I am endeavoring to make an official tome for the RK with changes that you would like to see implemented to the RK for the next updates, etc.
Lets push for this to get bumped to zombie so that all of these scattered ideas about change implementation to the RK can all be incorporated in one place.
If we all work together on this, then your serious needs and ideas can be taken to serious consideration by "z" and possibly implemented in the future.
NOTE: PLEASE SUBMIT ONLY 1 AT A TIME FOR EASE OF READING!! ~Thanks guys, and here's to seeing some amazing RK play in the future!
I will begin with mine:
I would like to see the RK have a couple different elemental skills or buffs or something added. Such as: Earth runes that would empower the ground with a dps circle, slowing of enemy movement, stun circle, flame circle, earth circle with slowed attack speed or something like that. I think that would make rune keepers even more amazing elementally than they already are. I feel like we are the elementalists of the game with a little lacking in selection of the elements; We have: fire, ice, and flame--thats all. I would like to see a bit more elemental use as the RK's did in the books etc as you lore buffs know.
That's my one request to kick this tome off! Thank you guys in advance for all your ideas, and thoughts. Let's see the RK become everything he was meant to be!
"The fire was red, it flaming spread;
the trees like torches blazed with light." __The Hobbit
Since no one replied anything for a month,I'll go.I think we need a 3 combo lightning hit.All hits can crit.Hunters have improved swift bow,champs have brutal attack.We need a similar skill plus it would look very cool.
Adding another element would be cool, but i can see that being too much to implement e.g. trait lines, balancing etc.
What i would like to see is either a source of burst dps and burst healing at low attunement.
For damage, i know we do top dps, but the initial damage is nothing compared to a hunter, they can get instant full focus and burst many of their high damage moves from the word go. We have to go SS and CA until we get some nicer moves at 3, then keep using SS and CA, hoping to get the buffs for our EC. Its just to say our burst is minimal and changing this would be nice. A way would be to add a high cd move which does good damage and adds at least 3 battle attunement.
For healing, many times there has been a sudden aggro pull where someone takes huge damage. If at high attunement i can deal with that, bubble, EotA and then stack other heals. But at low attunements i can't do a thing. My bubble and EotA opens at 6 healing, before that time all i have is MV and WoH, which is not enough to sustain them in those few crucial seconds. Here it would be nice to make our bubble no attunement cost. Or possibly add a different burst heal at low heal attunement.
This, i believe, is why RKs are considered lesser than hunters and minis. We can be just as good as them at high attunement, which the devs have done well, apart from our burst potential at beginning of fights, which at times can be critical. If this can be sorted, then there will be no more negative stigma about RK being the main healer or dps.
As a side note on enamels etc. i don't like the fact that a class has to rely on consumables to do its primary role, they should supplement, but not required.
The one change I would request:
Change Essence of Flame back into an 8-second DoT.
While you burn at the stake, I dance with the flames. I take what you love and leave you in tears. I am relentless, unpredictable, and waiting for your last breath.
I would like to see RKs get maybe one or two more stuns or other kind of CC. We are even more fragile than a LM yet we only really have 2 or 3 CC moves and that's only at high level. It would really help with our squishiness. I can't tell you how close I was to not playing my RK anymore at my low 40s because I was dying so much. Granted I don't die nearly as much now, but another CC move would be nice. Maybe an actual useful frost skill that freezes enemies in place for like 15 secs. And I don't mean just a root I mean completely frozen so they can't start chucking axes and &&&& at me either.
Either that or I would like to see us get some more heals. Maybe another group wide option so we don't have to rely on rousing words and essay of exaltation for our only 2 group wide heals. Like stated previously, when everyone is taking damage at once, if we don't have rousing words or EoA ready, our hands are kinda tied.
I know you said one suggestion but I just had to say both of those. But those are main 2 concerns
Miasto Stołeczne Warszawa (The Capital City of Warsaw)
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Originally Posted by -mojoe-
Adding another element would be cool, but i can see that being too much to implement e.g. trait lines, balancing etc.
What i would like to see is either a source of burst dps and burst healing at low attunement.
For damage, i know we do top dps, but the initial damage is nothing compared to a hunter, they can get instant full focus and burst many of their high damage moves from the word go. We have to go SS and CA until we get some nicer moves at 3, then keep using SS and CA, hoping to get the buffs for our EC. Its just to say our burst is minimal and changing this would be nice. A way would be to add a high cd move which does good damage and adds at least 3 battle attunement.
