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Racial group fixing.

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peterthepan3
Posts: 6509

Re: Racial group fixing.

Post#51 » Mon Sep 12, 2016 9:26 pm

If Chosen didn't have a resist aura, you still wouldn't use a Zealot or Shammy over double dok most of the time because zealot is not as good as the RP (RP's armor tactic makes it able to survive pressure more easily), and the shaman class itself is just neutered completely by having a KOTBS. You'd simply just have a BO using Da greenest (it procs enough anyway, and the resist buff is pretty similar to - if not better than - the Chosen's)
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Jaycub
Posts: 3130

Re: Racial group fixing.

Post#52 » Mon Sep 12, 2016 9:26 pm

A hard question to answer at least on my end, the problem with zealot buff is it's single target and burns a GCD per application... shaman on the other hand can buff the entire group with 1 GCD. This matters because these buffs are purgable.

I guess what has to be asked then is running shaman for the more reliable ele resist buff worth running over zealot. Without looking too much into it I would say not. Also as long as knight has triple enchant shatter shaman will never be meta, and it is very easy for a knight to adjust in a scenario or 6v6 setting tactic wise when coming up against a shaman.

Like stated before, zealot/RP also have extremely strong tactics in comparison to shaman/AM, the forefront of that being 25% increased healing from all sources.


Resist buff isn't exactly mandatory in small scale where melee trains dominate anyways unless you are in some **** up scenario where you premade has a no healer off group and you are trying to fight 4 bw's and 2 sw's 6v12 since your offgroup folded like lawn chairs.


I think most people can reach ~500 of the scary resists on each side (much easier on order with enervating jewlery and spirit focus), having no resist buff would mean dealing with the ~300 debuff from say sorc/bw or engineer/magus how much extra damage will you be taking exactly going from 500 to 200 resist?
Last edited by Jaycub on Mon Sep 12, 2016 9:30 pm, edited 1 time in total.
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Lektroluv
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Posts: 243

Re: Racial group fixing.

Post#53 » Mon Sep 12, 2016 9:30 pm

footpatrol2 wrote: White Lion: Make WL pounce ability cause AoE damage again. Ya it breaks staggers. Oh well it’s the cost of pouncing around. It is a pro/con to pounce around. There is synergy with the AoE damage that WL’s produce on the pounce in the High elf groups. This is a slight nerf to mixed groups based on stagger.
Lol seriusly? buff white lion, he is only removing the range dps class role in one realm with one ability, he must do it in area instead.... because slayer areas are not making bomb groups stupidly overowered already.

Keep dreaming, the reign of terror of 4 attacks in one second for pounce spammers, will end someday.

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TenTonHammer
Posts: 3806

Re: Racial group fixing.

Post#54 » Mon Sep 12, 2016 9:31 pm

peterthepan3 wrote:and the shaman class itself is just neutered completely by having a KOTBS.

Yeah seriously why the hell are we still letting shatter confidence be a thing?

we argued about that **** before but that was with ignorant kotbs mains whom some how didnt know that you can just shatter on the heal target
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roadkillrobin
Posts: 2773

Re: Racial group fixing.

Post#55 » Mon Sep 12, 2016 9:43 pm

I've sugested a change to auras for a long time were they actually would need a trigger to proc em much like warbellows/blade enchants.

I belive it was something like this.

Corruption/Vigilance Auras: 25% Chance on Block/Evasion for 5 seconds
Dread/Conquest Auras: 100% on a Critical hit for 5 seconds
Discord/Glory Auras: 25% on being hit for 5 seconds.
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Penril
Posts: 4441

Re: Racial group fixing.

Post#56 » Mon Sep 12, 2016 9:53 pm

roadkillrobin wrote:I've sugested a change to auras for a long time were they actually would need a trigger to proc em much like warbellows/blade enchants.

I belive it was something like this.

Corruption/Vigilance Auras: 25% Chance on Block/Evasion for 5 seconds
Dread/Conquest Auras: 100% on a Critical hit for 5 seconds
Discord/Glory Auras: 25% on being hit for 5 seconds.
Not many people like RNG.

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TenTonHammer
Posts: 3806

Re: Racial group fixing.

