Thread: Active Buffing
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May 26 2012 06:25 PM #1
Active Buffing
Most of our spells are buffs that we buff after the fight and rebuffs till they are expired. Some are buffed on the
target on mob. After doing this we cast our brother skills, in harms way or other if needed and then we cast our heal/dps rotation.
What I try to say is we need speels that buffs our group through our skills like you do damage = you increase your groups dmg,
we heal = increase our groups heal, we tank = increase of our groups survivability. So that we have to be active in buffing the group,
active every time in combat. The buffs from our spells should last not only ca. 30s. so that we have to to choice between but have
active while buffing. Our trait linies shoud increase our effiecene in doing the role and increases the effience of our active buffs skills.
Trait that make that are able to be usefull in some situations (like 2yellow no cd on marks) shoud be in the traits.
Our skills shoud be only improved by the normal traits, with the 3 or 4 trait bonus we shoud get more mechanics that make our
trait lines more unique, more different in the way to play. Through our capstone we shoud get our finel touch that makes
our trait line in increasing the efficience of our role and inrcreasing effience and strengh of the corresponding buffs skills
This is just an idea to make the way to play the captain with more fun and making each trait line more different.
BjörnGeorg Schramm "...wir brauchen Idioten sonst frisst keiner Gammelfleisch!"

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May 26 2012 06:35 PM #2
Re: Active Buffing
A lot of Captains get rutted into using the same buff all the time no matter what they are doing. That's part of the reason buffing tends to become so monotonous for some. Same can be said of banner use.
The truth though is different buffs and banners are better for diffierent situations. For example: if you are doing a trash pull, war banner is best - use your crit buff. Just kill the #### fast as possible, it's no threat.
A long boss fight shows up - throw down your power banner and toss a power buff around. People won't run out of power now. So our buffing is actually a little more strategic than a lot of people give it credit for. It's just not fully realized.
I read your post, and it sounds like to me what you are asking for has already been implemented via Inspire. But I woudn't be against adding more buffs that work that way.
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May 26 2012 06:51 PM #3
Re: Active Buffing
Yes this is true but when you done with this our buffing is ended they are there the only thing to make them last is survive.
Yes true again but this its not bound to our dps and heal spells.A long boss fight shows up - throw down your power banner and toss a power buff around. People won't run out of power now. So our buffing is actually a little more strategic than a lot of people give it credit for. It's just not fully realized.
Inspire only restores power or health it dont buffs.I read your post, and it sounds like to me what you are asking for has already been implemented via Inspire. But I woudn't be against adding more buffs that work that way.Georg Schramm "...wir brauchen Idioten sonst frisst keiner Gammelfleisch!"

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May 26 2012 07:00 PM #4
Re: Active Buffing
That's a fair point.
So I guess if there were to attach say a healing buff to Song Brother's Inspire, a DPS buff to Blade Brother's Inspire, and a defensive buff to Shield Brother's Inspire that is the kind of thing you are wanting?
Sounds basically to me like you are wanting to combine To Arms and Inspire.
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May 26 2012 07:07 PM #5
Re: Active Buffing
No I say that we need that our dmg and healing skills should do their correspondening buffs. This shoud be our main part buffing
so that we have to be active in buffing and have to dicede wich buff we buff (cause the buff not last long only ca 30s).
PS: Please read my post again you dont understand the main part of it.Georg Schramm "...wir brauchen Idioten sonst frisst keiner Gammelfleisch!"

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May 26 2012 07:19 PM #6
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May 26 2012 07:27 PM #7
Re: Active Buffing
Sorry english is not my native language this is german
. I say when you heal, you buff the group with a buff that increases the efficience in healing of the party, when you dmg you buff a buff that increases the efficience in doing dmg of the party and when you use tanking skills you do the same for the abtility to
survive/tank.Georg Schramm "...wir brauchen Idioten sonst frisst keiner Gammelfleisch!"

