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  1. #1
    Century Member Online status: Shadeslayer_withywindle is offline Reputation: Shadeslayer_withywindle the Neutral
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    New&Changed Skill Ideas

    Edit:Original post has been changed.

    These are my suggestions on improving current skills and adding some new ones.

    Press Onwards:as it has been said in other threads remove induction and buff it at a 60% power/morale heal.

    Agile Rejoinder:it should scale better with levels.Basic skill should have a 100%chance for a heal while the legacy would

    reduce the CD(i think its 16s right now)to 5s or further improve the heal by 50%.

    ISotE:I think this would be better used as a Heal over Time,Power over Time without having to channel it.So upon clicking it

    we receive:+179 power per second,duration 5s,+179 morale per second,,+1 focus per second,duration 5s

    Desperate Flight:Out of combat - 0.5s induction,travelling ration needed,ports u to nearest rez circle
    In combat - Consumes 10% of total power,slows on you are removed and you become immune to them for 5s,and a 200% (or whatever is commonly used by other sprint skills)sprint is granted for 15s.CD:reduced
    to 5m

    Improved Swift Stroke: Damage stays the same,CD reduced/increased(gaming PC is currently broken so I cant check in-game)to

    4s,and it also adds a tiering effect:T1 - +2% Parry chance,+2% evade chance,+1% ranged damage,+2% chance to reflect the next hit,duration 8s
    T2 - +4% Parry chance,+2% evade chance,+2% ranged damage,+2% chance to reflect the next hit,duration 10s
    T3 - +6% Parry chance,+2% evade chance,+2% ranged dmg,+2% chance to reflect the next hit,duration 12s
    The buffs would stack so at tier 3 it would be +12% Parry chance,+6% evade chance,+5% ranged dmg,+6% chance to reflect the next hit,lasting for 30s.The blue trait which

    affects the cd of melee skills could also make the skill tier down and refresh with each skill use instead of dispelling.

    *New Skill*Wisdom of Withdrawal:A Hunter knows when it is the correct time to withdraw from battle-The skill gives -50% inc. dmg +5% inc healing while reducing your total threat by 30%.Duration:5s can improved with legacy up to 10s
    High power cost or upon expiration:+30% skill power cost CD:10mins

    *Changed Skill*Beneath Care:CD reduced to 3m(i'm not sure if there's a legacy to reduce cd).Grants -85% percieved threat for

    20s.My idea for changing this skill is that it would be nice to use the Imp.Focus buff to nuke when we start serious fights

    but tanks will have difficulty coping with the threat produced(or i think so anyway....my suggestion on this skill might be a

    total fail so any feedback is welcome).
    So if I have understood the concept of perceived threat correctly the skill would gives us -85% threat generation for

    20s.After that we would have all that threat produced and we would generate threat normally.The Power over Time remains the

    same.

    Bow of the Righteous: power return upon a critical hit would be doubled.

    *New Skill*Knowledge of Survival:Being a master of the wilderness,a Hunter knows that a lot depends on your stamina even if you have to drain your resolve - CD:2m

    It increases ICPR by a big amount(lets say 3000) while decreasing your ICMR by the same amount.+3% Resistance is also granted.Duration 30s

    Thats all for now.Thx for reading.I think some skills could become OP so your feedback is welcome.

    ______________________________ _____
    YELLOW LINE
    ______________________________ _____

    I'd like to turn the yellow line into a light CC,heavy buffing line.My reasoning behind this is that when for example your group is going down there's nothing you can really do to help the situation other than do what you can only doPS.Other classes can switch to heals(RK,Mini)or offheal(LMs,Cappys),try to grab aggro and offtank(Champ,Guard,Warden)or simply make the fellowship's life easier from the beggining providing ultra useful buffs(Cappy,Burg)or opening FSMs(OP Guard,Burg).

    What about a Hunter's utillity?Well we can remove poisons(I think the situations where a Hunter removing poisons would be needed are very rare as everyone can get potions),provide some OOC regen and do some CC.These,except maybe CCing an add which is attacking the healer are rarely useful and rather neglected in group play in my opinion.

    Changes

    Line Bonuses

    -2 traits deep into the yellow line:Imp.Campfire has a reduced induction,CD and power cost and it can be deployed in combat(which would be useless but see changes below)*Imp.Campfire is the same skill as campfire just with scaled OOC values*

    -3 traits deep into the yellow line:All traps have reduced induction(0.5s),reduced power cost,reduced cooldown(1m),and their duration is 1m 10s.

    -4 traits deep into the yellow line:Remove Poison becomes Aid Allies:the remove poison aspect remains the same.It also gives your fellows -2% skill power cost,+ 50 ICPR,+250 PM rating,+250 TM rating which lasts for 15s.Cooldown is increased to 20s.Requires Hunter to stand still and has an increased power cost.

    Yellow Capstone changed:Mercifull shot becomes Merciless Shot:CD reduced to 5s,focus cost reduced to 4,power cost slighty reduced.Has a 15% chance to reduce the target's Physical Mitigation by 3% which lasts for 5s.This skill would help yellow-line Hunters keep their damage up to a respectable level since you lose most of the blue/red benefits.(I am not sure if there's a CD reduction legacy.If theres then it would either be replaced by something different or become a:+5% PM reduction chance at rank 1,+45 % at rank 9).The corruption removal aspect of the skill remains the same.

    Distracting Shot becomes a 15s duration daze with a 40s cooldown.Legacy reduces it down to 25s.

    Traps

    Traps are tied to stances:

    Strength stance:the basic trap skill becomes Strong trap.

    Precision stance:basic trap skill becomes Quick trap( generally lower levels have lesser versions of the traps)

    Endurance stanceffers Lure trap

    If for some reason you really want to use the basic trap just leave any stance.

    Tripwire and Double/Triple traps are still consumables.Traps are placed using a global trap skill cooldown.So you can't use a triple trap then switch stance and use another.You have to wait for the cooldown.


