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  1. #41
    Grand Member Online status: Louvre is offline Reputation: Louvre the Neophyte Louvre the Neophyte Louvre the Neophyte Louvre the Neophyte Louvre the Neophyte Louvre the Neophyte
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    Quote Originally Posted by Neen_Eldar View Post
    I would like to see 'Improved Study of Fire-Lore'
    Dispel Corruption will remove corruptions from all targets that are effected by Fire-lore, this would also coincide/increase with the book legacy for target numbers.
    I would love to see something like that working with Frost-lore and Wind-lore as well .

    Dispel Corruption is rather a weak skill compared to similar ones by other classes .

    Light of Hope : Add a HoT to Beacon of Hope ( plus the bonuses we have now ) .

    Improved Flank : Flank Heal now affects entire fellowship .

    Improved Air-lore : Able to cast on self . Reduces induction setback by 75% . Adds a small morale bubble of 15% of max morale than refreshes every 60 seconds .

    Improved Inner-flame : No longer a channeled skill . Applies a HoT and a PoT on the target .
    Last edited by Louvre; Jun 23 2012 at 11:09 AM.

    r10 str / r7 wdr / r6 wvr / r6 bwr / r7 dfr
    r8 lmr / r5 rkr / r? mtr

  2. #42
    Senior Member Online status: GingerAj is offline Reputation: GingerAj the Neutral
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    Quote Originally Posted by Louvre View Post
    I would love to see something like that working with Frost-lore and Wind-lore as well .

    Dispel Corruption is rather a weak skill compared to similar ones by other classes .

    Light of Hope : Add a HoT to Beacon of Hope ( plus the bonuses we have now ) .

    Improved Flank : Flank Heal now affects entire fellowship .

    Improved Air-lore : Able to cast on self . Reduces induction setback by 75% . Adds a small morale bubble of 15% of max morale than refreshes every 60 seconds .

    Improved Inner-flame : No longer a channeled skill . Applies a HoT and a PoT on the target .
    I really like these ideas Louvre ...but the improvements that are already implemented in 'armor sets' would have to be changed right ...that would probably cause a backlash ...but Inner Flame restoring Power ......its totally neccesary ! Or at least Staff Sweep giving Power to everyone in range ..

    I also want us to have a Totem like some of the enemy Lore-Masters ...which drains Power ...it could randomly give some to members in our fellowship so ...its not 100% reliable. (also make it so we can have our pet out at same time !)

  3. #43
    Grand Member Online status: Louvre is offline Reputation: Louvre the Neophyte Louvre the Neophyte Louvre the Neophyte Louvre the Neophyte Louvre the Neophyte Louvre the Neophyte
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    Quote Originally Posted by GingerAj View Post
    I really like these ideas Louvre ...but the improvements that are already implemented in 'armor sets' would have to be changed right ...that would probably cause a backlash ...
    It's on a lvl 65 armour .

    A lvl 75 and soon 85 LM should not be worried of making a 10-20 old set irrelevant by a class update .

    r10 str / r7 wdr / r6 wvr / r6 bwr / r7 dfr
    r8 lmr / r5 rkr / r? mtr

  4. #44
    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
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    Quote Originally Posted by Irin19 View Post
    I'm not sure I understand your thinking here without more explanation. Maybe it comes down to what you believe is the LM's primary focus in the ettens. Before I comment I want a better understanding of your thought process.
    The primary design focus of the LM in the whole game is CC and debuffs. Ettens is essentially an Easter Egg so class design intent is not really a factor I suspect, so may not have been fully thought through at inception
    This has been rendered progressively worthless in Ettens by a combination of DR, pots and every climbing resistance ratings coupled with relatively long cd.
    This leaves a spike dps toon with slow cast times and skimpy armour.
    Mithithil Ithryndi

  5. #45
    Senior Member Online status: Raowyn is offline Reputation: Raowyn the Wary Raowyn the Wary Raowyn the Wary Raowyn the Wary Raowyn the Wary
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    Nice Rant... Someones gotta do it. I agree the antiquated mechanics for lm skills need some serious revamping, otherwise we might as well be some store bought landscape totem pole that throws debuffs.


