I've always found summoning a big rock pylon a little strange, so I'd like an option where the Rune of Restoration is a normal-sized rune-stone levitating above the ground and radiating those good vibrations we depend upon.
EDIT: And THAT would explain what's going on when my stone evades or parries attacks; it can go all Distraction on itself. My current rock doesn't seem the Evade type.
Cool idea. Even better would be a Sigil that both LOOKED different and BEHAVED differently, i.e., did something other than AOE heal.
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.
YES! This is a great idea, I really want to have an alternate rock-style thing, but It would also be very cool to have other buffs with it. I'm not sure if I want it to be similar to the Captains flag, so not basic stat buffs, but a damage absorption would be nice, or a strong movement debuff for enemies... I think i want one, though I would be very disappointed if the healing part would have to go.
I can see some issues with how to "slot" different Rocks. I guess the easiest way would be to remove it as skill and add them add clickes (15s shared cooldown), one for each kind of Rock. We could use affinity, of course, but that would probably be quite messy...
Given how Rune-Keepers work I think we should have about 3/4 different:
I've always found summoning a big rock pylon a little strange, so I'd like an option where the Rune of Restoration is a normal-sized rune-stone levitating above the ground and radiating those good vibrations we depend upon.
Pylons are awesome! They not only sustain your food count, they also let you warp in uni... Oops, wrong game
perfect opportunity to add something to our unusable off-hand slot
i like the idea that it could be something like the cappy banner item that gives us some stat boosts
in order for it to not be op id say remove the passives from our rune-stones (which sometimes are totaly useless like might/agi but anyway)
This may seem a little audacious, but I've actually been busy creating a complete model of the RK as I want it, complete with traits, skills, armor, and jewelry. I'm getting close to finishing it, and I put in a new skill:
Lvl 75 - Sigil of Intensity: 37.5 initial damage; 37.5 damage every 7 seconds for 63 seconds.
Trait: Rune of Exhilaration: Sigil of Intensity reduces Fire Mitigation, and damage done by Sigil of Intensity generates no threat.
It's designed to have parity with the Sigil of Restoration skill/Rune of Endurance trait in the healing skill line.
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.
Well if thy don't want to make skills like new skill tree spec. for stones, they could atleast make some in combat items like little rune-stones you could drop (not summon but drop) before fight with all kinds a debuff/buff thingies would be great. well of course thy would should include something like shared cool down and so.
yes agreed, would love a dps rock that burns stuff walking into it's aura, it always irked me that those skirmish lieutenants had rk like skills and could do things i couldn't......
You will find that conversational range increases dramatically when you talk about what you think, rather than what you know.
Ïf Turbine just wants the minimal amount of work, have looks for it like the 'In Their Absence' monoliths, or a miniature geode (from Moria). Or those crystals from Isengard Lightning Wing.
Ïf Turbine just wants the minimal amount of work, have looks for it like the 'In Their Absence' monoliths, or a miniature geode (from Moria). Or those crystals from Isengard Lightning Wing.
Or the models in Dark Delvings.
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.
Cosmetic changes to the rock - sure. You get my vote.
Several different Rocks - Nope.
Other Changes to the Rock - sure. You get my vote.
How I would change it is quite simple, actually.
Just add an affinity bonus to the rock (BESIDES the healing aspect).
Ex:
Fire - Reduce B/P/E of the enemies
Lightning - Chance to Stun enemies in the area for a short time
Ice - Slows enemies
Or even:
Fire - Small chance to apply a DoT on enemies
Lightning - Small chance to damage enemies
Ice - Small chance to release an ice burst from the rock damaging all enemies in the area
This way, we keep the one stone healing as is, and add a little utility (or extra damage) to it (affinity dependent).
The latest example can be really bad in an environment where CC is needed, so an auto-damaging stone is probably NOT a good thing.
...so an auto-damaging stone is probably NOT a good thing.
You are confusing "We don't need this" with "I shouldn't use this skill with all these CC'd mobs around." I'd rather have the skill available and know not to use it, than to not have it and think, "Hmm, I wish I had this skill."