    Traits

    Sturdy Traps trait becomes:Rejuvanating Campfire-Adding some herbs in the campfire,allies near it find themselves able to deal with pain better.Campfire range increased,provides +150 ICPR +150 ICMR and every 10s it has a 10% chance to apply a -15% inc. DMG reduction which lasts for 10s and 2% chance to apply critical hit immunity which lasts for 5s.

    Barbed Hindrance trait stays the same.

    Combat Traps changed to Master of Entaglement :-2500 Rain of Thorns resist rating .Targets trapped,feared with Bards Arrow or dazed with Dazing shot and Dazing Blow have +5% incoming critical hit chance which lasts for 15s.

    Strong Intimidation changed to Rushed Escape:Find the Path in combat becomes 'Fly you Fools'.The Hunter and everyone within 5m has a +10% evade chance and gain a +15% runspeed buff for 10s.The in-combat skill has a 2,5m(150s) CD.Moreover,every attack parried or evaded gives +50 morale.It costs 2 focus to activate the in combat effect.Upon expiration the Hunter has a +15% skill power cost which lasts for 20s.

    Spring Loaded Traps changed to Hide from Predators:Camouflage becomes Improved Camouflage.You can now move at 75% speed.After moving a 30s timer starts.When it ends you are out of stealth and the skill's CD(increased to 20s,its 10s now i think)is activated.While standing still you have a +5 stealth level.While moving your stealth level drops to 1.Imp.Camouflage can be activated in combat.While it doesn't hide you from enemies it temporarily reduces your perceived threat by 15% for 7s.Increased power cost.

    Heightened Senses changed to Constant Aid:Aid Allies becomes a toggle skill.Increased power cost to activate the skill plus -2 power per second.3 poison effects wiped and poison resistance are given every 20s.Furthermore,effects provided by the skill are increased by 20%.Can only be activated in combat and you need 5 focus to do so.Every 60s the skill will consume 2 focus in order to stay activated.Hunter gains a -5% damage threat.
    Tracking creatures in stealth become innate.

    Heart of the Bard changed to Bleeding Arrow:Blood Arrow now applies a medium damage bleed on the target which lasts for 20s ticking every second.The next critical hit on the target(by the Hunter only)will consume the bleed to do the same ammount of damage instanly.Moreover,it has a 30% chance to apply a +35% attack duration.Also decreases ICMR by 50 for 15s along with the morale reduction.

    Stealthy Shot changed to Barkskin:Like a tree,a Hunter can sometimes be hard to pierce.When you are at 25% morale or lower(the effect normaly activates at 25% morale)you gain a -65%inc. damage for 5s.
    Hunter Class Changes

    *not the same as my original post*

    These are my suggestions on improving current skills and addind some new ones.

    Press Onwards:as it has been said in other threads remove induction and buff it at a 60% power/morale heal.

    Agile Rejoinder:it should scale better with levels.Basic skill should have a 100%chance for a heal while the legacy would reduce the cd(i think its 16s right now)to 5s or further improve the heal by 50%

    ISotE:I think this would be better used as a Heal over Time,Power over Time without having to channel it.So upon clicking it we receive:+179 power per second,duration 5s,+179 morale per second,duration 5s,+1 focus per second,duration 5s

    Desperate Flight:Out of combat - 0.5s induction,travelling ration needed,ports u to nearest rez circle
    In combat - Consumes 10% of total power,slows on you are removed and you become immune to them for 5s,and a 200% (or whatever is commonly used by other sprint skills)sprint is granted for 15s.CD:reduced to 5m

    Improved Swift Strokeamage stays the same,CD reduced/increased(gaming PC is currently broken so I cant check in-game)to 4s,and it also adds a tiering effect:T1 - +2% Parry chance,+2% evade chance,duration 7s
    T2 - +4% Parry chance,+2% evade chance,duration 8s,gives 1 focus
    T3 - +6% Parry chance,+2% evade chance,duration 10s,gives 2 focus
    The buffs would stack so at tier 3 it would be +12% Parry chance,+6% evade chance,lasting for 25s.The blue trait which affects the cd of melee skills could also make the skill tier down and refresh with each skill use instead of dispelling.

    *New Skill*Wisdom of Withdrawal[Immediate skill]:A Hunter knows when it is the correct time to withdraw from battle- 10s Channelled skill:it tiers down starting from -50%inc.damage,+10%inc. healing.For every second chanelled -5%inc. damage and and +1%inc. healing are deducted.(for example 1st second of channelling:-50%inc. damage +10%inc healing,
    2nd second of channelling:-45%inc damage +9%inc healing).Within the first second of channelling:-30% total threat
    High power cost or upon expiration:+30% skill power cost CD:10mins
    The skill would be uninterruptible unless someone stunned us or we moved.

    *Changed Skill*Beneath Care/Notice:CD reduced to 3m(i'm not sure if there's a legacy to reduce cd).Grants -85% percieved threat for 15s.My idea for changing this skill is that it would be nice to use the Imp.Focus buff to nuke when we start serious fights but tanks will have difficulty coping with the threat produced(or i think so anyway....my suggestion on this skill might be a total fail so any feedback is welcome).
    So if I have understood the concept of perceived threat correctly the skill would gives us -85% threat generation for 15s.After that we would have all that threat produced and we would generate threat normally.The Power over Time remains the same.

    Bow of the Righteousower return upon critical hit is doubled.

    *New Skill*Echoing Arrow-You release an echoing arrow past your enemies ear,temporary disctracting their attention:-15% damage threat for 20s.CD:2m.Medium power cost,0.7s induction.Costs 2 focus

    *New Skill*Screeching Arrow-An arrow shot at your enemy with incredible speed causing him to lose his balance:applies -20% run speed for 10s,10s weak DoT,low damage and power cost(like quickshot)costs 1 focus.CD:20s.Can be shot while moving.Modified by stances:
    Precision Stance:Has a 10% chance to give a +5% run speed buff which lasts for 10s
    Strength Stance:Has a 5% chance to apply a +5% attack duration debuff
    Endurance stance:Has a 40%chance to apply a -10%damage threat which lasts for 5s.The skill produces no threat while in Endurance.

