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  1. #81
    Grand Member Online status: PerfectApproach is offline Reputation: PerfectApproach the Neophyte PerfectApproach the Neophyte PerfectApproach the Neophyte PerfectApproach the Neophyte PerfectApproach the Neophyte PerfectApproach the Neophyte PerfectApproach the Neophyte PerfectApproach the Neophyte
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    Re: Official Class Update and Feedback

    Class: Rune-Keeper

    Name 3 things about your class you feel could be improved.
    1 Survivability - no crit defense! Excellent opportunity to bring Chisels/Rifflers up to the level of off-hand swords/shields.
    2 Wrath of Flame is less about maintaining DoT's and more about spamming Fiery Rid. Not fun.
    3 We lack a single target emergency heal, and we don't use Epic for the Ages. Nuff said.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 Epic for the Ages induction is too long. Efficiency is matched by MV; no need to use EftA.
    2 Armor of XXXX - duration too short/cooldown too long/too weak to be useful.
    3 Essence of Flame is essentially an Epic Conclusion with an induction. I'd prefer it to be a DoT again. This way it can contribute to the "Conflagration of Runes" buff. If I want Epic Conclusion-like damage, I can simply use Epic Conclusion. Even Fire-traited, EC can hit as hard as Essence of Flame currently does. I know Zombie, you're not changing it, but that doesn't mean this wheel is going to stop squeaking!

    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 RK's suffer from an abundance of skills. I think existing skills need to be refined. No New Skills!
    2 Blade-Wound/Fang-Poison can be combined; no need for separate skills.
    3 I think the Sigil of Healing (Rune of Restoration) could be modified for other buffs instead of just heals. It could be tied to a trait bonus. Example: 3 fire-traits = power recovery, 3 storm-traits = tiny outgoing damage buff, 3 heal-traits = tiny HoT (like it is now)

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

    Survivabillity. RK's are just too squishy. Minstrels are preferred over RK's for heals, and Hunters/champs/burglars/even LM's are preferred over RK's for DPS. RK's aren't being kicked from groups, but when faced with a free choice, a raid leader will choose another class over RK simply because RK's can't live long enough if things don't go exactly right. Essentially, there's no benefit to counteract how squishy RK's are.


    While you burn at the stake, I dance with the flames. I take what you love and leave you in tears. I am relentless, unpredictable, and waiting for your last breath.

  2. #82
    Senior Member Online status: Xcellsior is offline Reputation: Xcellsior the Wary Xcellsior the Wary Xcellsior the Wary Xcellsior the Wary
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    Re: Official Class Update and Feedback

    Class: BLACKARROW

    Name 3 things about your class you feel could be improved.
    1 Miss chance - It seems way too high for everything that I do.
    2 General escape skills are lacking. Uruk heal is too slow and small of a heal to be nearly as effective as it once was. To be completely honest, the older version of it where it was a 15 minute cooldown but provided a full heal was better.
    3 Inductions. They are way too long for a pvp zone. There needs to be a way to reduce them even further, or be like a hunter's 'no induction setback'.

    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 Death Blossom. This skill is rather pathetic. It usually does 200-250 damage to a freep, crits being around 450. Hunters do 1400 criticals with a similar skill, and theirs does not have a minute cooldown or an induction.
    2 Screaming Shafts - Does moderate to low damage, has an induction and misses more than any other skill I've used in this game.
    3 Steadfast Barrage - Breaks if a baby farts in your general direction.

    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 Tactical debuff heal skill. This would help reduce the devastating effects of Lore Master's Wind-Lore. There is no way for us to remove a 50% damage reduction debuff on our character if there was already another tactical debuff on it. With a tactical debuff cure skill, we could remove those ridiculously overpowered debuffs on ourselves or others, and it would help balance the playing field.
    2 Some sort of temporary stealth skill. It can be out of combat, in combat, timed, stationary, or anything really. I want this to set up ambushes, which is potentially good for group play.
    3 High damage area skill. Melee or ranged (preferably ranged) Blackarrows have none (I don't count fire trap, because it is a sustained DoT and countered by moving 5m in any direction). I feel as though this would help make us closer to level with the massive amount of area damage freeps have.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Adding a tactical debuff cure skill.
    "You cannot troll a Master Troll...I see thru all troll posts" ~PurebloodWorg
    "Freeps have very little CC at their disposal" -Olagatroll

  3. #83
    Member Online status: Tapkoh is offline Reputation: Tapkoh the Neutral
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    Re: Official Class Update and Feedback

    Class: Guardian

    Name 3 things about your class you feel could be improved.
    1. Skills intended for emergencies
    2. Shield spikes
    3. Stances

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1. Catch a Breath. The morale restored is nowhere near enough given endgame morale levels. It's primarily a power restore and it costs power to use in the first place.
    2. Parry Stance. I just don't use it. Blocking is more important and if I'm trying to dps I'd go Overpower. Only really useful if I'm incredibly desperate for a To The King.
    3. Warrior's Fortitude. At end-game, needing almost an entire armour set for the set bonus to make an (I assumed) emergency skill viable at all is ridiculous; especially when that armour set isn't the best one. Neither this nor catch a breath has scaled to the possible morale levels.

    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 for lowering threat for better threat management (swapping aggro, letting an off-tank peel a mob away, etc). Also could be used if for some odd reason a guard is filling a dps role in overpower and not tanking. Group.
    2. Not necessarily a new skill, but reworking the stances to make a tanking stance (or if 2 are necessary, 2 worthwhile ones) and overpower, with the guardian's threat legendary trait affecting at least the former. Solo/group.
    3. Some skill to help save a group mate. Shield Wall is good and all but without the range legacy it's useless and can possibly kill us under normal circumstances if someone takes an unlucky crit. Perhaps a group version of shield wall at taking less damage or providing an armour or mitigation buff to everyone to prevent damage in the first place. Even if the tanking is perfect, there are times when that's not enough. 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?

    Buffing our emergency skills so we can survive for at least a little while without heals if we need to.

  4. #84
    Junior Member Online status: Feldinne is offline Reputation: Feldinne the Neutral
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    Re: Official Class Update and Feedback

    Class: Champion

    Name 3 things about your class you feel could be improved.
    1 power usage/regen ability. I use more power then a mini!
    2 more aoe skills =)
    3 none

    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 More then one taunt. i duo with a hunter a lot and he pulls agro when he crits.
    2none
    3none

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 a way to quickly switch between my aoe traits and my single dps traits. when i am set for aoe , single target fights are difficult and waste power. maybe an out of combat switch so if you know your only fighting one mob or 20 you can get set.
    2 some way to regen power with out spamming second wind. i don't usually gain enough power from it.
    3none

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    imho power regen/power cost is the biggest issue. i do plenty of damage, and survivability is not an issue.

  5. #85
    Junior Member Online status: Gilgaldoren is offline Reputation: Gilgaldoren the Neutral
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    Re: Official Class Update and Feedback

    Class: Champion

    Improved.
    Continuous Blood Rage: something has to be done with this skill. I like the amount of dmg you can do with it, but it will kill you before you can use it long enough to matter.


    Underpowered or of little value to your class?
    Fight On!: Currently this skill is useless because second wind is now in-combat. I would like to see it revised to a life-tap or something that would work hand in hand with CBR

    Which single suggestion do you feel is most important for your class?
    Make CBR raid worthy for longer than 30 sec at a time.

    There are many paths to tread through shadow, to the edge of night, until the stars are all alight.