Post#57 » Mon Sep 12, 2016 10:09 pm

Indeed

Consistency trumps rng any day
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footpatrol2
Posts: 1093

Re: Racial group fixing.

Post#58 » Mon Sep 12, 2016 10:36 pm

OK so...

Quick notes:
Spoiler:
In my opinion this game is based on premade quality 12 man's or 24 man's. Which mean's the scale is larger then what players predomintely think on which allows classes and spec's that are not viable in current 6 man meta to be able to find a home in a group. This is mainly due to stacking outgoing affects. A discussion on why this game isn't solely balanced around 6 man meta can be found here: viewtopic.php?f=8&t=12342


Please understand my original post. It HAS a dramatic affect on current meta stuff especially if chosen and knight aura's do not affect different races other then empire and chaos. I could literally write a book but I will try to slowly hand out the info. Again originally I suggested that all different faction buff’s shouldn’t stack among the races. I felt that may have been too extreme. So I provided this suggestion.

How racial groups got their Resist buffs
Please understand my original post. They are not new to the game except lambent aura/bolstering boon tactic change and the change to Eeek. They are rollback's on abilities with suggesting certain abilities don't stack with other classes. Notice almost all the suggested changes are too racial morale's.

Dwarves
In every group you would run 2 runepriests. One would be spec'd 15 point up Path of Grimnir. Not the only reason but one reason is for the max single target resist buff you can provide. You can single target resist buff your groups for resists for I believe the same value as a knights aura if you spec 15 points in grimnir. I know 15 point spec's are unpopular currently. This resist buff is strippable and not as good as knights aura's. But you have mountain spirit that lasts 30 sec's. Mountain spirit is a large armor increase and large resist buff for your entire group. Since your runnning 2 runepriests and mountain spirit is a morale 2 ability you would be able to have 100% upkeep on mountain spirit. This is how Dwarves can maintain a permanent resist buff and armor buff for thier groups. If you want to use another morale you have to forsake mountain spirit which interrupts your defensive morale cycle.

Empire
You have your Knights aura. I haven't studied empire because they were always the favored classes and didn't seem appealing to me.

High Elves
High elves lack providing a consistent resist aura for their groups that isn't strippable. Its a trade off. High elves are All about assault and putting the opposition into a rez cycle immediately. High elves can drop spirit resistances to zero and have a extremely mean spirit damage assist train they can run if they want too. High Elves as a faction excel at single target damage likely the best in the game. They can even run tactics to make their attacks undefendable. I've ran racial High elf premades before in live in a competitive environment. Please remeber upon death all morale would be drained on the mythic servers not so in RoR which causes class balance issue's.

Chaos
You would run 2 chosen's in a group one with the resist aura which stacks with sprout carapace. As mentioned before the morale gain for RoR is wrong and drastically hurts racial groups because racial groups actually USE the spec specific morale 4 abilities and make use of thier Racial morale that being 1 2 3 4 racial morales. You would run at least one chosen in your group with the morale pump tactic to gain access to the racial morale 3 ability sprout carapace. Sprout Carapace is almost identical as mountain spirit except that it feeds AP also which is a theme in the chaos faction (endless ap feeds). With the correct Morale gain as in live a single Chosen with the morale pump tactic would gain his morale 3 ability at the same time as a runepriest would gain thier morale 2 mountain spirit ability. The morale pump tactic isn't that great if the morale gain system was correct in RoR. It seems really powerful because the morale gain is not the same as the mythic servers.

Here is a discussion's of morale gain being wrong in RoR. It has a large effect on class balance.
Morale (IV ) Suggestions thread
viewtopic.php?f=8&t=15712

Dark Elves
The dark elf faction doesn't start the fight with a resist buff. The dok had a tactic called restored motivation which was a single target morale pump. If your running 2 dok's in your group you pump one Dok to his morale 4 1001 blessing's buff. The Dok's 1001 blessings buff used to be 30 sec duration. If your running 2 Dok's you can keep 1001 blessing buff up with 100% upkeep (happened all the time on mythic live servers). 1001 blessings is a large resistance buff armor buff avoidence buff. This is how Dark elves as a faction gained their permanent resist buff. Indirectly the morale pump tactic has an affect on why you would want to take 2 black guards in a group.

