsWare is offline Reputation: CharlesRollinsWare the Wary CharlesRollinsWare the Wary CharlesRollinsWare the Wary CharlesRollinsWare the Wary
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    Re: Official Class Update and Feedback

    Quote Originally Posted by Sapience View Post
    DE
    FRThis is not a discussion thread, please simply answer the questions.


    Class: Hunter

    Name 3 things about your class you feel could be improved.
    1 We have no emergency class skill for speed or escape other than DF which
    --- abandons your fellowship and far more importantly
    --- is unusable in the Moors
    2 Give us another ranged skill we can use while moving
    3 Make campfire work appropriately at high levels


    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 - nothing it does is worth the slot the skill takes on a skill bar
    2 Travel skills - before instance join these had a group purpose - now ... I can count on one hand the number of folks I have ported places in the last year
    3 Blindside - our only interrupt is melee range only and is not immediate so it is hit/miss as to whether it even gets off in time let alone actually works


    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 ranged interrupt skill
    2 Another skill besides Penetrating Shot that can be used while moving - preferably a non-focus skill
    3 Some kind of long CD escape skill usable in combat - run speed, stealth - something - and it must work in the Moors too


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

    Give us a respectable escape skill

    Marisibelle & Melissabelle [L85 Brgs], Rosilyn [L85 Cp]
    One is truly rich who has friends.

  37. #357
    Poster of Note Online status: Bond007 is offline Reputation: Bond007 the Neophyte Bond007 the Neophyte Bond007 the Neophyte Bond007 the Neophyte Bond007 the Neophyte Bond007 the Neophyte Bond007 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
    2. Threat dump skill -- beneath notice is not this, we need a hard DROP in threat, not a skill that masks it for a short time
    3. Make the ToF (yellow line) traits more appealing for a secondary CC role, currently, only the capstone is appealing enough to be worth occasionally retreating for, while it drastically cuts our damage -- the reward of 1 viable CC skill is not worth traiting 5 other trashy traits. The most noticeable ones I would like to see revamped are stealthy shot, heart of the bard, and heightened senses; these either (1) do not make sense with the CC role or (2) simply shouldn't exist.

    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 - the skill is currently useless due to high power cost, low damage, and weak buffs
    2. Press Onward - the morale/power gain should be scaled higher and the induction shouldn't be so long. It is not worthy of being called a legendary skill right now
    3. Something that gives us a clear advantage over other dps classes' abilities to compete with our single target dps. We do not have the same utility as those other classes (I will name them: champs, burgs, and RKs) yet they are more than capable of reaching our level of ST dps. Balance is needed.

    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 useful threat dump skill (group/raid)
    2. Better self-heals or armor mitigation (something to keep us alive!), as it is, hunters are too often a hindrance to the group because we cannot take at least a few boss AOEs without requiring a healer's direct help, which often comes too late. I feel this would be extremely useful in both raid situations and PvP
    3. More utility in a group setting. Our CC is laughable at best (traiting down ToF line, as well as Bard's Arrow, Rain of Thorns), and negligible at worst.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Most definitely survivability. While we still do need more group utility in order to compete with support classes that come too close, if not equal, to our dps level, the most frustrating part of the hunter as it currently is is our lack of survival skills. However, if our CC skills, esp. the ToF trait line, are improved and we are provided with a viable threat dump, I do think survivability would take care of itself in a PvE situation (though this still does not fully address our squishiness in PvP situations...)
    Last edited by Bond007; Mar 02 2012 at 03:40 PM.

    -Warden, Captain, Hunter, Burglar
    -Anorc R9 -Golfimbol R8 -Urukman R6

  38. #358
    Senior Member Online status: rogeZ is offline Reputation: rogeZ the Wary rogeZ the Wary
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    Re: Official Class Update and Feedback

    Class:Captain

    Name 3 things about your class you feel could be improved.
    1. Buffing (in-combat): a few buffs before combat does not really feel like a dominate buff class, we need some more temporary during combat type buffs.
    2. Survival: captains have a full "tanking" line. Yet we are clearly the lowest choice of all the classes with such a line. This is mostly due to almost no survival skills. We have only last stand (15 min cooldown) and defensive strike. We need some sort of bonuses to our survival at least in the yellow line.
    3. Leaders: Similar to the buffing the captain is supposed to be a role designed around leaders, more of our skills should focus on that both in name and in effect. Skills like "Call to Greatness" from the minnie almost seem like they should belong to the captain. In-combat buffs would work great here.

    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. Time of Need: costs too much for too little. You spend a hefty amount of moral to gain an enemy defeat response. Just not worth it 99% of the time.
    2. Valiant Strike: This is fine when in HoH, but if you trait anything else its worthless. The dragon armor gives a nice bonus to it so why not give it a better non-HoH effect.
    3. Blade of Elendil: The skill has sorta lost in strength from how it used to fit and that bleed is worthless. If you want a bleed that small how about allowing it to stack 3-4 times?