  6. #86
    Junior Member Online status: molleke is offline Reputation: molleke the Neutral
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    Re: Official Class Update and Feedback

    Name 3 things about your class you feel could be improved.
    classe for first question: champion and guardian
    1. damage ( guard and champ )
    2.survivability (guard )
    3.run speed ( guard and champion )

    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. my guardian's attack skills duration is a bit too low because in ettemoorse my attack duration was pretty slow

    2. the skills of a champ with two handed that not need any farvour are pretty weak because i always need to use that power regain skill

    3. and my hunter has a low melee damage because when a enemy is close my hunter deals low damage

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

    1. my guard shoult need a new heal skill to get a better survival chance most better in groups

    2.my champion's gain power skills is a bit low i think i shoult add a second get power skill to get more a role of tank/dps in groups/solo

    3.my hunter shoult need a bit more survival skills to be a better dps and get more skill uses

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

    1.i think most my guard's attack duration
    Last edited by molleke; Feb 29 2012 at 03:44 PM.

  7. #87
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    Re: Official Class Update and Feedback

    Class: Champion

    Name 3 things about your class you feel could be improved.
    1. Glory taunting. Challenge has too long a cooldown, and True Heroics, with a 5min cd, is our only aoe taunt. We need shorter cd on Challenge and an additional aoe taunt. Traited Blade Wall isn't sufficient.
    2. Controlled Burn. Requires a trait AND a legendary trait to be vaguely worth it, and it's even then rather mediocre. Base duration needs to increase dramatically, probably to 1m30.
    3. ICPR. We need more ICPR on our gear. Right now, unless we have a Songbrother or bored LM around, Champions run low on power very easily. Traiting Second Wind helps, but effectively costs us the Fervour capstone (no one uses Ardour, and Glory can incorporate it - although I prefer to do without in Glory).

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1. Ardour stance. I used to think it served a purpose, but I got wiser. If we want aoe, we run 4-5 berserker and 2-3 traits in Storm. It serves no purpose whatsoever. I would suggest removing it, and changing Controlled Burn into a stance. Alternatively, give Ardour a LOT more ICPR and perhaps a -1s cd on Bladewall. Adding an aoe leech ability to Ardour would also be an option, perhaps based off the bleed amount dealt.
    2. Hamstring. Might have use in pvp (I wouldn't know), but it's garbage in pve.
    3. Fight On. Not worth the trait. Yes, we desperately need power, but it's too little, too late. Triple the amounts and we'll talk again.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1. AOE taunt for Glory only. If it's a problem in the Moors (I wouldn't know), make it instead a horns of valour skill with a required item that just won't work in the Moors. Introduce it around level 50 (in time for CD/Uru/Rift).
    2. An ability similar to Shieldbrother, to be used for Rising Ire and perhaps a "rescue" skill - take 50% of the dmg that one person would take for 10 seconds in addition to your own? Only to be used in Glory. Perhaps make it a toggle where it works with Ebbing Ire in Fervour, but that isn't really necessary.
    3. AOE ability, perhaps 30s cooldown. Does dps similar to Bladewall (or a little less), and heals nearby group members for the same amount (i.e., if you hit 3 opponents, you heal 3 group members within 10m). Might help rescue Ardour in the process, as well as give Glory another tool for off-tanking (since heals in Glory stance should cause decent aggro).

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

    1. Give us an aoe taunt!

  8. #88
    Junior Member Online status: Yeodor is offline Reputation: Yeodor 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, Hunters are simply two weak when it comes to taking damage.
    2 Mobility, Very frustrating how we have to sit still to use the majority of our skills.
    3 Better melee skills, the skills we have are underpowered and do not provide much help in combat.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 All melee skills, the damage and the utility function of these are too low to be really useful.
    2 Traps, they need more functionality verses other players.
    3 Hunters Art, the focus cost makes this skill kinda pointless as I would rather use those 3 focus on something that actually damages the enemy.

    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 mobility skill of some kind, or something that reduces focus degradation. I hate having to sit still and take damage just to throw some good damage at someone.
    2 A mark skill that increases damage on a single pre-battle marked enemy.
    3 A shorter induction heal, or one without any induction.

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

    Mobility, being able to move around during a fight and not have to sit still through an induction or worry about losing focus as fast.

  9. #89
    Member Online status: Tapkoh is offline Reputation: Tapkoh the Neutral
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    Re: Official Class Update and Feedback

    Class: Lore-master

    Name 3 things about your class you feel could be improved.
    1. Pets don't feel distinguished. Lots of overlap and I really only look at flank rate or buffs for groups. They also feel useless at times.
    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. Bane Flare. It does what it is supposed to do, but it is just very limited in its application so I find myself rarely using it. Considering it's also not sustainable and Blinding Flash can keep 2 dead mezzed now if you time it right, this skill has lost its niche.
    2. (Continual) Air-lore. It's only really useful as a conduit for improved flanking. Perhaps change the buff it gives or make it scale a little better or something. As it stands, there is 0 reason to put it on anyone at endgame except as a healing prereq.
    3. Eagle Pet's Nobility buff. The pet itself is fine and one of my favorites, but 60 icpr does little at endgame. I think it should scale to level.

    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 pet dedicated to crowd control. Give it the ability to stun, mez, or root stuff and perhaps an extra ability to break/prevent CC on a group member. In some PvE instances, having extra CC or the ability to prevent it can be very helpful. I can see this might cause issues in the moors, but it could be tweaked or disabled if deemed too op. Solo/group
    2. An emergency pet-only heal. It's rather annoying having a pet die because I can't spare the time for inner flame and beacon of hope (not to mention main healer heals) needs to be kept for another player. Even if it were a small magnitude, longer cooldown heal, it could help keep a pet alive in bad situations. That way, groups could keep the eagle icpr buff, raven tactical mitigation buff, or we can get more flanks since it would still be alive. Solo/group.
    3. Group power restore skill. Less effective per person than Share the Power, but hits the whole group. Perhaps make it a power over time skill or power cost reduction buff. Just something to help with group power management. 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?

    Making pets more distinguished from one another in roles and making them work better with the lore-master.

  10. #90
    Senior Member Online status: 8skyfaller is offline Reputation: 8skyfaller 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 Multi-target, close-range damaging/debuffing capability
    2 Ranged dps capability (e.g., with slingshots, crossbows, harsh language)
    3 More debuffs types/options; or debuff consolidation

    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 Cunning attack - Bleeds small, but costs a lot (in terms of power, and supporting traits and weapon legacies).
    2 Confound - Takes too long to happen, too long to use again. Weak either as an opening move or an amidst-combat interference. Needs a stun component.
    3 Mischief - It restricts the use of other important skills for non-obvious reasons. Why can't a mischievous burglar feint an attack, or pick pockets, or begin a fight from concealment?


    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 Group: Recover defeated allies
    2 Group: Aggro-copy taunt (i.e., a reverse-Enrage trick)
    3 Group and Solo: Skill-use synergies somewhere that incrementally reduces the cooldown of Sneak, Surprise Strike, and Startling Twist.

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

    Group and Solo: Skill-use synergies somewhere that incrementally reduces the cooldown of Sneak, Surprise Strike, and Startling Twist.
    Last edited by 8skyfaller; Feb 29 2012 at 03:51 PM.
    Genifer, Helle, Zorzini, Borniveth, Wellwyn, Nothgyth
    @ Landroval

  11. #91
    Junior Member Online status: Nilnaeth is offline Reputation: Nilnaeth the Neutral
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    Re: Official Class Update and Feedback

    Class: Rune-Keeper

    Name 3 things about your class you feel could be improved.
    1 better ability to survive
    2 i have a problem that i can't put all the skills i use on the skill panel and it bothers me when i need to look it up all the time on the skill list (maybe this is not specifically about runekeepers)
    3 maybe better reviving

    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 - doesn't seem like it's doing anything, too long induction, no dmg and looks weird
    2 chilling rethoric - is mostly not useful
    3 vivid imagery - is a good skill but has a crazy cooldown

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 a FAST AoE damage skill, which can be used with neutral attunement - so i wouldn't feel weak when i attack low lvl creatures, because now i have to kill them one by one
    2 more toggle skills which can be turned on all the time, like champion's fervour, glory, ardour.. for example they could cause, that the attunement will persist longer on one side (therefore a toggle skill for healing and one for damage)
    3 maybe more fast aoe skills

    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]

    I feel Fast AoE skill with no attunement required is the most important.