    *Changed Skill*Hunter's Art:Precision Stance- -10% attack duration,lasts for 30s.CD:15s.Power cost reduced.Buffs from the same stance dont stack with each other,it refreshes the durations and tiers it up.
    T1:-10% attack duration,resets the CD of Swift Stroke
    T2:-13% attack duration,resets the CD of Needful Haste
    T3:-15% attack duration,resets the CD of 'Fly you Fools'

    Strength Stance- -5%target Physical Mitigation
    T1:-5% target Physical Mitigation,resets the CD of Screeching Arrow
    T2:-7% target Physical Mitigation,resets the CD of Blood Arrow
    T3:-10% target Physical Mitigation,resets the CD of Burn Hot

    Endurance Stance- -1% skill power cost,-1%damage threat,resets the CD of ISotE
    T1:-1% skill power cost,-1% damage threat,resets the CD of ISotE
    T2:-2% skill power cost,-2%damage threat,resets the CD of BN/BC
    T3:-3%skill power cost,-3%damage threat,resets the CD of Intent Concetration

    Improved Low Cut:After the -50% runspeed debuff ends a -15% runspeed debuff is placed which lasts for 20s and is removed when the target is damaged.

    Imp.Cry of the Predator:Same as old skill and removes 2 corruptions from the target.
    Last edited by Shadeslayer_withywindle; May 25 2012 at 05:57 PM. Reason: typos and other stuff

  2. #2
    Senior Member Online status: TQDesign is offline Reputation: TQDesign the Wary TQDesign the Wary
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    Re: New&Changed Skill Ideas

    These are all really cool ideas but the cool downs are a bit too short.

    I have a noob rune keeper and a champ that only tanks. Suck it.

  3. #3
    Poster of Note Online status: Lucanthanas is offline Reputation: Lucanthanas the Wary Lucanthanas the Wary Lucanthanas the Wary
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    Thumbs up Re: New&Changed Skill Ideas

    Quote Originally Posted by Shadeslayer_withywindle View Post
    *New Skill*Wisdom of Withdrawal:A Hunter knows when it is the correct time to withdraw from battle- 10s Channelled skill:For every second channeled the skill grants:-5% inc. dmg,-3% Total threat,+1% inc healing.After the channel is complete the 10s effects would last for 3s(so we would have -50% inc dmg,+10% inc healing for 3s besides the tiering up effects while we channel the skill.

    I understand that it could be very OP,I'm thinking of this skill as an emergency button for the times we have pulled aggro from a raid boss or when a hunter is near his death.High power cost or upon expiration:+30% skill power cost CD:10mins
    The skill would be uninterruptible unless someone stunned us or we moved.
    This kind of skill cannot work as an emergency button.

    When you are in an emergency situation, a channeled skill that only really helps you after some channel time does not save you from death. If you pull aggro, those initial -3# threat MAY get the creature off you, but most of the times, it will not and you will die before any use can be made of the skill.
    On the other hand, if you use it preemptively you are "wasting" 10s of dps time.

    All in all it needs lots of work to make it useful.

    The other changes/skills are ok.

  4. #4
    Senior Member Online status: VincentVanPort is offline Reputation: VincentVanPort the Neophyte VincentVanPort the Neophyte VincentVanPort the Neophyte VincentVanPort the Neophyte VincentVanPort the Neophyte VincentVanPort the Neophyte
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    AW: New&Changed Skill Ideas

    Yeah you sure put some effort in it, nice work. Some things we already mentioned before as changes but you implied some real good feedback.

    I'll comment on a few things:
    DF: I proposed the sprint idea before. I would really drop the port component, whether in or out of combat, the rare occurence a port to a rez is needed is worth a full sprint. I would adivse a low cooldown and a short duration for a slower sprint. As said, 150% for 5 seconds, with a CD of 30s.

    Many people suggested a change to swift stroke before, I just do not see the point, I'll always have PvP in mind, and tiering a skill up three times that is only useful against 1vs1 situations, that seldom last longer then 20 seconds is not useful. Also in PvE it takes time to tier it up. What is the CD on nit? 5s or 10s? It does not deal enough damage it would solely buff you, right? I guess you would use it against hard hitting high morale mobs? Still as a hunter the best way to decrease incoming damage is by not being hit at all and there our CC suffices.

    I like what you did with SotE. Channelled skills really do not have a point with ranged DDs that are trying to keep their damage up. A heal every second for 150 to 200 would be enough. It should offset 1-2 Dots for the time being. Maybe increasing the duration would be fine too. Still this skill would make agile rejoinder useless. Maybe add a legacy that scales both heals upwards? The CD on agile rejoinder right now is 10 seconds I believe.

    Also In addition of the great improvements made by so many players in countless threads I would delete our both new "awesome free skills" and move their "buffs" to other skills that already fit in our rotation. i.e Barbed Arrow and Blood Arrow. This would also buff Blood Arrow skill so underwhelming since the traitline changes to PS.

    I would still suggest for whoever it may concern on Turbine to read all the threads of the last six months thoroughly and also thoroughly examine if the hunter community really has experience in this class. Ah and feedback would be nice.
    Vincent van Port "Held der fliegenden Feder" R13 before 2013!
    Collector of superb posts.