    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. Command: Advance "You marshal your troops to advance and drive the enemy back." (fellowship gains an offensive bonus.
    -This skill would function as an in combat fellowship buff focusing on increasing the ability to deal damage. I envision a small group of skills (similar to the tactics buffs) where as the captain can only use one for the whole group. These buffs will allow the captain to fell more like he is the ultimate buff machine, rather than just a buff bot between fights. This is one more skill that will give the captain a little more strength in the solo area, and yet still be fully viable in a group. It also will add the the captain's primary role of buffer.
    2. Command: Stand Ground "You rally your troops to hold and not fall before the enemy." (fellowship wide defensive bonus).
    -Similar to the Command: Advance skill above, these two will share a cooldown. A defensive bonus will once again aid the captain in both solo and group play, not to mention that it will help with the lack survival skills that prevents our working as effective tanks.
    3. Resolute Image "The commander can not be seen to fall. The captain will stand firm in the face of all odds, serving as an inspiration for all." The captain gains a temporary moral bubble and bolsters the moral of nearby allies.
    -The commander can not be seen to fall. The image of a leader falling on the battlefield is bad for the moral of the troops, as such captains will bolster their own will to avoid falling in front of his troops. Nearby troops see the strength of their general and gain moral at the sight. Another skill that serves purposes in multiple areas (captain are the jack of all trades correct?). Solo players can use it simply as a survival skill, group players can use it to survive and help out the healers, and the tanking captain now has a better reputation.
    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Buffing - I began playing the captain (first class) because it was a buffing class, it was all about making those around you better. Sure we do have some nice buffs, but once the fight starts we are pretty limited. We fall into a role of some dps and some healing. I loved the sorta buff line that Leader of Men became in mirkwood. It was great having a choice of more healing or more buffing for every group. I now had another choice when I joined groups. I was greatly disappointed when it was announced that Leader of men was going to be changed to a tanking line for Rise of Isenguard. It is nice having all that threat for if I ever do tank a 3 man, but once I saw what the champion was like in their tanking line, I just gave up on ever being a tank. Our lack of survival makes us pretty low on the tank list. Our tanking has always been best served as an in group backup. "oh the minnie got 1 mob off of the guard, here let me grab it and take it back over." or "oh the tank died, good thing I have higher agro than the healer, let me hit last stand while you revive the guard." We never have been, and I hope never will be, a class regularly asked to tank. So why do we have a full trait line dedicated to it? Please give us a buffing line, or simply more buffs for in-combat use. Let us feel like we really are a buffing class rather than just someone who buffs and then off heals a bit.

  39. #359
    Junior Member Online status: TrinityCore is offline Reputation: TrinityCore the Neutral
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    Re: Official Class Update and Feedback

    Class: Captain

    Name 3 things about your class you feel could be improved.
    1. The HoT ticks of both Inspire and Valiant Strike to do not crit, but the ticks of Words of Courage do. Critical HoT ticks on all skills would be very welcome.
    2. We have emblem legacies to improve the abilities of Shield Brother skills, specifically Strength Of Will. A legacy to improve the same skill on each Brother skill I feel would help stray from making our emblems based mostly for healing.
    3. The Command Respect skill isn't very effective. We need more respect.

    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. Tactic: Focus - Even with the legacy, the ICPR is not exactly negligible, but people don't really seem to even want it. Adding an increase to tactical mitigation, or something along those lines with the ICPR could possibly increase it's usage.
    2. Valiant Strike - Longer range.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1. An out-of-combat res would be nice. If you nearly wipe in a 3-man and manage to make it out alive, being able to raise back an ally without blowing an in-combat res would help out tremendously.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Critical heals on all HoT ticks.

  40. #360
    Century Member Online status: Fiohn is offline Reputation: Fiohn the Wary Fiohn the Wary
    Join Date
    Jun 2011
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    100

    Re: Official Class Update and Feedback

    Burglar

    Class:

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

    1 AoE damage, Flashing blades, Provoke causes a mob to swing wildly and hit other adjacent mobs.

    2 Ranged attacks, throwing knives etc

    3 More active forms of support, i.e. skills that help your fellowship in clutch situations.

    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 Location is everything, never get a chance to fit it into rotation and usually don't remember it is there, better if it was a proc e.g. on dev crits.

    2 Well placed strike, maybe a new rotation could involve cunning attack becoming well placed strike when IFA/stealth + LiE (proc) are active. A trait to make all bleeds last for 30 sec would make a nice rotation.

    3 Clever Retort and Confound, these should be usable outside mischief (gamblers should have access to Clever Retort), but be better when in mischief (Confound 5 mins normally, 3 mins in Mischief), and it would be nice if signals determined which effect clever retort gives.

    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 Dust/smoke bomb, throw a bomb with blinding powder at the mobs, cause 70 % miss chance that gradually decreases to 20% over 5 secs and then last 25 secs (An upgrade of Dust in the eyes). Cooldown 30 secs. An active support skill to respond to spikes in damage.

    2 Knives Out is repurposed as a skill that removes the cooldown (but really this skill shouldn't have a 10s cooldown to begin with) on 'Throwing Hachets (/knives)' and cause them to crit when hitting target in back, or else let the skill be AoE (fan of knives), allows 'Serrated Knife' to stun a target from range.

    3 Evasive Manoeuvres, dodge the next attack, tumble backwards (20 yards) and leave your opponent with their face in the dirt (i.e knocked down for 4 secs). Cooldown 1 mins. Burglars should have knockdowns, and some traits to capitalise on them, i.e mobs take damage and do AoE damage to other mobs around them, Quite a Snag would be good as a 2 sec knockdown in addition to a snare. The Mischief line should be reworked as an AoE line, mobs fall over, flail about and do damage to their allies.

    *Throwing Hackets, Serrated Knives, Bag of Marbles, Stun dust (this skill should go in the redundant section) and Caltrops (5 min cooldown!) should all be made skills, no need for consumables.

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

    Dust Bomb!

    Bonus Minstrel suggestion: Song of Aid is one of the worst skills in the game. If it was an ability that reset specific defensive cooldowns for other classes it would be a great skill (1 hour cooldown, 5 sec cast, Improved 30 min cooldown, 2 sec cast). But I'd prefer if burglars got a skill like that instead i.e. an improved version of Ready and Able that they could choose to use on an ally instead of themselves. It would reset all cooldowns as normal for themselves but only reset one particular defensive skill for each of the other classes.
    Last edited by Fiohn; Mar 02 2012 at 07:02 PM.

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