  12. #92
    Grand Member Online status: Chris91 is offline Reputation: Chris91 the Neophyte Chris91 the Neophyte Chris91 the Neophyte Chris91 the Neophyte Chris91 the Neophyte Chris91 the Neophyte
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    Re: Official Class Update and Feedback

    Class:Runekeeper

    Name 3 things about your class you feel could be improved.
    1 Surviveability
    2 Frost Skills
    3 Utility

    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 Weapon of X - +1% Tactical damage and Melee attacks reduce Migitation by 3% - seriously isn´t worth it at all, make it 5% damage, though at a higher Powercost per second
    2 Flurry of Words - The damage is near 0, the debuff is worthless and it requires 3 battle attunement - Make it require 0 attunement and scale DoT and change Debuff to something that benefits tactical damage
    3 Fall to our Wrath - This requires a legendary trait and is almost useless, the damage proc isn´t higher than the damage I would do if I used DPS skills instead of Fall to our Wrath and above all it´s Common Damage. I´d suggest a complete revamp that gives the skill a primary effect like -10% Tactical Migitation and a secondary effect which is determined by the 4-set bonuses of the various traitlines

    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 self bubble at any attunement - we are the class with lowest Morale/Migitation and no reliable escape skill
    2 A new lightning skill with medium damage and a 15sec mezz, 45 seconds cooldown - to improve our CC and as a help for 3/6 man Instances when no LM/Burg is around
    3 A non-channel group channel on a low cooldown with higher heal magnitude than Rousing Words - Group healing is one of the point where RK Healing lacks most

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

    Surviveability increase (especially when DPS attuned/traited)

    Elethil Loremaster Lvl 85/Rank 5

  13. #93
    Member Online status: Brinuw is offline Reputation: Brinuw the Neutral
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    Re: Official Class Update and Feedback

    Class: Lore Master

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

    1: Others have said it before, but its still worth saying. Pet damages are pitiful. Even traited with Hardy Companion and Noble Savage (both +Pet damage traits) , and my self traited for healing I can out damage my pet simply with Gust of Wind and using my 10 second variation of Wizard's Fire (for flank heals). When soloing older content I can roughly take out 2 10k mobs while my bog lurker flank generator nicks about 4k off the mob. Any improvement in this area would be nice.
    2: The Yellow Line to me feels very similar to the yellow line of Burglars, pick and choose what super debuffs you want. No idea how this could be improved to be an incentive other than the perma-debuffs wanted for raids.
    3: Not that I am complaining, cause I love being able to not spend an inventory slot for my lute, but we have been promised "ranged slot" 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: Gust of Wind is underpowered, I would like to see the debuff of this skill improved to include either a hinderance of attack duration, or run speed. Others have suggested to make this skill a stun, but personally I feel that the LM already has enough skills that induce stuns
    2: Storm-Lore. On another thread I proposed two options that could improve this skill but since this is "official" i guess ill toss it out again. Option A) make this skill give buffs similar to Improved Staff Sweep gives but for lightning damage (magnitude can be changed). Option B) Add a moderate distributed damage lightning bolt 2-2.5 seconds after the initial skill use. This would really make the skill worth the 2 minute cooldown (as compared to Ents go to War that hits for 2.5k non-crits with the same cooldown).
    3: Test of Will, currently deals the least amount of damage (unless crits which is quite impressive). One of the Ost Dunhoth armor sets give this skill alot of functionality (resets Lightning Storm on crits); what if this skill was improved in a similar function, but possibly resets storm-lore instead (would go nice with suggestion #2)

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

    1: maybe another interupt. Blinding flash is nice but if perma-mezzing at the same time then it loses it's functionality.
    2: wouldnt mine another healing skill, but wont be a game changer if overlooked.
    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?

    Even though i would love to see the improved skill suggestions, and the pet damage improved, the ranged slot items offer the most diverse options as to what the items, or items would do. so i would suggest that.

  14. #94
    Poster of Note Online status: Jureon is offline Reputation: Jureon the Wary Jureon the Wary Jureon the Wary Jureon the Wary
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    Re: Official Class Update and Feedback

    Class: BURGLAR

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

    1 improve our secondary role as CC class.
    2 Improve mischief maker (yellow) line, i've not seen anyone using it after RoI
    3 burglars are alot squishier after RoI, we cannot be the jack of all trades effectively.

    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 Mischievous delight, the heal could be a bit more bigger and at least 50% chance for the power heal would be cool.
    2 more damage for Flashing blades, it is our legedary skill and does same damage as champion wild strike.
    3 Clever retort, more %magnitude, it is lacking at the moment.

    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 FSM starter, that cannot be avoided, make it long cooldown.
    2 burglars would love to have tracking skill, called something like "assasination list"
    3 another root that would be more effective than small snag wich is lacking at the moment.

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

    I would say that improving the yellow traitline at the moment is the most needed thing for our class, it would turn us back on our role as tricky thief and not the typical MMO rogue.

    thanks for reading my suggestions
    [Puliveivarit] [RG] Retired from lotro 2007-2013

  15. #95
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    Re: Official Class Update and Feedback

    Class: Burglar
    Name 3 things about your class you feel could be improved.
    1 FMs
    are great, but I would love to see more. We need FMs to remove fear, cure disease, etc.
    2 Safe Fall
    is ok, but it should be an always-on passive skill.
    3 I think some items which gave us legacy-like skill buffs would be great. Like gloves that increased our chance to pick-pocket, or boots that gave us

    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 Escape Clause - it's okay I guess, but I can never remember to use it.
    2 Share the Fun - the only reason I can see to use this is to stealth Wardens, so they can Ambush faster.
    3 Burglar's Antidote. Not at all practical. Might be okay if it cured all poisons on the target, and gave a huge poison mitigation buff or something.

    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 We could some AoE (not necessarily DPS - maybe something besideds AoE Dust in the Eyes (which we have to trait for). Maybe make Flashing Blades AoE.
    2 Right now it's impossible for us to stealth in any area which DoTs us (like the Pits). We need a way to stay in stealth, even if we're taking small amounts of damage.
    3 Some small ranged attack would be nice; one that didn't require us to buy expendable throwing knives, etc.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    1 More FMs! Also, I think that if the group leader sets a preferred FM, then as soon as the group gets that FM, it should trigger. We shouldn't have to wait 5 seconds or whatever. This should only be for the leader-set preferred FM.
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  16. #96
    Grand Member Online status: hucklebarry is offline Reputation: hucklebarry Protector of the Shire hucklebarry Protector of the Shire hucklebarry Protector of the Shire hucklebarry Protector of the Shire hucklebarry Protector of the Shire hucklebarry Protector of the Shire hucklebarry Protector of the Shire hucklebarry Protector of the Shire hucklebarry Protector of the Shire hucklebarry Protector of the Shire hucklebarry Protector of the Shire
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    Re: Official Class Update and Feedback