  5. #5
    Poster of Note Online status: zalladi is online now Reputation: zalladi the Bounders-friend zalladi the Bounders-friend zalladi the Bounders-friend zalladi the Bounders-friend zalladi the Bounders-friend zalladi the Bounders-friend zalladi the Bounders-friend zalladi the Bounders-friend zalladi the Bounders-friend
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    Re: New&Changed Skill Ideas

    Because this will provide me with 5 minutes of entertainment:

    Level 76: Improved Agile Rejoinder - Healing pulses increased by 300%
    Level 78: Improved Barbed Arrow - Pulse now lasts 20s
    Level 80: A Swift Step: *New Skill* See below.
    Level 82: Improved Swift Stroke - Now applies a small bleed in addition to its normal effects.
    Level 84: Improved Hunter's Art - Buff durations increased to 45s (+ A technical fix to make the buffs worthwhile)

    *New Skill* - A Swift Step
    When you fall below 50% Health, this skill can be activated for 3 focus. For 30s, every hit of damage you take will increase your evade chance by 2% for a maximum of 20%. Your run speed is also increased by 5%.


    That was fun.

    R11 Hunter
    R9 Warg

  6. #6
    Grand Member Online status: Elrantiri is offline Reputation: Elrantiri the Bounders-friend Elrantiri the Bounders-friend Elrantiri the Bounders-friend Elrantiri the Bounders-friend Elrantiri the Bounders-friend Elrantiri the Bounders-friend Elrantiri the Bounders-friend Elrantiri the Bounders-friend
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    Re: New&Changed Skill Ideas

    All of your proposals about power heals and power returns are beyond OP, they're practically removing any need for power management.

    Quote Originally Posted by Shadeslayer_withywindle View Post
    *New Skill*Knowledge of Survival:Being a master of the wilderness,a Hunter knows that a lot depends on your stamina - CD:1m

    It increases ICMR,ICPR by a big amount(lets say 3000)Duration 30s.+15% Resistance is also granted.A skill mostly to be used

    proactively to cover the lack of healing or to deal with incoming dmg spikes.CD and duration could also be:1m dur. and 2m CD.
    3000 icpr for 30 seconds will give you 1500 power. Cooldown is 1 minute, so you'll be getting 1500 power every single minute from this one skill. The 15% resistance is way OP as well. Basically you're adding a skill that should be activated whenever off cooldown and as far as I can see there is not ANY drawback for using it. It screams OP.

    On top of that you want BotR to become a 25-50% power return on most bow skills. Even my hunter will never run out of power then no matter what I do.

    Your suggested changes to Beneath Notice are basically the same as if you had both the trait and the maxed legacy, just now without having to get either. The skill is still useless because it is PERCEIVED threat. That means whenever the buff ends, your aggro will be the same as if you never used it at all. If you want to use Beneath Notice as a proactive skill (e.g. use it right before you pop cooldown and do insane loads of DPS for 20 seconds without pulling aggro), Beneath Notice should give a -X% DAMAGE threat buff just like Endurance Stance does.

    Hunters are not really in a state where they should be given massive boosts, they should be given a few fixes, changes and tweaks to bring them back to speed. What you are proposing here is an extreme amount of boosting to several skills that would render Hunters to become a very, very OP class.

    Alts: Elraward 85 WRD - Meramp 85 CHM - Elrantiri 85 HNT - Elramino 83 MNS - Elrabrand 81 BRG

  7. #7
    Century Member Online status: Shadeslayer_withywindle is offline Reputation: Shadeslayer_withywindle the Neutral
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    Re: New&Changed Skill Ideas

    Quote Originally Posted by Elrantiri View Post
    All of your proposals about power heals and power returns are beyond OP, they're practically removing any need for power management.



    3000 icpr for 30 seconds will give you 1500 power. Cooldown is 1 minute, so you'll be getting 1500 power every single minute from this one skill. The 15% resistance is way OP as well. Basically you're adding a skill that should be activated whenever off cooldown and as far as I can see there is not ANY drawback for using it. It screams OP.

    On top of that you want BotR to become a 25-50% power return on most bow skills. Even my hunter will never run out of power then no matter what I do.

    Your suggested changes to Beneath Notice are basically the same as if you had both the trait and the maxed legacy, just now without having to get either. The skill is still useless because it is PERCEIVED threat. That means whenever the buff ends, your aggro will be the same as if you never used it at all. If you want to use Beneath Notice as a proactive skill (e.g. use it right before you pop cooldown and do insane loads of DPS for 20 seconds without pulling aggro), Beneath Notice should give a -X% DAMAGE threat buff just like Endurance Stance does.

    Hunters are not really in a state where they should be given massive boosts, they should be given a few fixes, changes and tweaks to bring them back to speed. What you are proposing here is an extreme amount of boosting to several skills that would render Hunters to become a very, very OP class.
    I see.Changed original post with something more....resonable(?) What I was trying to say with changed BN is that you can nuke a target without grabbing threat while letting your tank catch up with threat(either by getting enough block responses or spamming threat skills)within the 20s skill duration.So we can properly utilise the Imp.Focus buff in boss fights too.

  8. #8
    Grand Member Online status: Elrantiri is offline Reputation: Elrantiri the Bounders-friend Elrantiri the Bounders-friend Elrantiri the Bounders-friend Elrantiri the Bounders-friend Elrantiri the Bounders-friend Elrantiri the Bounders-friend Elrantiri the Bounders-friend Elrantiri the Bounders-friend
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    Re: New&Changed Skill Ideas

    Quote Originally Posted by Shadeslayer_withywindle View Post
    I see.Changed original post with something more....resonable(?) What I was trying to say with changed BN is that you can nuke a target without grabbing threat while letting your tank catch up with threat(either by getting enough block responses or spamming threat skills)within the 20s skill duration.So we can properly utilise the Imp.Focus buff in boss fights too.
    If the skill is named "Knowledge of Survival" then why does it decrease your ICMR while increasing ICPR? That's gonna make the hunter even easier to kill because it does not regen any morale.

