So.... After having a look at our skills, I thought an interesting way to make the class feel more dynamic is for the capstones to make certain skills fast and immediate.
Master of War:
Fast
Devastating Blow
Pressing Attack
To Arms
Blade of Elendil
Immediate
Battle-shout
Sure Strike
Hands of Healing
Fast
Valiant Strike
Escape from Darkness
Inspire
Muster Courage
Immediate
Rally Cry
Words of Courage
Leader of Men
Fast
Cutting Attack
Grave Wound
Defensive Strike
Threatening Shout
Immediate
Routing Cry
Noble Mark
I'd also like to state, once more, that Shield of the Dunedain be made Immediate, and also have the targeting restrictions loosened to just non-self, instead of non-self, fellow only.
Thoughts/Comments/Suggestions/Flames?
Last edited by Almagnus1; May 26 2012 at 09:06 PM.
Care to specify the current speed scale, possibly with examples?
Ie what is currently a fast skill, and what is an immediate skill? Feel free to use other classes as examples.
or, what you mean by those terms... If not using the official turbine doctrine.
For example...
IHW I believe is an immediate skill. As soon as you click the button the buff is applied and he starts doing an animation.
But you might also be referring to 'kick' or another interrupt .. something that stops animations to apply.
And I assume somewhere down the list, after 'slow' and 'tortoise' you have Shield of the dunedain?
Oh no my tank is dying... Hold on buddy, in 4 seconds i'll give you a bubble!
That would make me so OP in the moors lol plus my dps will go up atleast 20%-30%, so signed, but will never happen =)
I'm not sure if we'd see quite that much of an increase, because Shadows Lament, Battle Shout, and Sure Strike all have cooldowns tied to them, which innately gates how frequently Devastating Blow, Pressing Attack and Blade of Elendil. So unless you're chugging tonics, most of changes are more of a quality of life change than much of a performance change - and this is true for most of the skills listed, because most of them have cooldowns associated with them.
And speaking of Devastating Blow, Pressing Attack, and Blade of Elendil, the cooldown for all of the skills needs to be removed - they're all hard gated by the Battle-Readied state, so it's impossible to spam ONLY one of those three skills, so the only thing the cooldown does is limit how fast you can cycle through the skills.
I am all for this! I see speed as an essential component to capn'in'
we have ONE induction, and that can be removed. we are made to use ALL our skills on the run. we are never meant to stand still (a point that is often left out of most capn discussions).
this would only increase this paradigm. mikey rikey!
"I am always serious; I am never serious." -Me
"I make the most outrageous and exaggerated statements of any man to ever live, has ever lived, or that will ever live." -Me
Rally is 5 second induction. Traited EfD is like a 2.something. Plus the revival power/morale is way better.
True, but it's a trait I often give up for something better. Get myself somewhere safe so the rezzie isn't going to die immediately, then tell them to hit a potion asap.
Another aspect is the on demand rez (Escape from Darkness) is (generally, I belive) saved for a healer, often the minstrel. If the main healers are dropping, the captain is suddenly main healer and tryng to rez the healer. Those few seconds while I'm kneeling can be devestating. Timing it so that you aren't watching someone else drop while you are rezzing can be brutal.
As Sapien pointed out, captains don't have that many induction skills that force us to stand still. Our emergency skills are just that, for emergencies. We started out as the only combat rezzing class, and I'd like to see the class keep some edge at in-combat rezzing.