    Class: Minstrel

    Name 3 things about your class you feel could be improved.
    1. Buffs should be allowed out of combat. At least based on stance.
    2. Buffs should not be required to target enemies. If no enemy is targeted, only the buff should apply. If we need to hit mobs to trigger buffs or heals, then you need to start putting finesse on healing gear.
    3. Heals have not scaled with fellowship morale nor with mob/creep DPS/armor/morale. Heals have, in fact, gone down as creep/mob DPS, morale, armour, and levels have gone up.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1. With the recent changes to the mini, buffing now feels scripted and boring. Some buffs have lost value while others are prioritized. Since you can't buff until after combat starts, the fight is often over before you can fully get a rotation rolling among the buffing skills. Buffs need a shorter CD, especially if you are willing to trait and gear towards them.
    2. Major Ballad, when used in Melody, is the best ballad to start off a fight based on its self buff that many will trait to raise up. However, this immediately starts you off over-healing and drawing aggro based on the heal AND it has a short root effect. This skill alone makes me see Harmony as the default healing stance where you draw less aggro, ballad up faster, and can still enjoy the same self buffs.
    3. The bubble is not much of a boost. Its morale is so low a landscape mob can crit most of it away in a single hit based on our light armor. Rather than provide such a short and small window of immunity, I'd rather see a small window with increased ICMR, BPE, etc.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1. Something to increase crit chance. (not just on a single skill) Used to help both healing in groups and solo play. With morale pools so high and mob/creep damage so high, going too long without a crit can cause a wipe.
    2. Not enough classes have a CJ starter and the few that do have small chances. I'd love to see the mini get a very long CD on a guaranteed CJ skill. 15 - 20 minutes between uses. Maybe even limit it to power and morale regen? While this would effect group play today, I don't see why individuals couldn't receive a small benefit from starting a CJ while alone (simply scale down the effects since its not "coordinated", similar the effects a group gets when they put up a "trash" CJ).
    3. The squishiness of the light armor classes is currently epic. If something goes slightly wrong, there often isn't enough time to counter as the healer dies far too fast. I don't believe the defensive traits are countering the loss of medium armor. Groups should have to work together to succeed, but people are seeing one-shots from trash mobs and non-scripted boss skills. We need to feel our characters GROW, the journey should not make them more frail.

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

    Growth with the surroundings is lacking. This last update we lost heals, some buff-ability, some survivability, and we gained DPS. DPS is the one thing we did not need. Meanwhile the rest of the game is getting stronger and tougher. The mini is very solid in solo land. But, I think we need some attention in keeping up our fellowships.

  17. #97
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    Re: Official Class Update and Feedback

    Class: Guardian

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

    1. I agree with Brethwyn_EU who said to increase fate++++. He/She is dead right! So my reasons are the same.
    2. Guardian' Threat stance needs improvement drastically for the reasons MakaUndomiel has stated. I run it all the time in group play as a matter of loyalty to the intended design of it, but sometimes it's nearly impossible to take aggro over other classes who have 'jumped the gun' even if I use all of my threat conjuring abilities. Please fix it!
    3. Shield Wall: I love this skill but it is nearly impossible to get right in combat because you have to target your ally before firing it off; which is almost impossible in-combat, unless you are correctly positioned, have the view at the correct length, can fire it in time to do any good, etc etc. Surely if you have put someone under Protection, Shield Wall should automatically protect them!? Please link Shield Wall to Protection.

    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. Challenge the Darkness and Deep Breath cooldown could be a bit shorter or at least a new legacy on our LI's for cooldown improvement. Only being able to use these skills once in protracted group combat is silly and unrealistic.
    2. We are being stunned for 10-15secs in Isengard. BRING BACK THE BUTT!!! Give me a head butt I can stun an opponent for 5-10 seconds and instigate an FM with(the enemy IS stunned after all!!) and I will trait it all day long! I LOVE to headbutt and so will every other Guardian around, if it actually did something for us. Besides which, it looks really really cool!
    3. Stacked Fray The Edge FM instigation is terrible. Please increase the percentage of success! I know we also have TTK but the success rate on that could be increased as well. The inception of FMs being a factor in raids such as Draigoch has increased the enjoyment of group gameplay exponentially for me!(It was the obvious progression that groups able to work in unison were going to succeed more effectively imo). Burgs are a rarity in the game atm(at least on my server) and I'm hoping that groups will have to rely more on FMs to succeed(again; an obvious progression) But in order to have a chance of success we need to be able to group and train FMs. A Guardian, as the protector of the group, should also be able to instigate FMs more frequently.

    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. Most of the comments of my fellow Guards, I disagree with, concerning this. If you are correctly traited for the particular instance, you use your skills effectively as they were intended; anything is doable.....almost. There are a couple of things though;
    2. Another skill to accompany Stomp. Even if you have the legacy on your LI for shorter cooldown it is not the best.
    3. More FM induction skills!! => Headbutt and better success rate for TTK and stacked FTE.

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

    FM induction skills improvement......followed closely by Guardians Threat stance.(I know you said only one but I couldn't help it!)
    Last edited by Thugli_Longdrop; Feb 29 2012 at 07:23 PM.

    'That still only counts as one!'

  18. #98
    Senior Member Online status: Elsydeon is offline Reputation: Elsydeon 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: Banners - The effect of Banners needs to be rethought since the War Banner is all but useless and the Hope and Victory Banners effects don't seem nearly as potent as they used to be. With the changes and revisions to stats, the bonuses for the Banners probably should be rethought out and their scaling over the levels needs to be looked at to insure they don't become trivial.
    2: Heralds - Being unable to change the damage type a Herald/Archer does from Common severely limits these pets, also all three heralds are too similar. It would be nice if they each had a the 'heal skill' which already changes for each type of herald (although the war herald needs a boost for this), a single target attack that has an secondary effect based on the type of Herald, and the third skill should be something based on the type of Herald. The War Herald could have a melee AoE, the Hope Herald could have a a strike that functions like a mini Valiant Strike, and the Victory Herald could have an attack that restores power for the fellowship (think Valiant Strike, but recovering power instead of Morale)
    3: Improved Defensive Strike/Blade of Elendil combo - Specifically the Power return, it useless since you spend more power than you can recover to even set up the condition to have a chance to get the power back. Also the DoT from Blade of Elendil doesn't scale very up to lvl 75 and since it doesn't stack it is almost nonfunctional when dealing with multiple captains in a group or raid against a single target such as a boss.

    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: Noble Mark - As a tanking mark this mark fails to help keep agro off healers in any shape or form as a healer that just heals will never benefit from the reduced agro. It would work better if this mark functioned as an agro leech that over time drained a small % of the agro from everyone else and gave it to the Captain.
    2: The Fellowship Summoning Proficiency/Horn - This 'skill' is almost useless with the Instance Queuing and it eats up an inventory slot for the Horn, this should at least be converted into a pure skill freeing up the inventory slot.
    3: Valiant Strike - The limited range on this healing effect, and the fact it doesn't heal if the attack is Blocked, Parried, Evaded, Miss given its cooldown makes it unreliable since it often won't heal the people it needs to heal either due to them being too far away or the heal fails to go off altogether.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1: A new 'X'-Brother skill that helps a Captain using Blade-Brother improves the groups DPS, possibly with a damage reflect buff like Bannerguards get since we already have a +damage buff; while when using Song-Brother the skill would help the groups healing possibly by being a HoT (After all Shield-Brother currently has the stronger HoT effect on Inspire); and with Shield-Brother it would help reduce damage taken by increasing mitigations. Naturally the Fellowship Brother Legendary trait would make these buffs group wide. (Group Play or Solo if Archer/Herald is the 'X'-Brother.) This skill is to expand the role of the 'X'-Brother for the Captain.
    2: A new personal emergency 'oh ####' skill that provides self healing and/or power, either lump amounts or an amount spread over time, or some combination. This should be an emergency skill and not a skill to be used as part of a standard skill rotation. it is not likely to affect the fellowship, as it is meant to keep the Captain going so the captain can keep the performing his role, and Last Stand only keeps the captain from being defeated, it does not help the Captain use skills after running out of power or survive after Last Stand is over (even the traited heal on Last stand is trivial and all but ignorable at lvl 75). (Group or Solo since an emergency skill can be used in either situation, the Captain needs a self emergency skill other than Last Stand, since when last Stand is over, the captain is still likely to die unless he relies on the human racial heal, which a class should not be dependent on, also the withdrawal skill does nothing when solo.)
    3: A skill to revive Heralds (and Skirmish Soldiers) in combat. We have 2 in combat rezs for fellowship/raid members, it would be nice if we could also rez/resummon our herald or Skirmish Soldier in combat too. (Can be used in either group or solo play.)