    Vertigo - 65 Captain - Pariah
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  6. #46
    Senior Member Online status: jeanperson is offline Reputation: jeanperson has disabled reputation
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    I agree and already made suggestions in that way at...

    http://forums.lotro.com/showthread.p...29#post6123929

    plz take a look and comment.


    Quote Originally Posted by MalephortheLoremaster View Post
    (1)
    But whether he is or not is irrelevant, we need a SKILL for our capstone, not another pet.
    Particularly because the raven's tact mit and fire debuffs are so important, I hardly ever have anything else out in raids (occasionally bear or heal pet).
    Our capstone should be AOE flank heals, or at the very least the beacon of hope HoT.
    The OD set really opened up LMs to their third trait line (with the 2 above bonuses), but without that set being viable anymore our blue line is once more useless compared to the benefits of running AM or MoNF.

    My suggestions for the capstone:
    - make the Bog Lurker only usable when traited deep blue. Do NOT have him be the capstone skill.
    - make the capstone skill AOE flank heals, or something else.

    (5)
    The eagle is an absolutely amazing pet, but its sexy ICPR/sexy flanks/sexy auto interrupts/sexy fear just don't get any play time when every single boss is spewing out ungodly amounts of tactical damage, and we need the raven.
    1 & 5)
    My suggestion was to ...
    *Eagle-friend become a trainable skill at somewhere in the 40-50 bracket.

    *Nature-friend become the 4th legendary trait in place of Eagle-friend.

    5 Traits set bonus
    Legendary trait:
    Keeper of Animals [NEW]
    (LM Fate increase pet's Armour & critical rating; Will increase pet's Mastery and Mitigation)
    (You can now have 2 pets at the same time)
    as for the AoE flank heal I find it too much "easy mode" and prefere:
    -the Wild and the Ward [former Improved Inner Fire trait]
    (-2s cooldown to SoP: Righteousness)
    (also SoP: Righteousness targets are healed as yourself when using your Sign of Battle on a Flanked target)
    instead of improved flanking synergy with air-lore, so to heal with flanking you need work more by keeping SoP:righteousness on all allies aswell as taking care of flanking event.

    My view is that Blue line should be more oriented on Pet DPS/Tanking-role, while Full Healer-role should be forced into an hybrid of Blue and yellow lines.

    ******************
    Quote Originally Posted by MalephortheLoremaster View Post
    (2)
    Also, our power drain skill is absolutely ridiculous.
    We trait for it for the extra drain, and it puts us out for an EXTRA 8 seconds? Seriously? Right, 20 seconds wasn't long enough for me to be a sitting duck.
    Either boost the drain and REDUCE the duration of the channel, or seriously cut the cooldown on the skill.
    When you trait for a skill it should make using it more effective, not the other way around.
    2)
    my suggestion was:
    -Wisdom and Power
    (now -30 seconds cooldown, -4 seconds induction and +200% power drain.)
    (also add: Share the power gain -50% induction, -15% power cost and +10% power restoration.)[moved from Healer Trait]
    *******************
    Quote Originally Posted by MalephortheLoremaster View Post
    (3)
    Next, our 2-piece set bonus for AM is....extra bane flare targets.
    One, bane flare is a difficult skill to use well because of its terrible range. Fix this skill.
    Two, even when OD was endgame and the dead were abundant, this bonus still didn't really do anything for us.
    It does even less for us now.
    3)
    I would...
    Ancient Master
    [...]
    3 Traits set bonus

    -30 seconds CD to Sticky Tar. [moved from Secret of Tar]
    -(Level × 12) Target Resistance to Blinding Flash and Bane Flare. [moved from Fast Loader]
    +5 Lores Targets. (now include storm-lore and herb-lore) [moved from Deep Lore]

