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White Lion and Mara Mastery Tree "fine-tuning"

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th3gatekeeper
Posts: 952

White Lion and Mara Mastery Tree "fine-tuning"

Post#1 » Mon May 29, 2017 6:55 am

Hard to argue White Lion and Mara are not over tuned. Hands down win the best "MDPS" category on their respective sides. Not just the fact they are in every premade, every warband, but also dominate the 6v6 SCs as well as are great solo play. Really lacking nothing. WL has the best mobility of all melee classes, arguably best burst damage, as well as great CC.
Mara just has it all. Wounds/Armor/Heal debuffs all in the same tree... etc.

Why I am combining these two classes into 1 proposal rather than splitting them up?
- Frankly, the amount of flame that accompanies these two classes, seems like it makes it impossible to adjust 1 without the other. So if we are to adjust 1, we also need to adjust the other.

The ISSUE it seems with BOTH these classes is that they can get "everything" with very minimal cost - which allows them to soak up all the benefits without investing that heavily into trees.

MARA PROPOSAL:
-(Path of Savagery) Draining Swipe moved to 5 points
-(Path of Savagery) Thunderous Blow to 9 points
-(Path of Savagery) Cutting Claw to 13 points
RESULT: Increases the cost of the best things such as Armor/Wounds debuffs.


-(Path of Brutality) Guillotine moved to 13 points
-(Path of Brutality) Mutated Aggressor moved to 5 points and now only buffs damage in "sides or back" (mimic WL).
-(Path of Brutality) Wave of Terror moved to 9 points
RESULT: Increases the cost of Guillotine. Combined with Savagery changes, makes it impossible to go full Savagery (armor debuff) + Guillotine (burst).

-(Path of Monstrosity) Mutated Energy changed to a silence.
-(Path of Monstrosity) Wrecking Ball moved to 5 points.
-(Path of Monstrosity) Wave of Mutilation is now a core skill.
-(Path of Monstrosity) Terrible Embrace replaces wave of Mutilation at 9 points and remains 65 feet.
-(Path of Monstrosity) Concussive Jolt moved to 13 points.
RESULT: Removes KD. Removes "Pull" as a base ability for the class. Moves the AoE KD higher in the tree.


WL PROPOSAL:
-(Path of The Hunter) Whirling Axe moved to 9 points
-(Path of The Hunter) Forced Opportunity moved to 13
-(Path of The Hunter) Pounce changed to 40-50 ft (from 65ft).
RESULT: Increases cost of armor debuff. Adjusts Pounces range to be more "MDPS" appropriate.
(EDIT: I wanted to add clarification on pounce)
[spoiler]I have gotten a few PMs about this being "needed". The issue I see with Pounce in general is it breaks up the entire way the game is played. Generally speaking, tanks and MDPS are frontlines. You need the frontlines to form a barrier/wall for your RDPS and healers in the back. When a MDPS that has KD + high burst +armor debuff has the ability to "hop" that tank/MDPS wall, it forces the tanks to pull back to get in guard range of healers. This either leaves MDPS out of guard range/unguarded or forces your entire RDPS to "pull back" as well. Giving ground to order and there is NO way to "counter" this.. Normally you have to run THROUGH the tank wall, in which you can get hit with debuffs,snares,punts etc. But WL can by pass that entire "thing" by jumping right to the healers/RDPS. This is why I think even 40 feet is more "fair". Guard is 30 feet and melee is what? 5 feet.. So this means the WL must be CLOSER to being in range of tank's melee with a 40-50 foot pounce, to pounce to a backline healer 30 feet away from the tank (close to within guard range). Now it doesnt "break" the gameplay cycle as much. Having it at 65 feet, allows the WL to pounce over the tank, without getting touched, to a backline healer WAY outside of guard range.) I mean to be brutally honest, I think Pounce should be closer to a 40 foot range than 50 even, but the tears would be insane if this happened... But the bottom line is, Pounce at 65 feet just breaks up the normal gameplay and forces Destro to give ground to order every fight, without being counter-able because tanks have to leave the frontline to deal with WLs in the back who pounce over their "frontline".[/spoiler]


-(Path of The Axeman) Cull the Weak moved to 13 points
-(Path of The Axeman) Thin the Heard moved to 9 points
-(Path of The Axeman) Trained to Threaten changed to provide Wounds and Weaponskill to your pet (based on yours).
RESULT: Cull the Weak to mirror Mara change so no longer can go full Hunter (armor debuff) and get this for burst. Also adjusts Pet's "tankiness" that was overtuned here.

-(Path of The Guardian) Brutal Pounce is now a Core Skill that now Disarms (rather than KD).
-(Path of The Guardian) Fetch is now 9 points in Guardian (replacing Brutal Pounce) and remains 65 feet.
-(Path of The Guardian) Trained to Kill now provides Toughness and Strength to your pet (based on yours).
RESULT: Removes KD (same as Mara) and makes Fetch a Mastery skill (Same as Mara), increases pet's tankiness which was lacking here.



BONUS:
Spoiler:
Combined with this change: viewtopic.php?f=95&t=21510
You would start to see the "META" builds NOT be "Full Sav" and "Full Hunter" but would now go Axeman and Brutality for burst (Guillotine and Cull the Weak) which means they DONT have an armor debuff, which means that WL and Mara are MORE dependent on positioning (side or behind for abilities and feats) PLUS a tank for the armor debuff (that they now wouldnt have).
OR if they want better "solo play" going Sav/Hunter for the armor debuff, but this isnt the best "META/Group" build. Since IB/BG now provides value in having other armor debuffs when paired with WL/Mara - forcing them to be dependent on other classes for maximum results - just like Slayer/Choppa needs to have... So I think this would actually bring Mara/WL in a very nice spot.
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Penril
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Re: White Lion and Mara Mastery Tree "fine-tuning"

Post#2 » Fri Aug 04, 2017 7:14 pm

Declning. OP doesn't even have a Mara OR a WL.

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