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  1. #1
    Junior Member Online status: Thurinandir is offline Reputation: Thurinandir the Neutral
    Join Date
    Jun 2011
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    22

    Lightbulb Trait Line Shake-ups

    Hi all, I was thinking about the blue trait line for LMs and wondered just what purpose it was meant to provide. It seems a little bit like a dumping ground for all of our healing/support traits and as such it has no clear primary purpose. So I thought, why not shuffle it about a little? So here are my ideas. For ease of reference, any ideas I've had, I put in green.
    _______

    Dúnedan-Learning

    Sign of Power: Rightousness
    -2s Cooldown
    +30s Duration
    +25m Radius

    Sign of Power: Vigilance
    +240s Duration
    +2 Stealth Detection
    _______

    Hardy Companion
    Renamed to Powerful Sweep with following effects:

    Staff Sweep and Improved Staff Sweep:
    On Flanked, provides a power over time effect for your Air-Lore target
    _______

    Light of Hope

    Beacon of Hope:
    -40% Morale Cost
    -10s Cooldown
    -1s Induction

    Share the Power:
    -15% Power Cost
    Provides 20% power to all fellowship members within 15m

    _______

    Improved Inner Flame

    Inner Flame:
    Affects nearby Fellows
    No longer transfers threat
    No longer a channelled skill
    +2s Induction
    -8s Duration
    Heals 0.5 Power per every 1 point of Morale healed

    _______

    All other blue traits unchanged.


    Trait Set Bonuses

    Keeper of Animals

    2 Equipped
    +10% Inner Flame Healing

    3 Equipped
    -5s Knowledge of Cures Cooldown
    Spirit of Nature:
    +1 Level
    +5% Morale
    +5% Power
    +2% Outgoing Healing
    +1% Critical Chance
    +2% Block Chance
    +2% Parry Chance
    +2% Evade Chance
    +1 Stealth Detection


    4 Equipped
    100% Chance for Air-Lore Damage Mitigation
    -5% Sign of the Wild: Protection Incoming Damage
    +600s Signs of the Wild Duration
    -60s Inner Flame Cooldown
    Sprit of Nature:
    +5% Outgoing Healing
    -10s Skill Cooldown

    _______

    Master of Nature's Fury

    2 Equipped
    +5% Fire Skill Damage

    3 Equipped
    +15% Fire Skill Damage
    +5% Tactical Damage
    -180s Ents go to War Cooldown
    -10s Blinding Flash Duration
    -5% Sign of the Wild: Rage Attack Duration
    Lynx and Sabretooth Cat:
    +1 Level
    +5% Morale
    +5% Power
    +2% Outgoing Damage
    +1% Critical Chance
    +2% Block Chance
    +2% Parry Chance
    +2% Evade Chance
    +1 Stealth Level
    +1 Stealth Detection


    4 Equipped
    +15% Fire Skill Damage
    +10% Tactical Damage
    -30s Light of the Rising Dawn Cooldown
    -10s Blinding Flash Duration
    -5% Sign of the Wild: Rage Attack Duration
    Lynx and Sabretooth Cat:
    +5% Outgoing Damage
    -10s Skill Cooldown

    _______

    The Ancient Master

    2 Equipped

    +2 Bane Flare Targets

    3 Equipped
    Cracked Earth's Root Applies 5 Seconds Earlier
    Bane Flare Now works on additional genera
    Raven and Bear:
    +1 Level
    +5% Morale
    +5% Power
    +2% Debuff Magnitude
    +1% Critical Chance
    +2% Block Chance
    +2% Parry Chance
    +2% Evade Chance
    +1 Stealth Detection


    4 Equipped
    Warding Knowledge Now works on additional genera
    +4 Sign of Power: See All Ends Targets
    Raven and Bear:
    +5% Debuff Magnitude
    -10s Skill Cooldown


    _______

    So there you go. I know it's not perfect, but I feel that as part of it's primary role, pets should be integrated into each trait line depending on the pet's actual role. No idea what I'd do with the Bog Lurker or the Eagle. Given the skill damage, survivability and range on the Bog Lurker, it'd probably suit the red line better and given the power restoration, flank rate and revive on the Eagle, it'd probably suit the blue line better but I've not really look at that yet.

    There are some skills I feel need some severe tweaking. Bane Flare for one. It's a little useless at the moment given that Blinding Flash works on the dead. I've not used Bane Flare since Isengard came out and quite frankly, barely used it before either. It's a relic of an issue we no longer suffer from and could do with some updating. I tried to incorporate that into the yellow trait line above but even then, it's a minor addition.

    Inner Flame is another that could use some tweaking. Above, in order to avoid it being too OP, I reduced it's duration. My biggest problem with this skill is not the amount it heals, it's being static for so long whilst I'm channelling it. A 2s induction still renders it a 'back-up' rather than primary heal, but it could be used much more even if it heals half as much. The added power restore is just an alternative form of supplying power to our fellowship.

    Feel free to criticise as and how you like. It's just an idea and even I can see holes in it. I just think a broader purpose needs to be given to the blue line as it seems like a dumping ground for traits which wouldn't fit into the other two lines and a couple of skills need some adjustment - even if only the traits associated with them are adjusted.

  2. #2
    Poster of Note Online status: Mithithil is offline Reputation: Mithithil the Neophyte Mithithil the Neophyte Mithithil the Neophyte Mithithil the Neophyte Mithithil the Neophyte Mithithil the Neophyte Mithithil the Neophyte
    Join Date
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    Location
    Cowplain, United Kingdom
    Posts
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    Re: Trait Line Shake-ups

    Remember Bane Flare is multitarget AoE, holds them for 15s which is plenty of time to drop a bane circle, tar, Ents and ISG. Vital trick in Ost Celebrant when lore farming and the kids play up behind you:-)
    Mithithil Ithryndi

  3. #3
    Junior Member Online status: GrimbleGrumble is offline Reputation: GrimbleGrumble the Neutral
    Join Date
    Jan 2008
    Posts
    24

    Re: Trait Line Shake-ups

    I like many of the ideas you have. However, MoNF tends to run eagle or raven so most wouldnt benefit from the cats buffs yoy suggest. Honestly i think that making Hardy Companion better would be a big boost to KoA.

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