    4 traits set bonus

    -30 seconds CD to Ancient Craft. [moved from Force of Will legendary Trait]
    Improved magnitude to SoP: SAE. [moved from Force of Will legendary Trait]
    Improved Bane Flare. (now affect any creature type, like Blinding Flash.)
    ...and...
    -Fast Loader [Secret of Tar removed and merged here]
    (remove induction to Burning Ember, Blinding Flash, Bane Flare, -50% induction to Sticky Tar & Sticky Gourd)
    ************************
    Quote Originally Posted by MalephortheLoremaster View Post
    (4)
    Next, Proof Against All Ills.
    So, they botched our cooldown on Knowledge of Cures with RoI making it 10s. But wait! Don't get upset! If we trait 3 blue we can get it down to 5 seconds! Hot dog, let me go get rid of ISG or Force of Will for that!
    If they're not going to make our blue line somewhat viable, give us the beacon of hope HoT set bonus in place of that 3 pc bonus, and make traiting Proof Against All Ills cut the cooldown to 5s, or get rid of the cooldown altogether.
    4)
    I agree and suggested already that...
    KoA

    2 Trais set bonus

    +10% Inner Fire Healing
    -5 seconds cooldown to Knowledge of the Cures [moved from KoA 3 traits set bonus]
    ...and...
    -Proof Against All Ill
    (-5 seconds cooldown to Knowledge of the Cures)
    (also Knowledge of the Cure affect poison aswell)
    I consider the AoE effect to be none sense and would rather prefere to see Turbine dev to make that LM/Hunter/Burg would be able to click on raid member's debuff to target the proper wound/poison/disease to be removed instead, much like the decursive addon of wow.

    ***********************
    Quote Originally Posted by MalephortheLoremaster View Post
    (6)
    My last complaint is the induction on Warding Lore.
    It's essentially a telling mark, but with a few drawbacks.
    - only for tactical damage
    - usually only used when traited deep yellow due to genera of mobs
    - > 2 second induction

    I think warding lore is a great skill to use, but if its going to have only the boon to tactical damage, and itself being a limited boon unless we're deep yellow, the very least Turbine can do is give us a shorter induction, or (preferably) take it away entirely. Reveal weakness and telling mark have a small duration, but no induction. For a skill with much more limited use than those two, at least make it efficient when we need it.
    6)
    I agree that untraited Warding circle in rather useless...
    Ancient Master

    2 Traits set bonus

    Improved Warding Lore. [moved from AM 4 traits set]
    Improved magnitude to SoP: Command. [moved for Improved SoB: Command]
    +2 Bane Flare Targets.
    But be aware that Reveal Weakness and Telling Mark have no duration, they are toggle skills and affect only one target at a time and got a CD that start once toggled off.
    Warding Circle last as long as it CD, so it's a mechanic to prevent having more than one at a time, and affect all target within; it's also reduce targets Hit chance so it's quite powerful as it is, as long as the Tank is wise enough to bring them in.
    Still Induction is a little long, I admit it but I don't think it's such an issue tho, after all it's not meant to be a panic button so don't have to be instant cast, but it's as long as Sticky Tar none traited induction.
    I still don't think that it's need to be changed.
    Last edited by jeanperson; Jul 22 2012 at 08:23 PM.

  7. #47
    Senior Member Online status: Minulinnwen is offline Reputation: Minulinnwen the Wary Minulinnwen the Wary Minulinnwen the Wary Minulinnwen the Wary Minulinnwen the Wary
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    Quote Originally Posted by MalephortheLoremaster View Post
    First and foremost, our blue line is garbage.
    The capstone for our blue line is.....oh look....another pet.
    I'm not here to argue over whether the Bog is worthwhile or not - I think he's great if you know how to use your flanks.
    But whether he is or not is irrelevant, we need a SKILL for our capstone, not another pet.
    A pet is a skill. Every pet is useful in certain situations. I am running 3mans traited all blue because I'm the healer in those situations. With the lurker's high flanking rate I never run out of power and I can put out a ton of healing on the tank who has air-lore. I use Beacon of Hope for the DPS person and am doing fine. I am really happy with the versality: we can do healing, CC and DPS. What's not to love about it.
    Particularly because the raven's tact mit and fire debuffs are so important, I hardly ever have anything else out in raids (occasionally bear or heal pet).
    True. But the game does not equal raiding. There are also 3mans, 6mans, skirmishes...