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    If only one of the suggestions could be used I'd have to go with either one the Banner or Herald suggestions since those two features are so important to the class. But I can't narrow it down between the two.
    "Freedom endures, Justice prevails, and Teamwork triumphs."

  19. #99
    Junior Member Online status: KUJOtheSLOTHMAN is offline Reputation: KUJOtheSLOTHMAN 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. More useful pets in group work (outside of Lurker)
    2. Better power regen abilities - if you're dishing out power to your friends, there is no way you're gonna be able to stay on top of your power pool with just Power of Knowledge and a high Fate
    3. Better yellow line trait bonuses

    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. Power of Knowledge (Power Drain) - Does not drain enough power. Untraited it gives about 560, which is a little more than one cast of wind-lore
    2. Sign of the Wild: Protection - I mainly use my pet as a target dummy, so SotW:Rage is much more useful for it's aggro component. Giving a little less damage to my pet and some parry rating is not too useful.
    3. Cracked Earth: I like this skill as an AoE attack, but I wish it had some kind of debuff (like Gust of Wind) or DoT instead of the root. I never use cracked earth specifically to get the root, and I almost always have a DoT on the enemy which breaks the root almost instantly.

    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. At least one more offensive skill, possibly lightning-based to give LI legacy for lightning skill crits more worth
    2. Maybe some other debuff skills for finesse or crit defense?
    3. I'd like to see maybe a third power regen skill (besides staff sweep flank effect and power of knowledge

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? - Running in groups recently power issues were my biggest concern and the power regen skills we have just don't do enough to keep a satisfactory power pool when using share the power

  20. #100
    Century Member Online status: DavyMark is offline Reputation: DavyMark 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. Banners and heralds
    2. Song brother
    3. We need an out of combat rez.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1. Fighting withdrawal, not sure why we even have this skill, it's rare to accidentally draw aggro.
    2. Block with 2h in LoM, never agreed with this in the first place. Still use S&B to tank.
    3. Cry of vengeance, range is too short and duration too short. By the time you get near the dead member the skill expires.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1. Would like banners and heralds to be condensed. And herald damage type to be altered. http://forums.lotro.com/showthread.p...29#post6015629
    2. A shield slightly better than a light shield and geared towards captains.
    3. Out of combat rez

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Condense banners and heralds. And change herald damage type.
    Last edited by DavyMark; Feb 29 2012 at 04:21 PM.

  21. #101
    Senior Member Online status: socom33 is offline Reputation: socom33 the Neophyte socom33 the Neophyte socom33 the Neophyte socom33 the Neophyte socom33 the Neophyte socom33 the Neophyte socom33 the Neophyte
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    Re: Official Class Update and Feedback

    Class: Guardian

    Name 3 things about your class you feel could be improved.
    1. Overpower Threat Management (there is no way to AoE DPS and not have aggro)
    2. Ranged Tanking (For short durations there should be a way to keep all mobs off the healers before they get to the group, shield wall changes could fix this)
    3. Attack Durations while using a 2 hander are very long, certain skills trigger very long wait periods after 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 (With shield skill interrupts a 1m cooldown is a joke, I use this on the rare occasion my shield skill doesn't go off or while in OP and a 1m cd is very long)
    2. Shield Wall (All this is good for is preventing interrupts on healers but because Bolster now has interrupt prevention and Song of the Hammerhand prevents interrupts for 30s and AFE prevents interrupts indefinately and it uses the targets mitigation, it only creates an extremely efficient way to kill a Guardian)
    3. Thrill of Danger (It's at most an extra pot every 7 minutes)

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1. Improved Shield Wall: Set's Targets mitigation to be equal to the Guardian's. (While tanking)
    2. Improved Brutal Assault: Has a 50% base chance to apply a bleed. (Useful while DPSing)
    3. Improved Vexing blow: Is always AoE but does not generate threat without the trait. (Useful for both DPS and Tanking purposes)

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

    Overpower threat management
    Last edited by socom33; Feb 29 2012 at 04:04 PM.
    Go Bruins!

  22. #102
    Senior Member Online status: Nathandir is offline Reputation: Nathandir the Neutral
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    Re: Official Class Update and Feedback

    RUNE KEEPER
    Class:

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

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 Our healing skills are underpowered and overshadowed by the mini. They need to be buffed.
    2 Our dps is overshadowed by the hunter and the champion. The fire skills should not be the main dps line, that should be changed to lightning.
    3 Legendary Skills are of little value, and alot of our skills (such as martial training and Self Motivation) need to be scalable to your lvl better.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 Another stun, they are very usefull.
    2 Writ of Haste. -60% attack duration for 30 seconds, enabling us to use lightning at a quicker pase.
    3 Essence of Health. Small spike heals and gets rid of inductions for all healing skills for 10 seconds. Similar to essence of fire.

    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] RK needs better everything, dps, survivability, healing...that put it well enough?

    Kill it! Kill it with Fire!!.........and Lightning.......and Ice.

  23. #103
    Member Online status: Tapkoh is offline Reputation: Tapkoh the Neutral
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    Re: Official Class Update and Feedback

    Class: Rune-keeper

    Name 3 things about your class you feel could be improved.
    1. Survivability
    2. Emergency single-target heals
    3. Varied fire dps rotations instead of just hitting FR over and over and 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. Armour of X. I suppose this is supposed to be the RK's emergency skill, but it doesn't do enough. More tactical mitigation is great. I like that. But the reflected effects (which are melee-only) are not going to save me. If I'm dps attuned, I'm in trouble. If I'm healing attuned, I'm better off just trying to keep healing myself. Just doesn't help.
    2. Epic for the Ages. Players are down before I can fire off the induction. "Well use it earlier" you say? It's a big heal and it's only useful when someone's dropping fast or lost a lot of morale and if they're dropping fast, there's possibly not enough time.
    3. Essence of Winter. A PvP skill only and I've heard it doesn't work anyway in one of its debuffs.

    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 don't see much need for extra skills, just changing some. For example, add a damage debuff reflection to Armour of X and/or make it so it's not just activated on melee damage alone. Perhaps give us an incoming damage reduction buff instead. We already get one with Improved OFE.
    2. Change fire skills to make it more worth it to cycle through different ones rather than simply getting the most dps out of spamming FR.
    3. Combine skills where appropriate, like blade/fang. Also make you shall fall to our wrath a buff or extra effect added to Fall to X rather than another skill entirely.

