Nothing to make the RK more fun or unique. I have found RK play to be fairly boring.
Minstrels get shields and instrument skills. More than 1 weapon to use and show off.
Lore Masters have pets galore, with abilities and rare pets too, and you can at least see their weapons.
Make the pet rock fist sized and float around the RK's torso like an ioun stone from D&D. Permanetly on like MOST of the other classes have toggle abilities. Enable the RK to pick different types, one great at healing, one that heals less but grants power, one that buffs fate and will etc...
Like the Lore master and Captain give the pet a few active abilites that the RK can activate.
I'm glad they didn't do much with RK and all the changes they made are great.
I typically pull aggro on RK unless I hold back. The -threat is going be incredibly nice. RKs may not have power issues but other classes do. I definitely won't turn down group-wipe power return. Gives us better utility. Having a morale-bubble goes to increasing squishy dps RK survivability which was somewhat needed.
Flurry of words: Many seem to dislike the change. I can give an abundant # of end-game situations where this would currently be useful. I do agree duration could be longer. It should be tied to the chill of winter debuff duration legacy. I've bugged it numerous times since MoM.
The thing that bugs me the most are those old relics that gave something stupid of 1200 tact mastery, 230 crit and 90 icpr still appear to be the best in game even at 85. Only old RKs who used relic removal scrolls can have those. Something from level 60 (65?) should not be the best 20 levels later.
Zealand. The New one, not the Old one. (aka Middle-earth)
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146
Is it possible to just make the Rune of Restoration not be affected by gravity? A floating rock seems quite magical. Just turn the graphic upside down so it looks like it's pointy-end down.
- Improved Scribe’s Spark – This improved skill will add a potent threat reducing effect.
*Using skills like Calming Verse, Distracting Flame and Distracting Winds works just fine 99% of the time, already. Small improvement.
- Improved Rune of Restoration – Your ‘pet rock’ will gain a power restore effect in addition to its morale over time effect.
*Only real use is helping fellowship out with power. RKs very seldom have Power issues..... a bit of utility if you're in a fellowship.
- Improved Armour of Flame/Winter/Storm – Each of these skills will add a morale bubble in addition to their normal effects.
Sounds like a bubble that could be popped by a squirrel in the Moors if it's a one-shot bubble........ meh, useless.
- Flurry of Words – Change the evasion reduction to +3% incoming critical chance. That means monsters under the effect of this debuff will be critically hit 3% more often.
*Marginal improvement.
- Linnod of Peace – Add -10% healing threat generation effect.
*Healed all of ToO T2C w/o it....... not really all that needed! If you need this, what you really need is a different tank.
- Rune of Endurance – This Trait will also enhance the Power restoration of the Improved Rune of Restoration.
*Are the Devs serious...... more Power restoration?!?!? What in the world for unless they're trying to turn RKs into batteries for raids.
Can anyone explain why I lost 5% out going healing? I could easily get 50% out going healing before the update and now I can't even touch it with food, scrolls and such. Can someone tell me what changed that would cause this?
Can anyone explain why I lost 5% out going healing? I could easily get 50% out going healing before the update and now I can't even touch it with food, scrolls and such. Can someone tell me what changed that would cause this?
The fact that you got some levels. All of your stats are affected, check tactical mitigation and you'll see is lower then when you were 75.
Traits have not been changed yet, linnod and rune of endurance are still the same old traits.
My husband and I play our mains together, mine is a RK, his is a Guardian. He often has problems with running out of power, so I when I saw the new Rune of Endurance trait, I immediately went out and completed the deed which would allow me to slot that trait. We tried the new rune last night, and it's amazing! In longer battles (we tend to quest orange or yellow), he would ultimately run out of power and it would be up to me to finish the fight. While there were a few times last night he had to pop a power pot, for the most part his power was holding on, thanks to the rune. So two very happy players over here!
Little OT: Guardian with catch a breath trait can restore 600 power, and that's a lot, since power pool is about 2500, and only about 480 morale on pool 15000 or more (my lvl is still 75).
now back to RK:
I'm very disappointed with RK and game development in this and past expansion. With ROI both our dps and heal were nerfed, epic conclusion wasn't so epic anymore. With new mitigations and everything we were more squishy than ever without proper survival skills. After a big QQ from community we got some love, healing was fixed and we got some utility while healing, and devs changed martial training trait trying to increase our survivability. Next step in ROR was adding small bubble to RK, but that's not enough since we can be one-shotted easily. Major thing that's been bothering me for some time is class description: DPS glass cannon nuker or healer. We aren't nuking like in Mirkwood but we are squishier than ever. Think about this please.
Some of suggestions:
- increase mounted combat DPS, since DPS on horse is awful
- make AoE optional in fire dps - just add one toggle skill for this
- Flurry of Words dmg should be increased and make it cast around targeted mob , not arround RK. We have to risk going to melee to cast it
- auto attack on my tests were about 4-th or 5-th DPS skill, but to benefit from it we have to stand in melee range. Fix this asap, you already did this for Mounted Combat.
- make our class consumables more potent. I'm glad that you added +dev magnitude on latest enamel, but this is still much weaker than other classes.
I hope some of staff will comment thins, since I've not seen ZombieColumbus for some time, and I'm not sure is he still our dev or not. Sapiance, any info?
Major thing that's been bothering me for some time is class description: DPS glass cannon nuker or healer. We aren't nuking like in Mirkwood but we are squishier than ever. Think about this please.
This point is well said. I have no problem with RKs being the squishiest class, if they also have the potential to be the highest dps class, when well built & played. But it's too easy for people to play a sturdier class like a hunter, stand at 40m range, and still out-dps an RK that's risking his/her life to get their melee dps in, just to try to keep up.
Love what you did with the healing, the last time RKs were seriously updated...now, keep RKs squishy, but please improve the dps! Increasing the proc chance of Ceaseless Argument would help, from 15% to 30%...especially losing the Orthanc armour set bonus that used to at least get it up to 25%. And why do RKs only get half a burg mark (5% incoming dmg with Fall to Flame, rather than 10%). Would also like to see this back on Fall to Storm (used to be there), instead of Fall to Flame.