deathkylem wrote:A simply post to comment mirror classes in terms of solo roaming and team play in all roles for class
For example:
KOTBS SnB>Chosen SnB
KOTBSdps<Chosendps
KOTBS(Solo)>Chosen(Solo)
And explain why, i open the post because i want to know yours opinions and learn about you =)
Argue your opinion and respect other opinions
I like the idea. Hopefully this doesnt turn into a flame war. I would also add a few qualifiers onto your post. Also rather than compare RIGHT NOW, I prefer to compare T4 since we will be there soon(tm)
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b]Scenarios:[/b]
KOTBS SnB > Chosen SnB. Not much contest here. Knights 20% crit + increased healing is pretty ridic in scenarios. In all truth I actually think this needs to be nerfed. Encouraged Aim needs to be bumped up the tree as does dirty tricks.
Chosen 2H > Knight 2H. I use 2h because contrary to ANY belief, a chosen/knight will NEVER be a DPS class. If you are playing one and NOT using guard, you failed. If you are playing one and using guard but stack pure STR, you failed. Now. Chosen is FAR superior to Knights in every single way here. Chosen get suppression which grants a TON of parry while knights get shield rush. Chosen get a real 2h tree that gives Rending Blade + Crip Strikes and to top it off, get 15% more crit. Knights get encouraged aim which is usually supplied by a SnB Knight. Chosen deal Spirit Damage which is another boost over Knights.
As for Solo play. I dont really know HOW to compare these two... I
RVR:
SNB Chosen > SNB Knight. Why? Destined for Victory giving M4 every minute... This is HUGE for RvR pushes/pulls. I dont think Knights can compete here although provide much better sustained contribution... In RVR its all about big moments and I think Chosen shines here.
2H Chosen > 2H Knights - same reasons as above. In fact Knights (IMO) have ZERO reason to play 2H... It makes no sense as ANYTHING you can do with a 2H you can also do with a shield, but better with a shield!
Duplicate Class: Meaning more than 1 knight in a party or more than 1 chosen.
Generally speaking I think Chosen has an advantage here. You can have 1 SNB Chosen and 1 2H chosen and they both provide their own unique benefits to the group. Where as Knights - sure can specialize in each tree, but this can also be done on Chosen. Knights dont really have any use past 1 of them in a party. Sure its not BAD to have two, but its not like you really get something with the second knight that you couldnt already have MOST of that benefit from the first knight (EA+DT as an example).
What I would LOVE to see are some adjustments to both Chosen and Knight.
I think for Knights,
-Staggering Impact needs to... well... stagger players.... and not to mention have its damage NOT as an DoT but all upfront as to be a real damager. CD reduced to 20 seconds and requires a 2H.... No longer reduces their chance to defend.
- I think that Vigilance should REQUIRE a shield.
- Mighty Soul should make ALL your attacks deal elemental damage (not just Glory tree but NOT include AA, this would stay physical) and swap places with Focused Mending. (Part of the idea here is Runefang is awesome for non Mighty Soul Knights, but Mighty Soul removes some of the benefit of Runefang making this not a clear cut choice IMO).
- Encouraged Aim - Moved up the tree to replace Efficient swings (which should then be replaced with 'Great Weapon Mastery' tactic - providing 10% more damage and 5% more parry for knights).
- Dirty Tricks - moved up to replace Laurels of Victory (which is then replaced with Efficient Swings thus Vigilance will ALWAYS reduce your outgoing damage).
- Heaven's Fury - needs to have its base damage brought up to ~150 (from 77) and now reduces enemies chance to defend by 10% for 10 seconds.
This would make Knights appealing and create true rolls as both 2H and SnB (note I DONT use DPS as explained above). Just a few ideas to bridge the gap between the two.
As for Chosen,
- Oppression needs to be bumped to 25% Inc. damage reduction.
- Embrace the Winds bumped to 25%.
- Destined for Victory changed to award 300 morale over 5 seconds after a successful block.
- Tainted Wound changed: If someone is healed while affected by
Discordant Instability it hits the healer for X damage.
- Corruptive Power now reduces ALL ability cost by 20%-25% (rather than just Corruption path by 35%)
As for Auras
I have LONG contemplated this. Live sucked - having an aura button to click constantly. I think the BEST solution to auras would be to give a "build up" time on stats. Taking 'Press the Attack' as an example @ 100 STR.
Currently, when the ability is pressed, it increases your STR by 100 and decreases enemies by 100.
Proposed, Increases your STR by 10 every second while in combat. Max of *insert max # here (in this case 100).
So what this means is that initially going INTO combat, you would have no auras up. The first second you hit combat. You get 10 more STR, and every second in combat thereafer you get +10 more STR and debuff enemies by 10 STR until you reach the CAP (which is the current # - that is increased with points in the tree). This still allows auras to be passive while also requiring SOME active management. Auras would subsequently go down as fast as they go up (10/sec) once out of combat - JUST LIKE MORALE works.