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

    Survivability

  24. #104
    Member Online status: A_Rabaey is offline Reputation: A_Rabaey the Neutral
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    Re: Official Class Update and Feedback

    Class: Rune Keeper

    Name 3 things about your class you feel could be improved.
    1 survivability
    2 Ice- cold based skills
    3 epic for the ages

    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 Most of the cold based skills do little more damage than lightning, and have inductions that slow you down, and stop you from kiting.
    2 Shocking touch, normally you want to start combat at a distance, so whenever you use it you lose attunment, and the stun (if it takes) dosn't last too long.
    3 Nothing truly ends. Well not quite, but it is really limiting not being able to do this in combat. (you could make it require 5 or so healing attunment, and have the attunment reset after using it)

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 A remove dread skill would be lovely. or what about a hope skill? (recently i have been dying a ton, and it's usefulness would just be obviously useful)
    2 A powerful (cold) slow skill, one that won't be broken by combat. (a nice way to initiate combat, better than chill of winter, which only gives you time for one induction, this could be used in group fights when everyone needs to catch up, you throw out a slow, and for the next 10 seconds everyone gets back on top)
    3 some skill that allows a RK to solo at least 2 normal mobs (both one level below it). Maybe a skill that lowers opponents damage for a while, or allows a RK to absorb damage. we are soooo darn squishy, its frustrating. maybe you guys can just jack up our moral a little.

    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 survivability. I was fine through moria and lothlorien, and even evendium, but in dunland I have died too much. I see way too much of the rez circle now days.

  25. #105
    Junior Member Online status: jimdar69 is offline Reputation: jimdar69 the Neutral
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    Re: Official Class Update and Feedback

    Class:
    Champion is main, I play them all though.

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

    1. Champion legendary item options that benefit the fervor stance would be a vast improvement.
    2. Option to dual wield two legendary weapons and legendary rune or two weapons and no rune in addition to the current scheme.
    3. More skills that are available in fervor (did I mention that fervor is the only useful Champion stance? lol!)

    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. All stances that make a champion like a guardian (ardour and glory I think, I only use fervor) should go away, champions should hit hard and fast, not tank (or only tank when absolutely needed).
    2. Boast is fun but it needs to actually DO something other than be a glorified emote.
    3. I am okay with the rest of the Champion skillset


    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. Champions should have a squire similar to the captain's standard bearer, the Champion should temporarily lose morale if his/her squire is killed/demoralized and gain morale when his/her squire lands a successful blow (the training is going well). You could also make the boast skill boost your squire's morale for some period of time. This would be really nice for solo and group play.
    2 When attacking a boss mob (i.e. a named mob) champion's challenge should be able to initiate a single combat between you and that mob only with no henchmen involved until after the mob falls (and they should suffer some kind of penalty for wathing their leader die while the champ should get an instant morale recharge), mostly good for solo play but might make group play strategy interesting.
    3 If the "tank" stances I mentioned above were removed they could be replaced by new stances such as one that increases your crit chance as the battle progresses and one that generates morale and power with each hit on the enemy.

    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]

    Dual wield legendary plus use legendary rune.

  26. #106
    Junior Member Online status: Luth' is offline Reputation: Luth' the Neutral
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    Re: Official Class Update and Feedback

    Class: Lore-Master

    Name 3 things about your class you feel could be improved.
    1 Single target damage, most damage is AoE based what make LMs just power batteries and ccers on raids
    2 Survival
    3 Heal capacity, even captains can heal 3 mans and off-heal 6mans and raids

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 All pets are weak, a LM should invoke might creatures, animals that make a diference in dps/tank/heal terms.
    2 Knowlegde of Lore-master, I don't even remember what that skill does
    3 Inner Flame, even the improved version is a joke in heal terms

    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 Word of courage for LMs, a fast heal with low cd, beacon of hope has a way too long cd
    2 Improved Pets, yes like you do with skills, but make animals stronger, bigger and useful
    3 Don't feel nothing to put here

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


    To Aggro or Not to Aggro...

  27. #107
    Grand Member Online status: Thane9 is offline Reputation: Thane9 Protector of the Shire Thane9 Protector of the Shire Thane9 Protector of the Shire Thane9 Protector of the Shire Thane9 Protector of the Shire Thane9 Protector of the Shire Thane9 Protector of the Shire Thane9 Protector of the Shire Thane9 Protector of the Shire Thane9 Protector of the Shire Thane9 Protector of the Shire
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    Re: Official Class Update and Feedback

    Class: Champion

    Quote Originally Posted by Sapience View Post
    Quote Originally Posted by Sapience View Post
    Name 3 things about your class you feel could be improved.?
    1. Raw Burst Damage..across all skills
    2. Increased Bleed functionality...i.e. more damage
    3. Improved offensive mobility...

    See question #2. I believe we need to hit harder and more often to compensate for a shift from survival skills to all out damage skills.

    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. Glory
    2. Bubbles
    3. Bubbles

    I don't believe Champs should be a tank class. I believe hybrids and hybrid options only diffuse the main focus of the class and lead to it being a> situationally overpowered or b> situationally underpowered.

    Return Champs to their role of Melee DPS. Make them kings of damage staggering from the field of battle bloodied and hurt, not kings of outlasting their opponent while their damage ends up winning an attrition game for them.

    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. Broken leg mitigation via Sprint.
    2. Fear nothing providing a short term immunity to fears in addition to removal.
    3. Improved Blood Rage functionality...again to break from CC and get to and stay on our opponent. This too is an offset for the reduced "survivability" skills I'm suggesting.

    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?
    The most important isn't just any one suggestion. The most important is a mindset shift about the Champion class. We need to be dealers of death at the expense of our own safety. Not a class who out lasts, but out damages.
    Second Marshal Luc Brandenbuck ~Battlemaster~
    Stalker's Enemy*Reaver's Enemy*Blackarrow's Enemy*Warleader-Foe*Weaver's Enemy*Defiler-Foe
    Champion:'The only thing our opponents can do that we care about is die.'-Graalx2


  28. #108
    Poster of Note Online status: Aedfrith is offline Reputation: Aedfrith the Neophyte Aedfrith the Neophyte Aedfrith the Neophyte Aedfrith the Neophyte Aedfrith the Neophyte Aedfrith the Neophyte
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    Re: Official Class Update and Feedback

    Class:

    Name 3 things about your class you feel could be improved.
    1 HUNTER: survivability, utility (other classes now do as much DPS and have other functions), yellow trait line
    2 WARDEN: viable tanking in raids, Critical Strike, lag = death
    3 BURGLAR: some melee durability

    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: Hunter's Art (ridiculous induction, no real buffs), Split Shot (no damage) Bow of the Righteous (not a legendary trait)
    2 WARDEN: Critical Strike (low DPS), Ambush (induction time), Piercing Strike (low DPS, no real threat)
    3 BURGLAR: Knives Out (hardly ever used), Clever Retort (only used in Mischief or traited deep Gambler), Throwing Axes

    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 HUNTER: More survivability - inductionless Press Onward, small morale restore with Bow of the Righteous, scaled Agile Rejoinder Heal; armour improvements; evade increase a la Blackarrow or Burglar
    2 WARDEN: crit defence (being addressed)
    3 BURGLAR: armour improvements; better corruption removal; crit defence

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    1 HUNTER: Inductionless Press Onward
    2 WARDEN: Crit defence
    3 BURGLER: Corruption removal

  29. #109
    Junior Member Online status: RexTyrannusI is offline Reputation: RexTyrannusI the Neutral
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    Re: Official Class Update and Feedback

    Class: Runekeeper

    I've only really got two things to mention here. Since RKs are supposed to be a healer class (to off-set the Mini monopoly) please give us an In-Combat rez and a dread remover skill.