Just because you have a skill doesn't mean you have to use it. It just means the noobs will have be taught how to use it... and how NOT to use it.
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.
A brilian idea. A healing Morale stone, a healing power stone, and a debuff stone is cool. Probably + miss chance and slow them.
I agree with this guy here! Keep the stone we have, just add a power option and a de-buff option (maybe like the fire thing the Skirm storm keepers have but it also slows enemy's just a bit) that we could switch too....I would shy from buffs cuz that would step on cappy's toes....But as far as cosmetic Rocks that would be beast...maybe have some floating crystals next :P
Certh,
Certainty of death, *small* chance of success... What are we waiting for?
It might be kinda cool if Elf rocks looked one way, and dwarf rocks looked a different way. The Elf rocks would be like something that might come out of Lorien/Rivendell/Eregion, and Dwarf rocks would look like the crystals that illuminate Moria.
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.
/unsigned. The rock is fine the way it is. Please don't waste precious resources gluing glitter and sparklies all over it. There are about a thousand interface and in-game annoyances that deserve attention.
First I agree with the OP, and this would be a nice addition. I do, however have a slightly different idea.
Since Turbine seems to have all kinds of problems with designing content where rocks do not fall through the floor, could we change the rock at level cap to a passive or something / anything? It is so annoying that a critical component of our healing repetoire seems to not ever be viable in end-game raids....
I like the idea of being able to change the appearance. It's been suggested several times to have the ability to make the rock give different kinds of buffs, but ZC said that the dev team isn't interested in doing that since we're not a buff class.
All that said, I would rather see them spend time in making so that our rocks don't fall through the floor, float into boss/trash rooms in ToO and inadvertantly pull the room..., bug out mobs, etc. Fix > frills.
~*~Ryssawyn~*~ (RK)
Acheros (LM) Glitzen (Guard) Snozzberries Defiler of great taste.
at the least i'd like some cool new bling for my rock. and if it has been said that they don't wanna add buffs, fine, add debuffs. I just feel that some cool functions on our rock would be nice, you could save slots and combine flurry of words with the rock ie: make our rock do flurry of words as an ability, and think of some cool stuff for fire and lightning too, maybe make us perma charged when lightning attuned and standing in our rocks aura, and throw a smaller version of distracting flame on anything that hits it while fire attuned......
You will find that conversational range increases dramatically when you talk about what you think, rather than what you know.
I don't care, I like it the way it is. But maybe Turbine could make it like... Burst into flames... Or shoot lighning at targets that are attacking it... Or something cool like that...
Riddermark toons:
Hafwit - 29 Dwarf Minstrel, Riddermark, Legends of Numenor
Lothreth - 15 Female Captain, Riddermark, Area Fifty-One
I don't care, I like it the way it is. But maybe Turbine could make it like... Burst into flames... Or shoot lighning at targets that are attacking it... Or something cool like that...
Yea aoe damage cone would be great like 5 m radiuss from stone all get damage.
I have devised an overall new concept for our stone.
Be advised as this stone doesn't heal or provide group buffs.
This resolves the cases of where our rocks fall through the floor as utilizing this new concept would render the rock/floor dropout as inconsequential.
Last edited by 87_Suited; Apr 22 2012 at 02:31 PM.
If they do change anything about the Runestone, I like this idea the best.
Originally Posted by Tapdog72
Here's an idea: Burst aoe heal when the rock despawns, either from damage or timer. Just enough to make up for the time spent replacing it.
Maybe they could introduce it(or some sort of light buff/debuff) as an improved runestone with the new RoR update, if they have not finalized what they want to do with RK's yet.
While it would be nice to have different looks(the idea of Moria Geodes, Elven crystals, maybe Large Floating Gemstones, etc) I have to agree there are things that should be fixed before they add cosmetics, such as the fall through floor bug already mentioned.
Adding an Affinity-based effect would be rad, but I'd prefer things that either help with crowd-control or buff my group. We got some good new utilities in U6, but I still think we could stand some more crowd-control or group-buff improvements.