    Alts: Elraward 85 WRD - Meramp 85 CHM - Elrantiri 85 HNT - Elramino 83 MNS - Elrabrand 81 BRG

  9. #9
    Century Member Online status: Shadeslayer_withywindle is offline Reputation: Shadeslayer_withywindle the Neutral
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    Re: New&Changed Skill Ideas

    Quote Originally Posted by Elrantiri View Post
    If the skill is named "Knowledge of Survival" then why does it decrease your ICMR while increasing ICPR? That's gonna make the hunter even easier to kill because it does not regen any morale.
    Well you are right.My point for this skill is to trade some morale for power.If I go full DPSing using all buffs I ran out of power in about 1m.Granted,I dont have the best build but when everything is ok and the battle is under control I would like to exchange some morale for power.
    Btw I am writing a ToF revamp,changing it to a buffer,debuffer,light CC line.If you are intrested check this thread again.

  10. #10
    Century Member Online status: Shadeslayer_withywindle is offline Reputation: Shadeslayer_withywindle the Neutral
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    Re: New&Changed Skill Ideas

    I'd like to turn the yellow line into a light CC,heavy buffing line.My reasoning behind this is that when for example your group is going down there's nothing you can really do to help the situation other than do what you can only do: DPS.Other classes can switch to heals(RK,Mini)or offheal(LMs,Cappys),try to grab aggro and offtank(Champ,Guard,Warden)or simply make the fellowship's life easier from the beggining providing ultra useful buffs(Cappy,Burg)or opening FSMs(OP Guard,Burg).

    What about a Hunter's utillity?Well we can remove poisons(I think the situations where a Hunter removing poisons would be needed are very rare as everyone can get potions),provide some OOC regen and do some CC.These,except maybe CCing an add which is attacking the healer are rarely useful and rather neglected in group play in my opinion.

    Changes

    Line Bonuses

    -2 traits deep into the yellow line:Imp.Campfire has a reduced induction,CD and power cost and it can be deployed in combat(which would be useless but see changes below)*Imp.Campfire is the same skill as campfire just with scaled OOC values*

    -3 traits deep into the yellow line:All traps have reduced induction(0.5s),reduced power cost,reduced cooldown(1m),and their duration is 1m 10s.

    -4 traits deep into the yellow line:Remove Poison becomes Aid Allies:the remove poison aspect remains the same.It also gives your fellows -2% skill power cost,+ 50 ICPR,+250 PM rating,+250 TM rating which lasts for 15s.Cooldown is increased to 20s.Requires Hunter to stand still and has an increased power cost.

    Yellow Capstone changed:Mercifull shot becomes Merciless Shot:CD reduced to 5s,focus cost reduced to 4,power cost slighty reduced.Has a 15% chance to reduce the target's Physical Mitigation by 3% which lasts for 5s.This skill would help yellow-line Hunters keep their damage up to a respectable level since you lose most of the blue/red benefits.(I am not sure if there's a CD reduction legacy.If theres then it would either be replaced by something different or become a:+5% PM reduction chance at rank 1,+45 % at rank 9).The corruption removal aspect of the skill remains the same.

    Distracting Shot becomes a 15s duration daze with a 40s cooldown.Legacy reduces it down to 25s.

    Traps

    Traps are tied to stances:

    Strength stance:the basic trap skill becomes Strong trap.

    Precision stance:basic trap skill becomes Quick trap( generally lower levels have lesser versions of the traps)

    Endurance stance: offers Lure trap

    If for some reason you really want to use the basic trap just leave any stance.

    Tripwire and Double/Triple traps are still consumables.Traps are placed using a global trap skill cooldown.So you can't use a triple trap then switch stance and use another.You have to wait for the cooldown.


    Traits

    Sturdy Traps trait becomes:Rejuvanating Campfire-Adding some herbs in the campfire,allies near it find themselves able to deal with pain better.Campfire range increased,provides +150 ICPR +150 ICMR and every 10s it has a 10% chance to apply a -15% inc. DMG reduction which lasts for 10s and 2% chance to apply critical hit immunity which lasts for 5s.

    Barbed Hindrance trait stays the same.

    Combat Traps changed to Master of Entaglement :-2500 Rain of Thorns resist rating .Targets trapped,feared with Bards Arrow or dazed with Dazing shot and Dazing Blow have +5% incoming critical hit chance which lasts for 15s.

    Strong Intimidation changed to Rushed Escape:Find the Path in combat becomes 'Fly you Fools'.The Hunter and everyone within 5m has a +10% evade chance and gain a +15% runspeed buff for 10s.The in-combat skill has a 2,5m(150s) CD.Moreover,every attack parried or evaded gives +50 morale.It costs 2 focus to activate the in combat effect.Upon expiration the Hunter has a +15% skill power cost which lasts for 20s.

    Spring Loaded Traps changed to Hide from Predators:Camouflage becomes Improved Camouflage.You can now move at 75% speed.After moving a 30s timer starts.When it ends you are out of stealth and the skill's CD(increased to 20s,its 10s now i think)is activated.While standing still you have a +5 stealth level.While moving your stealth level drops to 1.Imp.Camouflage can be activated in combat.While it doesn't hide you from enemies it temporarily reduces your perceived threat by 15% for 7s.Increased power cost.

    Heightened Senses changed to Constant Aid:Aid Allies becomes a toggle skill.Increased power cost to activate the skill plus -2 power per second.3 poison effects wiped and poison resistance are given every 20s.Furthermore,effects provided by the skill are increased by 20%.Can only be activated in combat and you need 5 focus to do so.Every 60s the skill will consume 2 focus in order to stay activated.Hunter gains a -5% damage threat.
    Tracking creatures in stealth become innate.

    Heart of the Bard changed to Bleeding Arrow:Blood Arrow now applies a medium damage bleed on the target which lasts for 20s ticking every second.The next critical hit on the target(by the Hunter only)will consume the bleed to do the same ammount of damage instanly.Moreover,it has a 30% chance to apply a +35% attack duration.Also decreases ICMR by 50 for 15s along with the morale reduction.

    Stealthy Shot changed to Barkskin:Like a tree,a Hunter can sometimes be hard to pierce.When you are at 25% morale or lower(the effect normaly activates at 25% morale)you gain a -65%inc. damage for 5s.
    Hunter Class Changes

    *not the same as my original post*

    These are my suggestions on improving current skills and addind some new ones.