    If I froze the ground beneath your feet would you complain that I ported you to Forochel in the middle of the fight? ~Jeedai

  30. #110
    Senior Member Online status: Simon23 is offline Reputation: Simon23 the Neophyte Simon23 the Neophyte Simon23 the Neophyte Simon23 the Neophyte Simon23 the Neophyte Simon23 the Neophyte
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    Re: Official Class Update and Feedback

    Class: Burglar

    Name 3 things about your class you feel could be improved.
    1. Gamble Durations. Reinforcing a gamble with Gambler Strike could add more time and make it 20~30sec instead of 15.
    2. Debuffs. most of burglars debuffs are melee oriented. It would be great to have a disable-like debuff against tactical.
    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. Clever Retort. The restore effects are ok but the Red Ent attack is far inferior to the Yellow Spider bleed. It deals about the same amount of damage as subtle stab, which seems realy underpowered for a 1m30 skill. Making the Ent physical instead of tactical would certainly help.
    2. Burgle. This concerns the debuffing gamble. While not being able to steal items from other mobs than humanoids, it would still be very useful to be able to apply a debuffing gamble on every kind of mob, including creeps in PVP.
    3. -

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1. A skill like disable but for tactical damage instead of melee. This would help a lot for group play, especialy in the new raids.
    2. A new trick removal skill for gamblers that can apply randomly one of the 3 different kind of gambles. This would add another possibility to get a gamble and keep the "being lucky" aspect of the traitline.
    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?

    Gamble durations
    I feel as though I am being followed...

  31. #111
    Junior Member Online status: Nanernel is offline Reputation: Nanernel 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.
    1Aggro management
    2Power Regen
    3Focus cost/ movable skills

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1Split Shot- I have little use of this skill, being mostly a point to point dps class this adds very little damage for the added aggro.
    2Heart Seeker- While I do use this skill often soloing, in fellowships it provides little benefit at it's long induction.
    3

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 Another aggro dumping skill, or skill that provides less threat for a longer duration
    2 Also some movable skills that acquire focus.. nothing kills faster than a hunter that is stuck in a fray and can't get off a couple of shots to quickly gain focus.
    3 A skill that increases either increases defense or stealth detection range, many times wargs that are above rank 7 are able to out stealth hunters and just stun lock taking minimal damage if at all while enhanced senses on.

    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 aggro managing skill

  32. #112
    Senior Member Online status: GrinsgarCZ is offline Reputation: GrinsgarCZ the Wary GrinsgarCZ the Wary GrinsgarCZ the Wary
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    Re: Official Class Update and Feedback

    Class:Burglar

    1. Agility is too powerful and therefore necessery for a burglar - i'd like to have more omportunities and have a better reason to switch to vitality/fate or even will stuff
    2. Solo Maneuvers! While solo playing, Burglar cannot make maneuvers which is great disadvantage.
    3. My soldier should not attract enemies to me when I am in stealth (right know:Enemies see my soldier => they see me)

    1. Provoke could be more effective
    2. Burgle is mostly useless if not done for Disambling gamble (poor loot)
    3.

    1. Disarming attack -percentual chance to disarm the opponent - useful in solo or in fellowship.
    2. Improved diversion - breaks stealth of nearby enemy(but also reveal himself) - useful against in-stealth npcs or in pvp
    3. Malicious strike - transfers some of the enemy's morale to Burglar(x% of skill's dmg) - should improve survivability of Burglar.

    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 Agility independence
    Last edited by GrinsgarCZ; Feb 29 2012 at 04:26 PM.

  33. #113
    Senior Member Online status: Lazlo_Hollyfeld is offline Reputation: Lazlo_Hollyfeld the Neophyte Lazlo_Hollyfeld the Neophyte Lazlo_Hollyfeld the Neophyte Lazlo_Hollyfeld the Neophyte Lazlo_Hollyfeld the Neophyte Lazlo_Hollyfeld the Neophyte Lazlo_Hollyfeld the Neophyte
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    Re: Official Class Update and Feedback

    Class: Warden

    Name 3 things about your class you feel could be improved.
    1 Tanking Survivability from Devastate Crits
    2 Tanking Survivability at the start of fights
    3 Anything besides "kiting" to put in the "Pro" column when looking at reasons for a raid leader to bring a warden to tank endgame instances.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 Forced March is useless. 80% power cost? are you kidding?
    2 Ambush has been made very underpowered with the current miss rate
    3 The short fears from the fist line gambits do more harm than good by disrupting the gambit building flow

    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 Battle Preparation, on the table for U6, needs to be made a toggle rather than single-gambit skill
    2 Something needs to be added to help the warden's incoming damage reduction scale by content size. (from 3man to 12man)
    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?
    Tanking Survivability from Devastate Crits. A warden that gets near-one-shotted is not a tank. We can not expect our healers to keep the warden above 90% health at all times out of fear of being one-shot and wiping the raid.

  34. #114
    Junior Member Online status: Kadarack is offline Reputation: Kadarack the Neutral
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    Re: Official Class Update and Feedback

    Class: Captains

    Name 3 things about your class you feel could be improved.
    1 Power regeneration. Captains are always running low on power. They have to maintain enough power for ToArms, Oathbreakers, Rallying Cry, War Cry, etc. Trying to manage all these buffs and continue to dps, heal or tank effectively is difficult.
    2 Buffs. Are buffs have been getting consistently weaker over time. Isengard in particular have shown that percentage buffs > number buffs > base stats. IDOME and Banner of War are both made increasingly worthless the as stat caps increase and diminishing returns kick in. Other buffs are additionaly becoming weaker and less desirable.
    3 Legendary Item legacies. Many other classes have to keep multiple lis for different roles but captains have to keep several for buffing in different situations. The worst offender is Strength of Will Healing multiplier which is only useful with one Brother skill. Make the li effect all Brother skills to make it worth keeping on our main li or some other adjustment.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 Withdrawal and fighting withdrawal. While tanking you don't want to lose threat. While dpsing or healing as a captain you don't need to lose threat. Tanks and pure dps or healing classes will have more threat than you.
    2 Make Haste. Duration is very short with a long cd. There are no circumstances that require a in combat run speed buff of such short duration. I use it on Draigoch just to do something but it isn't very useful. Decreasing cd to a minute or buffing duration would be more useful.
    3 Banner of War and In Defense of Middle Earth. I include these together because they both suffered from the stat changes in Isengard. Originally both buffs provided 10 percent of the stat cap. Since then their percentage increase has decayed. With the removal of stat caps in Isengard both buffs provide a drastically smaller percentage of total stats. Additionally diminishing returns make these buffs provide an even smaller increase in effectiveness. Moving the buffs to a percentage increase such as + 5 to 10% stats or +5 to 10% damage or retooling the buffs could work.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 A way to quickly recover your own health in HoH. Healing in three mans is difficult to maintain your own health. In Dargnakh unleashed Dargnakh has a random move that targets healers and in Fangorn Sawmill Blades will take a chunk out of your health if it isn't interrupted in time. Using Valiant Strike and Muster Courage can maintain the health lost from Words of Courage but even potions aren't enough to recover health. This could be a new skill or a change to an existing skill. I.E. remove Words of Courage morale cost or make it self targetable.
    2 A way to help out tanks with threat. With all of our dps increasing skills, Tactic: Relentless Attack, Blade Brother, War Cry, and Oath Breakers we can give tanks a head ache trying to hold aggro. Giving us a buff or adding an effect to an existing dps buff to increase threat generated by a tank or reduce threat generated by our dps increasing buffs would help.
    3 A way to deal with multiple enemies. We have one aoe move and no cc. While soloing we can use a herald to off tank but in groups as a healer or dps damaging multiple enemies is impossible and healing more than one character is difficult.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class: healing in HoH so that we can live long enough to keep the rest of our party alive.

    I would also suggest making this thread class specific. I would like to highlight new things for my class or support the best suggestion made by others but this thread is already to large for me to examine all threads to make the best suggestions.

