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[RP] Rune of Battle
Re: [RP] Rune of Battle
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Re: [RP] Rune of Battle
I dont think severing RoB is realistic when its done right.Afaik Sever Blessing isn't undefenable as some people argued it was one live. Put it on a high avoidance tank with some hots layered on top and it will be virtually impossible to get through during the duration.Penril wrote:Still, RoB can be severed, and you can always CC anyone who has it on him (superpunt him) or just kite away, so the increased range from EB is not an issue now that I think about it.
Also punting the target is kind of unrealistic. When you use high CD abilities like the current RoB you make sure that stuff like that doesnt happen. If it does than it's a clear a misplay. Also kiting is awfully imited in lord rooms.
Re: [RP] Rune of Battle
Yeah severing your rune is a possibility. But your much more likely to get eye-shot by an angry SW while channeling CA then for RoB to get purged. :3
Functionally RoB is superior to CA as long as you don't mind rolling with a team and if its gonna have a >50% uptime some negative aspect should contrast that.
Functionally RoB is superior to CA as long as you don't mind rolling with a team and if its gonna have a >50% uptime some negative aspect should contrast that.
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Re: [RP] Rune of Battle
Exactly what Cimba said. It's just unrealistic to be concerned about severing it, or punting the tank (with so much CC going on it's highly likely he will be immune). You won't be using this ability in a small scale environment, I'm pretty sure. Hence me not to being concerned about removing it, in any way. You will use it in a bomb warband, and the chances of wasting the ability are almost zero.
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Re: [RP] Rune of Battle
Destro can get the same INI debuff via bellows and/or sorc which is not tied to a specific area like MoM is [So can order with sm really] and offensive crit can be covered by BG [ye it is active instead of passive but the option to increase the crit for application is there]roadkillrobin wrote:I think option 2, redcing RoB CD and reduce RoB uptime would be the best choise.
10 sec duration. 20 sec CD
BUT
I also wanna remind that in the right group comp a dps RP have much higher crit chance from buffs and also better uptime on CD reduction aswell wich make it easier for RP to crit then Zealot.
SM for CD reducer.
Kotbs for DT
SW for for LS
And also getting bonuses from off groups AM MoM and Kotbs Eencourage Aim.
So the only real Advantage is DT + LS combo. That is if you forget about IB crit buff, which is a thing too but everyone pays attention to DT and LS only
They stack because rune in incoming and NoCH is outgoing, while both zealot tac and chosen aura are incomingroadkillrobin wrote:Also needs to take into account that that Rune of Nullification stacks with Now's Our Chance aswell, while Changers Touch doesn't stack with Discordant Turbelence which might also be a problematic factor if RoN procs to easy.
Also Keep in mind that zealot can AoE debuff corp resist and armor alongside applying heal debuff [Since they already assuming dps/utility spot, adding another AoE skill + tac shouldn't be an issue]
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Re: [RP] Rune of Battle
That's pretty much debunks itself since the crit levels of order are nerfed across the board and are considered appropriate for the tactic slot they take now.roadkillrobin wrote:I think option 2, redcing RoB CD and reduce RoB uptime would be the best choise.
10 sec duration. 20 sec CD
BUT
I also wanna remind that in the right group comp a dps RP have much higher crit chance from buffs and also better uptime on CD reduction aswell wich make it easier for RP to crit then Zealot.
SM for CD reducer.
Kotbs for DT
SW for for LS
And also geetting bonuses from off groups AM MoM and Kotbs Eencourage Aim.
No clue how this is relevant in regards to buffing the useless dps-RP, who is a waste of guards and heals, heck, even Spinning Axe WL with subj weapon would be more useful
If it's not dps-RP but a regular healing one - to perform this 2sec slow cast in the middle of battle when you need to put a hot on everyone, besides direct healing, while sacrificing another tactic slot on a rather starved for tactics class - no time and worth at all.
WW trick is gimmicky at best and requires the wb to actually survive for that long. Most engagements are decided in the first 10-15s unless its a BO-keep funnel.
I'd rather see this ability changed to instant cast aoe buff, that either leeches hp x3 of the damage dealt, or just plain aoe hot on the target.
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Re: [RP] Rune of Battle
The ability is pretty pointless as it is. And if anything, as I said it can be used in certain scenarios only.
Re: [RP] Rune of Battle
If anything is done, I suggest to not change range of it, IMHO it does nothing for the issue at hand. In fact any changes to RoB probably should probably be balanced just in it's own right.
I would prefer to explore options related to being being setback or interupted, which affects the RP to find success with any non-instant ability, in order to effectuate healing or DPS.
just my 2c.
thx
I would prefer to explore options related to being being setback or interupted, which affects the RP to find success with any non-instant ability, in order to effectuate healing or DPS.
just my 2c.
thx
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Re: [RP] Rune of Battle
Zealot heal debuff is 10 seconds, unless my buffhead is wrong? it displays as a 10 sec debuff. 5 seconds is way too short that it defeats the purpose.
As far as rune of battle, we considered running it on our heal RP when we were trying to run a group with DPS that lack HD, I believe it was double WL and our engineer +2bw pug vacuum group that was the most fun I think I ever had on this game. The cooldown was way too long in practice and we all pretty much knew that before even trying it out. The problem with crit was alleviated by the old knight 20% crit and, and SM ini debuff in double WL group. plus the RP could stay in harbringer for a few seconds to get the proc with assist macro and buffhead checking for it. Obviously it's a pretty high level strategy in terms of organization/communication and little pay off but I think we could of made it sort of work with a 30 sec CD.
It was good with magnet, but it didn't sync up because magnet was up twice as fast so we used RoB only when magnet and turret KD were up at the same time.
With 10 sec HD and 30 sec CD I think it will be very viable for bomb group centered around magnet, and you wont even have to play the RP as DPS.
As far as rune of battle, we considered running it on our heal RP when we were trying to run a group with DPS that lack HD, I believe it was double WL and our engineer +2bw pug vacuum group that was the most fun I think I ever had on this game. The cooldown was way too long in practice and we all pretty much knew that before even trying it out. The problem with crit was alleviated by the old knight 20% crit and, and SM ini debuff in double WL group. plus the RP could stay in harbringer for a few seconds to get the proc with assist macro and buffhead checking for it. Obviously it's a pretty high level strategy in terms of organization/communication and little pay off but I think we could of made it sort of work with a 30 sec CD.
It was good with magnet, but it didn't sync up because magnet was up twice as fast so we used RoB only when magnet and turret KD were up at the same time.
With 10 sec HD and 30 sec CD I think it will be very viable for bomb group centered around magnet, and you wont even have to play the RP as DPS.
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Re: [RP] Rune of Battle
- Rune of battle cooldown cut to 30s ability is unaffected by cooldown reduction abilities.
- Rune of Nullification duration increased to 10s
- Rune of Fate cooldown reduced to 20s
- Rune of Nullification duration increased to 10s
- Rune of Fate cooldown reduced to 20s
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