    Press Onwards:as it has been said in other threads remove induction and buff it at a 60% power/morale heal.

    Agile Rejoinder:it should scale better with levels.Basic skill should have a 100%chance for a heal while the legacy would reduce the cd(i think its 16s right now)to 5s or further improve the heal by 50%

    ISotE:I think this would be better used as a Heal over Time,Power over Time without having to channel it.So upon clicking it we receive:+179 power per second,duration 5s,+179 morale per second,duration 5s,+1 focus per second,duration 5s

    Desperate Flight:Out of combat - 0.5s induction,travelling ration needed,ports u to nearest rez circle
    In combat - Consumes 10% of total power,slows on you are removed and you become immune to them for 5s,and a 200% (or whatever is commonly used by other sprint skills)sprint is granted for 15s.CD:reduced to 5m

    Improved Swift Stroke: Damage stays the same,CD reduced/increased(gaming PC is currently broken so I cant check in-game)to 4s,and it also adds a tiering effect:T1 - +2% Parry chance,+2% evade chance,duration 7s
    T2 - +4% Parry chance,+2% evade chance,duration 8s,gives 1 focus
    T3 - +6% Parry chance,+2% evade chance,duration 10s,gives 2 focus
    The buffs would stack so at tier 3 it would be +12% Parry chance,+6% evade chance,lasting for 25s.The blue trait which affects the cd of melee skills could also make the skill tier down and refresh with each skill use instead of dispelling.

    *New Skill*Wisdom of Withdrawal[Immediate skill]:A Hunter knows when it is the correct time to withdraw from battle- 10s Channelled skill:it tiers down starting from -50%inc.damage,+10%inc. healing.For every second chanelled -5%inc. damage and and +1%inc. healing are deducted.(for example 1st second of channelling:-50%inc. damage +10%inc healing,
    2nd second of channelling:-45%inc damage +9%inc healing).Within the first second of channelling:-30% total threat
    High power cost or upon expiration:+30% skill power cost CD:10mins
    The skill would be uninterruptible unless someone stunned us or we moved.

    *Changed Skill*Beneath Care/Notice:CD reduced to 3m(i'm not sure if there's a legacy to reduce cd).Grants -85% percieved threat for 15s.My idea for changing this skill is that it would be nice to use the Imp.Focus buff to nuke when we start serious fights but tanks will have difficulty coping with the threat produced(or i think so anyway....my suggestion on this skill might be a total fail so any feedback is welcome).
    So if I have understood the concept of perceived threat correctly the skill would gives us -85% threat generation for 15s.After that we would have all that threat produced and we would generate threat normally.The Power over Time remains the same.

    Bow of the Righteous: power return upon critical hit is doubled.

    *New Skill*Echoing Arrow-You release an echoing arrow past your enemies ear,temporary disctracting their attention:-15% damage threat for 20s.CD:2m.Medium power cost,0.7s induction.Costs 2 focus

    *New Skill*Screeching Arrow-An arrow shot at your enemy with incredible speed causing him to lose his balance:applies -20% run speed for 10s,10s weak DoT,low damage and power cost(like quickshot)costs 1 focus.CD:20s.Can be shot while moving.Modified by stances:
    Precision Stance:Has a 10% chance to give a +5% run speed buff which lasts for 10s
    Strength Stance:Has a 5% chance to apply a +5% attack duration debuff
    Endurance stance:Has a 40%chance to apply a -10%damage threat which lasts for 5s.The skill produces no threat while in Endurance.

    *Changed Skill*Hunter's Art:Precision Stance- -10% attack duration,lasts for 30s.CD:15s.Power cost reduced.Buffs from the same stance dont stack with each other,it refreshes the durations and tiers it up.
    T1:-10% attack duration,resets the CD of Swift Stroke
    T2:-13% attack duration,resets the CD of Needful Haste
    T3:-15% attack duration,resets the CD of 'Fly you Fools'

    Strength Stance- -5%target Physical Mitigation
    T1:-5% target Physical Mitigation,resets the CD of Screeching Arrow
    T2:-7% target Physical Mitigation,resets the CD of Blood Arrow
    T3:-10% target Physical Mitigation,resets the CD of Burn Hot

    Endurance Stance- -1% skill power cost,-1%damage threat,resets the CD of ISotE
    T1:-1% skill power cost,-1% damage threat,resets the CD of ISotE
    T2:-2% skill power cost,-2%damage threat,resets the CD of BN/BC
    T3:-3%skill power cost,-3%damage threat,resets the CD of Intent Concetration

    Improved Low Cut:After the -50% runspeed debuff ends a -15% runspeed debuff is placed which lasts for 20s and is removed when the target is damaged.

    Imp.Cry of the Predator:Same as old skill and removes 2 corruptions from the target.
    Last edited by Shadeslayer_withywindle; May 25 2012 at 05:56 PM. Reason: typos and other stuff

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    Grand Member Online status: Elrantiri is offline Reputation: Elrantiri the Bounders-friend Elrantiri the Bounders-friend Elrantiri the Bounders-friend Elrantiri the Bounders-friend Elrantiri the Bounders-friend Elrantiri the Bounders-friend Elrantiri the Bounders-friend Elrantiri the Bounders-friend
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    Re: New&Changed Skill Ideas

    Welcome to the Great Wall of Text, the only LOTRO post that can be seen from outer space!

    Considering the Devs cant even be bothered to fix stuff like SotE, Campfire and other basic stuff, you expect them to ever read, nevermind implement your wall-of-text proposal here?
    Last edited by Elrantiri; May 25 2012 at 08:16 PM.

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    Re: New&Changed Skill Ideas

    It deeply saddens me when people still put so much effort into hunter changes when it's clearly obvious we're not gonna ever get a glance for a good while longer. +rep for your time, but I won't bother critiquing or offering more suggestions. Waste of time.