For healing, many times there has been a sudden aggro pull where someone takes huge damage. If at high attunement i can deal with that, bubble, EotA and then stack other heals. But at low attunements i can't do a thing. My bubble and EotA opens at 6 healing, before that time all i have is MV and WoH, which is not enough to sustain them in those few crucial seconds. Here it would be nice to make our bubble no attunement cost. Or possibly add a different burst heal at low heal attunement.
This, i believe, is why RKs are considered lesser than hunters and minis. We can be just as good as them at high attunement, which the devs have done well, apart from our burst potential at beginning of fights, which at times can be critical. If this can be sorted, then there will be no more negative stigma about RK being the main healer or dps.
As a side note on enamels etc. i don't like the fact that a class has to rely on consumables to do its primary role, they should supplement, but not required.
Sorry for a long post, that's it :P
Mojoe
Its sounds like you have to add enamels to your rotation.
I would like to see RKs get maybe one or two more stuns or other kind of CC. We are even more fragile than a LM yet we only really have 2 or 3 CC moves and that's only at high level. It would really help with our squishiness. I can't tell you how close I was to not playing my RK anymore at my low 40s because I was dying so much. Granted I don't die nearly as much now, but another CC move would be nice. Maybe an actual useful frost skill that freezes enemies in place for like 15 secs. And I don't mean just a root I mean completely frozen so they can't start chucking axes and &&&& at me either.
Either that or I would like to see us get some more heals. Maybe another group wide option so we don't have to rely on rousing words and essay of exaltation for our only 2 group wide heals. Like stated previously, when everyone is taking damage at once, if we don't have rousing words or EoA ready, our hands are kinda tied.
I know you said one suggestion but I just had to say both of those. But those are main 2 concerns
Blind, I don't do this very often, but, I have to say : L2P. I mean that with the utmost respect and meant as constructive criticism.
There are several slows/stun/dazes RKs have at their disposal, as well as a 20% run speed buff that, if used correctly to kite and heal, makes you unstoppable when fighting 3+ mobs yellow and under. I can easily take out 3 orange mobs.
You can't be lazy, by any means, which means you have to properly switch between mobs.
Here is a pretty common example while fighting three oranges with one ranged and two melee:
1. Put down runestone and cast both HoT spells before the fight
2. I'll cast my fire DoT on the ranged mob, switch to one melee mob, cast chilling rhetoric, then switch back to the ranged mob and start blasting away. One melee mob is at a 70% slow, while the other melee mob starts attacking the rune stone.
3. By the time the slowed melee mob is fast again, the ranged mob is dead. I do that shocking stun spell on the this melee mob and then start pounding on the other melee mob that's attacking the stone (or coming after me because the stone is gone) I just kite this guy and usually end up killing them or very close to it before the guy I just stunned is awake.
4. Finish up the last melee mob. This should be pretty fast since I'm easily at highest damage attunement level.
5. I usually don't have to heal at all, unless I get unlucky and several of my spells are resisted. In which case I resort to my 20% speed buff, that cold spell that slows multiple mobs, and chilling rhetoric is usually up again to use.
Make sure you are traited for lightning and have current level gear, otherwise you will not do enough damage in enough time.
Adding another element would be cool, but i can see that being too much to implement e.g. trait lines, balancing etc.
What i would like to see is either a source of burst dps and burst healing at low attunement.
For damage, i know we do top dps, but the initial damage is nothing compared to a hunter, they can get instant full focus and burst many of their high damage moves from the word go. We have to go SS and CA until we get some nicer moves at 3, then keep using SS and CA, hoping to get the buffs for our EC. Its just to say our burst is minimal and changing this would be nice. A way would be to add a high cd move which does good damage and adds at least 3 battle attunement.
For healing, many times there has been a sudden aggro pull where someone takes huge damage. If at high attunement i can deal with that, bubble, EotA and then stack other heals. But at low attunements i can't do a thing. My bubble and EotA opens at 6 healing, before that time all i have is MV and WoH, which is not enough to sustain them in those few crucial seconds. Here it would be nice to make our bubble no attunement cost. Or possibly add a different burst heal at low heal attunement.
This, i believe, is why RKs are considered lesser than hunters and minis. We can be just as good as them at high attunement, which the devs have done well, apart from our burst potential at beginning of fights, which at times can be critical. If this can be sorted, then there will be no more negative stigma about RK being the main healer or dps.