  35. #115
    Member Online status: Firenoah is offline Reputation: Firenoah the Wary Firenoah the Wary
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    Re: Official Class Update and Feedback

    Class: Rune-Keeper

    Name 3 things about your class you feel could be improved.
    1. Maximum Morale
    2. Rune-Stone Sizes
    3. Better Armor

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

    1. Flurry of Words. In group play, the Flurry of Words skill could do better. It can damage alot of enemies when they are in the skill but the damage that is being distributed to the enemies itself is just weak.

    2. Master of Writs. It could be just me but, I just don't ever use it. I think that there could be some other use for the skill.

    3. The Blade Will Not Wound and The Fang Will Not Poison. I hardly ever use those two skills anymore.

    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. In both solo and group play, I think it would help to add something like The Fang Will Not Poison skill but something to do with fear and disease.

    2. In group play, I think it would help to have a improved resurrecting skill that works in-combat.

    3. Another Fire AoE skill like Scathing mockery would help in both solo and group play.

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

    Maximum Morale.

  36. #116
    Senior Member Online status: Tchad is offline Reputation: Tchad the Wary Tchad the Wary Tchad the Wary
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    Re: Official Class Update and Feedback

    Class: lore-master

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

    1 - share power and power drain: since RoI the power need increased. Sharing power to another caster class is very hard (mini and rks) and sharing power uses too much power. Draining power even if properly traited only fill 1/2 of my power bar. Scale up the power drain? May be a new skill to fellowship share with less power cost? Or power share adds a temporary icpr buff to the target or a temporary -% power cost to all skills to the target? Eagle +60 icpr need to scale up... (lvl or food based?).

    2 - pets: Pets are not very useful anymore, they didn't scale properly with the RoI. Bear don't hold aggro, ball of light dies too easy, raven only useful for tactical mitigation, eagle for better franks heals (But dies fast too and heal not good enough to go blue traited). Ideas are making the food buff better and last longer? Add a 4th skill to all pets?

    3 - cures skill to remove wound/diseases after RoI became much harder to use with the CD and not having the resistance buff. I would like the previous version back or something in-between.

    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 - google works better to know the boss stats and the debuff can only be used one time, don't last long and most bosses on RoI are inactive when out-of-combat.

    2 - Air-lore and Continual Air-lore (only little use if blue traited, may be air lore on the whole fellowship and allow the flank cure on the whole fellowship? Better dmg negation/reflection?). That improvement will also make the LM a viable option for group heals. Almost nobody use the blue line.

    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 - better blue line heals and support skills: fellowship SI, better cures (fear and poison too, or re-add a resistance buff), fellowship power share, ...

    2

    3

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

    The power share improvements if power will still be a problem on the next expansion. If not, the pets improvement.
    Last edited by Tchad; Feb 29 2012 at 04:33 PM.
    Mellar@Gladden, R11 DOTH Hunter.
    Tchad@Gladden, R7 DOTH Lore-master.

  37. #117
    Grand Member Online status: Louvre is offline Reputation: Louvre the Neophyte Louvre the Neophyte Louvre the Neophyte Louvre the Neophyte Louvre the Neophyte Louvre the Neophyte
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    Re: Official Class Update and Feedback

    Quote Originally Posted by Sapience View Post
    Name 3 things about your class you feel could be improved.
    1 Pets . Except for those with auras , they're pretty much useless . Even those wich require a legendary trait are meh .
    2 Healing . In 3 - mans , lore-masters are usually the DPS . But why bring a LM when you could bring a real DPS ?
    3 CC . We used to be called the CC masters . ATM many classes can do it as good or even better than us .

    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 Air lore . I still want this to be able to cast on self . And a buff to what it mitigates / reflects .
    2 Beacon of hope . Even traited , it's a subpar skill . Adding the HoT with the OD set was going in the right direction .
    3 Signs of the Wild . Pretty much as useless as the pets are atm . They should increase flank rate chance for example .

    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 Solo . An AoE knockback for greater survavility . Something we're having trouble since RoI .
    2 Group / Solo . A fear skill .
    3 Group . The AoE flank heals were very nice also . Everything that was given after that wasn't nearly enough .

    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?
    The healing one .

    r10 str / r7 wdr / r6 wvr / r6 bwr / r7 dfr
    r8 lmr / r5 rkr / r? mtr

  38. #118
    Senior Member Online status: BernardG is offline Reputation: BernardG 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; Captains need a primary role during combat that they are actually as good as other classes at, rather than buff before combat, then 2nd fiddle.
    2; Less reliance on LI's. Captains are very heavily based around certain LI legacies like Rallying Cry CD reduction, this isn't good for the class.
    3; More in combat buffing ability. Captain buffs are mostly fire & forget, Ministrels have far more during a fight buffs which aren't gated on defeat responses additionally.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1; Fighting Withdrawal. Captains almost never have any serious amount of agro, and can't main tank, so an agro swap skill never gets used.
    2; Valiant Strike. When not traited HoH this skill has almost no value, and needs to be buffed as a base line skill. HoH version is mostly ok but could use a little more area for the HoT.
    3; Devastating Blow. For a Devastating Blow this attack actually does very little damage when compared to other melee classes & could use a higher base damage.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1; Allowing Brother skills to be used while solo without needing a herald. This would increase options when soloing, without increasing group power.
    2; DPS/Heal Stance toggle. Add one at the cost of the other somehow, allowing a Captain to pick a focus rather than jack of all trades. Leave current 'neutral' jack of all trades as it is also.
    3; Other skill of the toggle.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    A primary role during a fight (Most captain buffing being before the fight starts so not part of the actual combat).

  39. #119
    Junior Member Online status: Aeriseus is offline Reputation: Aeriseus the Neutral
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    Re: Official Class Update and Feedback

    Class: Champion

    Name 3 things about your class you feel could be improved.
    1 Survivability
    2 Fervour enable parry evade (it just lowers the durability in combat and you say you want to extend combat so remove it, as well for ardour)
    3 More or better improved strike skills, increase damage or strike hits instead of max 3 add another so we get a 4th hit.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 Ferocious strikes damage pool is not enough to be worth using in my opinion, It's a legendary and should be truly devestating
    2 Merciful strike has been improved but not enough to be worth using, other skills do alot more damage in a more ''pleasant way''
    3 Bracing attack heal is dire for champs but as it is now the healing pool is not quite enough, even with it traited.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 I would like a new strike skill similar to relentless but with another hit with 2h and 1h, or a heavy 4 hitter
    2 I would like a AoE skill with buff (survivability) or debuff (miss%, attack speed%, movement speed% or similar)
    3 I would also like a new survivability skill with a heal effect quite small but removes all debuffs/dots and less then 5min cd

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

  40. #120
    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: Champion

    Name 3 things about your class you feel could be improved.
    1. Amount of damage reflected from Exchange of blows, 54 damage at level 75 against an elite master who hits for over 1000 is not really enough, make it scale a bit with the amount of damage dealt. (Make it reflect 10% of mitigated damage with a minimum of 25 and maximum of 250)
    2. Legendary traits and skills, aside from Raging blade they are all underwhelming.
    3. Not much else.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1. Improved Feral Strike - the regular version is better, 3 fervour vs 2 is not worth the slightly better chance of removing a corruption.
    2. Continuous blood rage - it kills you if you have it on and the bonus damage is just not that good, for a cap stone it is entirely irrelevant.
    3. Fear nothing - too long cool down, you can't rely on this skill as a tool to remove fears so you have to carry fear pots anyway.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1.
    2.
    3.

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

    Improving legendary traits and skills.

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