And yeah, it bugs me that the RK-like Skirmish Lieutenants get to use an AOE DoT stone, and that we have no parallel.
Adding an Affinity-based effect would be rad, but I'd prefer things that either help with crowd-control or buff my group. We got some good new utilities in U6, but I still think we could stand some more crowd-control or group-buff improvements.
I don't like this idea because I don't like stepping on LM/Minstrel/Cpt/Burglar toes.
Originally Posted by Moefaux
And yeah, it bugs me that the RK-like Skirmish Lieutenants get to use an AOE DoT stone, and that we have no parallel.
Me too. I wouldn't even say it needs to be affinity related, although that's a possibility. It would be easier to make it an exact analogue to the current healing stone, only it does damage over time to enemies instead of heals over time to group members.
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.
I am ALL for adding a cosmetic to the stone as well as possibly a DOT instead of only a HOT. because damage and heals are the main points of a RK. So it makes sence.
-BUT- I will say I am absolutely OPPOSED to the idea of buffs debuffs and any other jazz people want. Rune keepers are brought for damage or healing. NOT CC, Buffs, Debuffs or other things. Leave thouse for the other classes. Poor lore master already has enough competition in the CC front. Make another CC class and take away the debuffs as well and well you just killed the main uses for LM besides power battery( whitch a cappy can do just to a lesser degree). This is just sounding like people want a super elite class with no rival. If they could do All the above why bring another class besides maybe a single tank to keep mobs off while you CC Buff Debuff and kill.
And if you want it all either be OP'd or suffer a HUGE penalty for turbine trying to balance a class with so many fuctions. We already have a jack of all trades class we dont need more.
Since the thread has been derailed from the original post I will respond to the buff debate. To be clear rk's already are buff/debuffers, with the shall not fall, aoe stun, single target stun, chill line debuffs, etc. LOTS of utility. I would like to see different types of stones just as lm's have different skins for their pets. It would allow different play styles than just dps or heals. How would a stone that slows near enemies be OP, its not healing anymore. A dps role should have dps options. All classes have three trait lines. There is no reason rk's can't have a third option. Look at what Orion has done with the warden, champion, and minstrel. Granted, warden's ranged dps is kinda at beta stage, it does allow more options in the roles.
Oh, dear baby Jesus, let me have mercy on this poor, lost soul.
Originally Posted by Quazi-moto
To be clear rk's already are buff/debuffers
This is fail on so many levels. Firstly, no, RK's are not really buffers/debuffers. Secondly, we SHOULDN'T be buffers; we were not made for that. Thirdly, we have WAY too many buffing skills as it is; I'd prefer that they were removed. But, that's what we get for crying that we're not "Minstrely" enough.
Originally Posted by Quazi-moto
I would like to see different types of stones just as lm's have different skins for their pets. It would allow different play styles than just dps or heals.
Another multi-level fail. Firstly, pet "skins" have no effect on combat. It's just an appearance change; nothing more. So changing the appearance of our sigils would not make any difference on our play-style. Secondly, if you want a different play-style other than a DPS'er or a healer, PLAY A DIFFERENT CLASS. RK's were never intended to do anything but be DPS'ers or healers. If you want to do something besides DPS or heal, you're doing it wrong. Thirdly, changing our sigil to allow it to do something besides DPS or heal is giving us WAY too much non-DPS/non-heal ability. We already have too much "utility." Giving our sigil more "utillity" only exacerbates the problem.
Originally Posted by Quazi-moto
How would a stone that slows near enemies be OP, its not healing anymore. A dps role should have dps options.
What does this even mean? You talk about a DPS role needing DPS options (completely ignoring the 19 OTHER DPS skills, btw) by putting a DEBUFF on our sigil??? How is a debuff a DPS option??? I think it would be OP because it would obviate the need for other classes! Again, if you want to be a debuffer, be a different class.
Originally Posted by Quazi-moto
All classes have three trait lines. There is no reason rk's can't have a third option. Look at what Orion has done with the warden, champion, and minstrel. Granted, warden's ranged dps is kinda at beta stage, it does allow more options in the roles.
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.