As a side note on enamels etc. i don't like the fact that a class has to rely on consumables to do its primary role, they should supplement, but not required.
Sorry for a long post, that's it :P
Mojoe
Brotha, RK dps is quite lower than that put out by champs, hunters and burgs. In that I am refering to dps as damage per second over a good chunk of time (5 min boss fight). Some folks get confused and think good dps is getting a 15k EC. RK dps is borderline viable for current end-game raiding IMO.
On a lighter note, I have devised some plans and am leaking them to Turbine for implementation of a design for the Improved RK stone. It neither heals or restores power but has some other far more beneficial features.
Perhaps in a future update with this implementation, we will be back on par with the other dps classes.
Last edited by 87_Suited; Aug 25 2012 at 05:50 AM.
One of the most important things that the rk is missing in my opinion is a skill to change the atunement BEFORE a fight. There are so occasions in which your main atunement differs from the atunement you want to start the fight with. If you die in a bossfight for example and you were using lightning there is no way to start of the next battle with "Fall to our wrath" (fire) to support your group with increased damage. In many cases the switching of atunement takes too much time.
My solution for the problem would be ONE skill that cycles through the three atunements with each use. Short cooldown and casttime are the only reasonable thing. The skill could be deactivated while you are in combat. So you would have a chance to switch atunements pre-fight and the mechanic to switch in-combat would be untouched. I believe I read it somewhere else in the forum but I had to bring it up again.
You mean Affinity, not Attunement, Mel. But yes, I agree that having a way to cycle to the Affinity you want out-of-combat would be nice. I also like the idea of a high cost, high damage/healing, long cooldown, low Attunement skill that could be used as an opening salvo in situations where you really need a big smack at the beginning. Something like an EC or EotA in terms of output, at double/triple the power cost, and double/triple the cooldown, but usable at 0 or 1 Attunement.
You mean Affinity, not Attunement, Mel. But yes, I agree that having a way to cycle to the Affinity you want out-of-combat would be nice. I also like the idea of a high cost, high damage/healing, long cooldown, low Attunement skill that could be used as an opening salvo in situations where you really need a big smack at the beginning. Something like an EC or EotA in terms of output, at double/triple the power cost, and double/triple the cooldown, but usable at 0 or 1 Attunement.
1) Affinity is over-rated. I'd remove the mechanism altogether, along with Fall to, Armor of, Do Not Fall to, and ESPECIALLY Rune-sign of XXX. It was cool when there were only 60-65 levels to play with, but for the next 20 levels there really isn't any need for affinity or any of these skills, except maybe Do Not Fall To XXX, which can be re-implemented without affinity. Fall to XXX isn't usable often enough to be meaningful. Rune-sign of XXX is just garbage; if there was 1 skill I could vote off the island, it would be this one. What a farce of a skill. "Boo hoo, I wanna heal and buff at the same time like a minstrel!" Ugh...Go play a minstrel. Armor of XXX is being improved to be a bubble...when we already have a perfectly good bubble skill. I'd rather see some fancy footwork with Word of Exaltation and dump Armor of XXX.
2) I'd like to see Epic Conclusion turned into this: Epic Conclusion - Consumes 75% of remaining power; does damage equal to 50% of power expended.
...and I'd like to see Epic for the Ages and Do Not Fall This Day combined, and converted into this: Do Not Fall This Day - Consumes 75% of remaining power; recovers target Morale equal to power expended; ally will revive if defeated while in combat.
Both are on a 4-minute cooldown, but I'm sure players wouldn't spam them. 75% is a LOT of power. They both have a LOT of effect, at a nice and hefty cost. I think the 75% power expenditure is too scary for some people though. Others won't understand why 50% of power expended is pretty close to the correct amount of damage to be doing or why DNFTD should be a skill that truly prevents defeat.
Some may ask, "Why combine the 2 skills?" The reason is that the Chill of Winter skills can be made into debuffs that can be used while healing. Minstrels heal and buff. Captains buff and heal. We don't need RK's that heal and buff, or buff and heal. Instead, RK's can heal and debuff. And when Chill of Winter are combined with Words of Grace, there are just too many skills; far more than the number of DPS skills. And let's face it: RK's healing is already too good. We can stand to lose a skill or 2 and still heal like crazy.
Last edited by PerfectApproach; Oct 06 2012 at 03:09 PM.
While you burn at the stake, I dance with the flames. I take what you love and leave you in tears. I am relentless, unpredictable, and waiting for your last breath.