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    Re: New&Changed Skill Ideas

    Capstones are weak.

    Red: Have the capstone make it a true turret stance. Needs to put out MORE damage than precision. Consolidate endurance and strength. Increase pure damage (crit chance/magnitude) and threat reduction. Upon movement, ALL focus is lost.

    Blue: Incorporate Imp fleetness into precision stance. No focus loss on movement. No focus gen bonus but no cost to use fleetness. No induction setback. (It costs focus to use Imp fleetness, but it builds you more focus. It's on a 30s CD with a 30s duration. *shakes head*)

    Yellow: Capstone reinvents all skills to have a debuff effect. Trapper stance. Inherently less damage so you're effectively a loremaster. What about loremasters? Heh. I agree.
    Last edited by Apache140; May 27 2012 at 05:08 PM.

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    Re: New&Changed Skill Ideas

    Quote Originally Posted by Apache140 View Post
    Capstones are weak.

    Red: Have the capstone make it a true turret stance. Needs to put out MORE damage than precision. Consolidate endurance and strength. Increase pure damage (crit chance/magnitude) and threat reduction. Upon movement, ALL focus is lost.

    Blue: Incorporate Imp fleetness into precision stance. No focus loss on movement. No focus gen bonus but no cost to use fleetness. No induction setback. (It costs focus to use Imp fleetness, but it builds you more focus. It's on a 30s CD with a 30s duration. *shakes head*)

    Yellow: Capstone reinvents all skills to have a debuff effect. Trapper stance. Inherently less damage so you're effectively a loremaster. What about loremasters? Heh. I agree.
    One of the last things ZC did was to separate trait lines from stances. Your suggestions would be at least 5 steps back.

    Consolidating a stance to a traitline makes stances completely unnecessary, why do I have to choose a stance when I have picked a capstone and the two other stances arent any good for that capstone? Might as well put the stance bonuses as passives on the capstone then.
    Last edited by Elrantiri; May 27 2012 at 05:35 PM.

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    Re: New&Changed Skill Ideas

    Yes, that's what I'm saying.

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    Re: New&Changed Skill Ideas

    Quote Originally Posted by Apache140 View Post
    Yes, that's what I'm saying.
    Not really. What you said is that Capstones are weak, and your solution is to kill the whole idea of stances. Capstone are still weak then, only thing changed is that a simple class got even more simple.

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    Re: New&Changed Skill Ideas

    The stances would be more specific to the way you trait, you have to use S:S if you trait red or S:P if you trait blue. All it is simplifying is clicking improved fleetness every 30 seconds. Adding a third whole new stance makes the class more complex.

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    Re: New&Changed Skill Ideas

    Quote Originally Posted by Apache140 View Post
    The stances would be more specific to the way you trait, you have to use S:S if you trait red or S:P if you trait blue. All it is simplifying is clicking improved fleetness every 30 seconds. Adding a third whole new stance makes the class more complex.
    But if you HAVE to use S:S when traited red then why not remove S:S completely and add the 10% ranged damage bonus and QS Slow as passive bonuses to the capstone trait or as 3 or 4-set bonus?

    Same goes for S:P and blue traits.

    It would make Stances completely useless, it would be nothing but a clicky you have to activate every time you retrait, die and log on. You dont want to run around without a stance and you dont really have a choice on a stance because you chose that at the Bard.

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    Re: New&Changed Skill Ideas

    In that case you could say the same thing for minstrels, champs, guards, burgs, and captain brothers. There's still benefit to switching stances while traiting a certain way. Drop threat, do a certain debuff, etc.

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    Re: New&Changed Skill Ideas

    Quote Originally Posted by Apache140 View Post
    In that case you could say the same thing for minstrels, champs, guards, burgs, and captain brothers. There's still benefit to switching stances while traiting a certain way. Drop threat, do a certain debuff, etc.
    In your previous post you wrote "The stances would be more specific to the way you trait, you have to use S:S if you trait red or S:P if you trait blue.".

    Saying you HAVE to use a stance means you dont use another stance. No other class HAVE to use a stance/brother based on their trait setups.

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    Century Member Online status: Apache140 is offline Reputation: Apache140 the Wary Apache140 the Wary
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    Re: New&Changed Skill Ideas

    I could get into details regarding the lines, which I did on the official rohan class feedback thread as a wall of text here as someone else put it may or may not get attention from devs.

    You're just picking words now. Obviously you don't HAVE to use a stance. But to not use that stance for the majority of the time would be unwise. Why would a champ trait adamant if they're going to be in fervour 99% of the fight? Why would a minstrel trait call to war if they don't ever plan on going into warspeech? Why trait master of war when you know you'll tank a saruman?

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    Re: New&Changed Skill Ideas

    Quote Originally Posted by Apache140 View Post
    I could get into details regarding the lines, which I did on the official rohan class feedback thread as a wall of text here as someone else put it may or may not get attention from devs.

    You're just picking words now. Obviously you don't HAVE to use a stance. But to not use that stance for the majority of the time would be unwise. Why would a champ trait adamant if they're going to be in fervour 99% of the fight? Why would a minstrel trait call to war if they don't ever plan on going into warspeech? Why trait master of war when you know you'll tank a saruman?
    Yet that's what your suggestion really seems to require.

    You put S:S and red traits to be turret mode, i.e. you shouldnt move and lose all focus if you do move, but you do more DPS this way
    You put S:P and blue trait to be mobility mode, moving around while shooting is rather normal with this setup

    When would I ever pick S:P when in red capstone? I'd lose damage bonuses, threat reduction and lose my focus when I move anyway.
    When would I ever pick S:S when in blue capstone? I'd lose my lower bow inductions and my mobility from Imp Fleetness.

    Obviously you shouldnt trait 5 blues if you're going fervour all the time, but therefore it should still be useful to swap to Fervour once in a while, which it is, e.g. glory at bosses and fervour on the easy trash pulls.
    Last edited by Elrantiri; May 27 2012 at 06:55 PM.