    Our capstone should be AOE flank heals, or at the very least the beacon of hope HoT.
    What for? You can already do a ton of healing with the current set-up.
    The OD set really opened up LMs to their third trait line (with the 2 above bonuses), but without that set being viable anymore our blue line is once more useless compared to the benefits of running AM or MoNF.
    In raids, yes. We are not a main healing class. If you want to be a main healer in raids, roll a mini or rune keeper.

    My suggestions for the capstone:
    - make the Bog Lurker only usable when traited deep blue. Do NOT have him be the capstone skill.
    - make the capstone skill AOE flank heals, or something else.
    I'm still trying to find out why...

    Also, our power drain skill is absolutely ridiculous.
    We trait for it for the extra drain, and it puts us out for an EXTRA 8 seconds? Seriously? Right, 20 seconds wasn't long enough for me to be a sitting duck.
    Why is that? In a raid/instance a lore-master never gets the aggro unless the tank does something wrong.

    Either boost the drain and REDUCE the duration of the channel, or seriously cut the cooldown on the skill.
    When you trait for a skill it should make using it more effective, not the other way around.
    The are already alternatives for the drain power skill, you can do staff sweep on a flank to get a power HoT. You can drain if you really need to. I don't see what's wrong with the skill. You can't attack while draining power, but that's what channeled skills do. You can't attack during inner flame either. That doesn't make it useless.

    Next, our 2-piece set bonus for AM is....extra bane flare targets.
    One, bane flare is a difficult skill to use well because of its terrible range. Fix this skill.
    Two, even when OD was endgame and the dead were abundant, this bonus still didn't really do anything for us.
    It does even less for us now.
    I never use bane flare except for entertainment (it's a great free firework skill). If I need to mez the dead I do blinding flash. It's great that we now can mez extra species. The bane flare skill is a remnant of when we couldn't. I never use it, I don't miss it.

    Next, Proof Against All Ills.
    So, they botched our cooldown on Knowledge of Cures with RoI making it 10s. But wait! Don't get upset! If we trait 3 blue we can get it down to 5 seconds! Hot dog, let me go get rid of ISG or Force of Will for that!
    If they're not going to make our blue line somewhat viable, give us the beacon of hope HoT set bonus in place of that 3 pc bonus, and make traiting Proof Against All Ills cut the cooldown to 5s, or get rid of the cooldown altogether.
    Agree on the knowledge of cures. I really miss the buff that gave group members extra resistance.

    I don't even want to get started on the fact that CCs can resist in raids. I have over 20% finesse in raids and roots and mezzes still don't stick everytime. This is unfair. Particularly when they make CttV almost necessary for double mezzing/rooting/corruption removal on trash, its no longer an Oh **** button anymore.
    I understand the need for resists in PvP, but its not fair when 1 of 2 wargs resists the root, runs into the group 3 seconds into the fight and wipes us. This is not fair to the raid. I did my job, but due to a terrible game mechanic, the raid wipes. With the amount of damage things are pumping out in T2, there's almost no recovering from a botched CC. Particularly with adaptation being the prominent CC obstacle now, having someone "cover for you" with another CC isn't necessarily viable anymore either.
    I don't recognize this, I don't know how high my finesse etc. is but targets hardly resist my CC or mezzes.

    The eagle is an absolutely amazing pet, but its sexy ICPR/sexy flanks/sexy auto interrupts/sexy fear just don't get any play time when every single boss is spewing out ungodly amounts of tactical damage, and we need the raven.
    My eagle gets his play time, but not in raids. The game is more than raids only.

    My last complaint is the induction on Warding Lore.
    It's essentially a telling mark, but with a few drawbacks.
    - only for tactical damage
    - usually only used when traited deep yellow due to genera of mobs
    - > 2 second induction
    Tactical damage is incoming fire-arrows, mini cries (almost exclusively light damage), so it can be very useful.

    I am very happy with my lore-master, I can't wait to learn what we get in Rohan, I agree that our wound/disease removal could be un-nerfed but other than that I don't recognise your story. Sorry.

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