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May 27 2012 06:31 AM #8
Re: Active Buffing
As Jeremi a few posts above stated, that is exactly what your skills connected to shield/blade/song brother do at the moment. Slot Fellowship Brother and the buff for defence/offence/healing is there for the whole fellowship (in a minor form). Connecting these buffs to actual healing/damaging/tanking of the captain would make a captain´s role weaker, because there are far more situations where e.g. the defence buff is needed, but the captain is not supposed to tank - thinking of raid boss fights where even a guardian sometimes needs shield brother to survive - i don´t thing a captain should there be trying to tank as well - and so could not give the buff to the fellowship with active buffing.
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May 27 2012 12:44 PM #9
Re: Active Buffing
OK Thao, what you are asking for then sounds almost identical to how some of the new Orthanc Raid Armor works.
For example: If you are wearing the Menestaid set everytime you heal someone it puts a +600 incoming healing buff on them which you can stack up to three times. So seems the Devs have already agreed with you and added the kind of mechanics you were asking for.
So kudos for being ahead on the game
Last edited by Jeremi; May 27 2012 at 01:00 PM.
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May 27 2012 03:10 PM #10
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May 28 2012 01:49 PM #11
Re: Active Buffing
w/e A lmagn NUS...the point of my comment was to show the developers seemed to have agreed with Thao and were adding mechanics exactly like the kind he was asking for into the game.
And I think it's cool having Armor that does that. And considering all you need to do is complete each Orthanc area on tier1 once to be able to get your armor... that's quite reasonable.
Expecting your players to actually have to put in some effort to get what they want isn't proprogating a "haves and have nots" philosophy anyways. It's actually the whole damn point behind an MMORPG... otherwise we may as well all start off at level 75 in the best gear available.Last edited by Jeremi; May 28 2012 at 01:59 PM.
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May 28 2012 06:50 PM #12
Re: Active Buffing
Now that I've thought about it a bit, I find the OP's idea interesting, but it needs more details, with how it would help make our DPSing, Tanking, and Healing aspects better.
What skills would you cause to create buffs? How could the buffs compliment the trait lines and the X-Bro skills?
I would strongly encourage you to stop with that renaming of "Almagnus".
Almagnus is not a name derived from mine, but a name that my Dad's used in gaming (a faux-Latin for "Great Al") - the "1" was added because I wanted to distinguish between the two when I adopted the name as my own almost two decades ago.
So as you are making fun of the name, you also make fun of my Dad, and I find that INCREDIBLY offensive.
Edit:
And something that myself, Jeremi, and the rest of the board should read: http://www.lotro.com/support/1033-coc - Our code of conduct (something I have not been a shining example of here of late).Last edited by Almagnus1; May 28 2012 at 07:04 PM.
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May 28 2012 09:12 PM #13
Re: Active Buffing
My idea was to speziallize the captain in the captain in three different roles of support, through traits and making our support more active. Making the support of the captain beside the tactics (crit, parry and power reg buff) and +5(10)% hp buff only aviable that doe heal or dmg from abtilities:
All buffs that gaved by the attacks or heals only last so long that you can keep only ca 60% of the uptime for example:
2 damgage buffs + healing buff
2 healing buffs + 1 damage buff
Devasting Blow or Pressing Attack: your group will do ca 5-10% dmg more dmg (with out traits)
Blade of Elendil: the group has ca +2-5% chance for critcal attacks (without traits)
Words of Currage: the target gains ca 2-3% more incomming heal (without traits)
Ralling Cry: all targets of the heal gain -2-3% incomming damage.
Devensive Strike: all members of your party gain ca 2-3% more armor (without traits)
Sure Strike all party: members gain +2% hit chance (without traits)
Shadow Lament and: Valiant Strike give an Capstone specific buff to the party
Routing Cry is now an attacks that needs Battle-Hardened state instead off an enemy defeat responce
Ralling Cry now requires Battle Readied and now has 5scd but heals on 50% than before
Threating Shout is now removed.
Shadows Lament Bonus threat removed
Valiant Strike cooldown raised to 3mins see below why.
Aggressiv Stance now gives +50% perseived threat (up from %10)
You now use your normal attacks to tank instead having special attacks that do more threat.
Brother skills removed they now are merged with normal or capstone specific skills.
New Skill: Under Inspire (name is not final
) the target of the spell now gains inspire and Shadows Lament (see below)
All attacks and heal gain Charisma like the idea from Armitas* and you can have max 5 Charisma.
My idea is that make all skills that once required an enemy defeat responce to an ondemand buff that is castable after we done some heals or attacks similar to the champions favor that gives him the option to greater damaging skills.
The buffs have now an durration that make you able to keep only 1-2 of them uptime, the cooldown from all is removed and all require
3 Charisma and last 30s and they are instant.
War Cry gives the group -10% attack durration
Victory Fry: gives the group ca -2-5% lesser skill power cost
Rapid Cry: gives the group ca 5-10% lesser induction time
Retention Cry: all members of the group gain -10% lesser threat generation (execpt Guardians without red captone ,Captains with yellow capstone and Wardens with blue capstone)
Traits:
Yellow:
Fury Cry: your Retention cry gives now +10% increased threat for tanks see below
Focused Attack: Your Sure Strike gives now more +2% hit
Alert Guard: the armor bonus from Devensive Strike is increased by 3% and it now gives parry too.
Capstone:
Your Valiant Strike now buffs all members of the party a buff that they recieve -10% damage for next 10 sources of incomming damage
Your Shadows Lament now does %200 threat as damage and gives 2 Charisma per hit
Your Devensive Strike gives you a 25% chance to get Battle Readied on hit
Blue:
Inspiring Words: Your words of Currage gives now 5% more incomming heal.
Ralling Crys: Ralling Cry now gives +-2% incomming damage and has a 50% chance to give 1 Charisma
Capstone:
Your Valaint Strike now buffs all members of the party with a buff that reduces the power cots and increases the healing done for the next 10 attacks or heals for %10.
Your target that is buffed with under inspire now gains the heal that Shadows Lament woud do as damage.
Your inspire and Words of Currage gives now 2 Charisma per hit
Red:
Adherent of Elendil: your Blade of Elendil gives now +2% more crit chance and it does +%15 more damage.
Battle Master: Your Devasting Blow or Pressing Attack gives now +%10 more damage to the party and does +10% more damage.
Capstone:
Your Valiant Strike now gives +10% more damage and +2% crit chance for the next 10 attacks or heals.
Your Shadows Lament does now +50% more damage, gives you Battle Readied on hit and generates 2 charisma per hit
*http://forums.lotro.com/showthread.p...to-many-thingsGeorg Schramm "...wir brauchen Idioten sonst frisst keiner Gammelfleisch!"

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May 29 2012 12:20 AM #14






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