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    Re: New&Changed Skill Ideas

    When would I ever pick S:P when in red capstone? I'd lose damage bonuses, threat reduction and lose my focus when I move anyway.

    Ahhhhh, but that would make the stance a must have and would only be a problem if you removed stances altogether. :P

    When would I ever pick S:S when in blue capstone? I'd lose my lower bow inductions and my mobility from Imp Fleetness.

    When do you ever pick S:S when you're in blue capstone now?

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    Re: New&Changed Skill Ideas

    Quote Originally Posted by Apache140 View Post
    Ahhhhh, but that would make the stance a must have and would only be a problem if you removed stances altogether. :P
    No, it would be a problem because the other stances lose much if not all of their usefulness because they are attached to a traitline. Imagine if Fervour only gave +20% damage if you had red capstone, you'd never use Fervour in yellow or blue traits.

    Quote Originally Posted by Apache140 View Post
    When do you ever pick S:S?
    Fixed for you, and the answer is never. However, if the threat reduction from S:E was applied to S:S as you suggest, I'd probably use it all the time.

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    Re: New&Changed Skill Ideas

    Quote Originally Posted by Apache140 View Post
    When would I ever pick S:P when in red capstone? I'd lose damage bonuses, threat reduction and lose my focus when I move anyway.

    Ahhhhh, but that would make the stance a must have and would only be a problem if you removed stances altogether. :P

    When would I ever pick S:S when in blue capstone? I'd lose my lower bow inductions and my mobility from Imp Fleetness.

    When do you ever pick S:S when you're in blue capstone now?
    Let me clarify. I didn't list any specifics on what comprises the red capstone. But if you were in red capstone while in S:P, you don't lose focus on movement -> So if you were in S:S with red capstone, switch to S:P to prevent focus loss. If you were in S:S while in red capstone and you needed to move? -> Switch to S:P to prevent loss (OP? Probably, I didn't think this deeply into it). If you were in S:P and needed a threat drop? -> Switch to S:S. I understand the benefits and risks of traiting a capstone, but I like it. You said yourself you rarely run strength stance so why do you stance swap other than going to endurance for threat drops? Same incentive to stance swap, but more clearly defined roles. This is my version of improving strength/endurance/yellow line issues while creating more mobility for hunters in terms of blue line.

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    Re: New&Changed Skill Ideas

    That does indeed sound OP. I cannot see any raid so far where I would use blue + S:P if I can gain more damage in red + S:S and then just swap to S:P the few times I need to move, or even just use up most/all of my Focus and then move.

    The reason I dont use S:S is because S:S is simply not that useful in raids.
    10% ranged damage versus 13% crit multiplier, less misses and more Focus points is in small favour of S:P
    QS slow (which most bosses are immune to anyway) versus +10-15% extra crit chance on QS is a no-brainer for raids, S:P anytime

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    Re: New&Changed Skill Ideas

    Good point. Obviously I have moors in mind here lol. I was thinking about a CBR kind of thing upon movement too, but that won't go over well with a lot of people. And for those other issues, I would change those as well. QS/HA/SS all changes based on stance. Legacy applies to S:S/P. Anyways, thank you for the feedback.

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    Re: New&Changed Skill Ideas

    Imho Split Shot could use a buff as well. I could imagine a chance to root/stun the target

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    Re: New&Changed Skill Ideas

    Quote Originally Posted by Apache140 View Post
    Good point. Obviously I have moors in mind here lol. I was thinking about a CBR kind of thing upon movement too, but that won't go over well with a lot of people. And for those other issues, I would change those as well. QS/HA/SS all changes based on stance. Legacy applies to S:S/P. Anyways, thank you for the feedback.
    Yeah, I have given up on PvMP though, there's so many flaws that no hunter revamp can ever fix that.

    On top of your changes, dont forget how the Devs tend to implement stuff - Wardens got revamped for Update 6 and they're still suffering from bugs :P

    Quote Originally Posted by Zombielord View Post
    Imho Split Shot could use a buff as well. I could imagine a chance to root/stun the target
    I really dont like stuff that has a chance of stunning a target on top of the risc of resists, misses and BPE. You cant rely on it, and with Adaption on raid mobs it ruins the opportunity of using better stuns, e.g. Startling Twist.
    Furthermore, whenever I use Split Shot I do it in the hope of a crit to reset RoA cooldown. A root would be broken by my RoA 1-2 seconds after getting rooted, making it rather useless.

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    Re: New&Changed Skill Ideas

    Tbh... I think you guys are asking for too much.

    If the devs had any plans for a large hunter update they would have stated it sometime in the past six months...

    All I want at this point is to have the root animations removed on induction skills to increase our mobility.

    Just my two cents, continue.

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    Re: New&Changed Skill Ideas

    Quote Originally Posted by Dontdazemebro View Post
    Tbh... I think you guys are asking for too much.

    If the devs had any plans for a large hunter update they would have stated it sometime in the past six months...

    All I want at this point is to have the root animations removed on induction skills to increase our mobility.

    Just my two cents, continue.
    Indeed, that's the problem with about ~95% of the proposed hunter changes threads in here.

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    Re: New&Changed Skill Ideas

    I suppose the solution for hunters is...




    mwahahahahaha
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    AW: Re: New&Changed Skill Ideas

    Quote Originally Posted by Elrantiri View Post
    Indeed, that's the problem with about ~95% of the proposed hunter changes threads in here.
    Someone stated weeks ago, that, while every class progressed in terms of mechanics, mobility and fluency especially, the hunter basically plays itself like in April 2007, which can be a good thing but as everything else is pacing by things become stale.

    I'd rather see, instead of new skills, the removal of the useless ones and the rework and overhaul of the things we have to our disposal for years but are not worth using due to cost/perfromance issues. Who needs another HA debacle.
    Vincent van Port "Held der fliegenden Feder" R13 before 2013!
    Collector of superb posts.


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