Here is why you take 2 blackguards. To not derail this post i put it in a spoiler.
Spoiler:
footpatrol2 wrote: I'm going to show a trick that could have been conducted by having a same race dark elf group with 2 black guards and reasons on why you would want to take 2 blackguards. I'll put this in a spoiler to not derail the thread.

You take 2 dark rites Dok's with 1001 blessings m4 slotted. Minimal requirement of spec looks like this.
http://waronlinebuilder.org/#career=dok ... ;;;0:0:0:0:

1001 blessings use to last 30 sec's. Now 10 sec's. Assume the 30 sec duration. Have two Dok's slot restored motivation tactic. That tactic is a morale feed of 250 morale on a instant cast hot Soul infusion. Restored motivation tactic doesn't operate like that anymore. Anyway take 2 Loathing BG's up too the khaine's blessing morale 4.

Spec looks like this.
http://waronlinebuilder.org/#career=bg; ... ;;;0:0:0:0:

Here's how this group works.
Morale feed one of the Dark rites DOk's to thier morale 4 1001 blessing. Start your 1001 blessing cycle. You could have 100% upkeep on 1001 blessing due to morale pumps. This gives the group thier resist buff that the black guard lacks. This gives the group 25% additional block/parry/dodge/disrupt.

The two black guards base block is probably around 30%. 1001 blessings adds 25% for 55% base block at all times depending if you can keep the 1001 blessing cycle up.

After you morale feed one of the dok's to thier morale 4 you morale feed one of the blackguards to thier morale 4. Khaine's blessing is a heal to the entire group for 800 per block. Maybe it gets higher if you spec into it. It could be 1200 heal per block. Anyway Now you have your Blackguard to his khaines blessing.

If your group is taking a lot of damage have one black guard pop khaine's blessing m4 and both blackguards pop non shall pass ability. This increases your block by 50% for a total of 105%. If your guarded target is taking a lot of damage and your blackguards are close to thier guarded target your taking a lot of guard damage. All that guard damage is turning into blocks. All those blocks are turning into 800 to 1200 heals. Have both blackguards use non shall pass ability. Which means they are healing the group for either 1600 per block or 2400 per block collectively for 10 sec's. Your group basically becomes immune to damage during this time period due to the intense healing your blackguards are doing for 10 sec's.

You only used 1 khaine's blessing. You can morale pump your other blackguard to thier morale 4. You can do this trick every 30 seconds. None shall pass has a 30 sec cooldown. None shall pass ability is So low in the loathing tree that it could be picked up in your off-spec.

In addition to how the wave of scorn ability is set up with a 10 sec duration and a 20 sec cooldown. You can keep targets permantly snared.

This is opinion, but this is how and why those abilities are placed where they were. In my opinion the blackguard got ruined by removing the restored motivation morale booster tactic on the Dok. In my opinion, this is how intergroup dependant this game is.

In addition morale gain is wrong on RoR. Its slower then what it was on the mythic servers for a full 6 man group.

I've made a suggestion in a different thread that 1001 blessings only affect one faction and have it returned to its 30 sec duration. I also suggested that the restored motivation tactic only affect dark elf players. I suggested this to help stop mix group exploits. Mythic decided to just get away from this. This was possible at one time in the game. Hopefully we can get some of this stuff back.
Greenskinz
They start the fight with a strippable resist buff like high elves. But they have access to da greenest bellow. Something that can be done is you can switch bellows either before the fight begins depending on what high dps classes are brought or in the midst of the fight. I believe the greenest bellow with no points spec'd into the boss is of similar resistance too a fully 15 point spec'd mork resistance buff. Greenest Bellow if fully spec'd into 15 point da boss is a higher resistance buff then the shaman's strippable resistance buff.

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roadkillrobin
Posts: 2773

Re: Racial group fixing.

Post#59 » Mon Sep 12, 2016 11:05 pm

Penril wrote:
roadkillrobin wrote:I've sugested a change to auras for a long time were they actually would need a trigger to proc em much like warbellows/blade enchants.

I belive it was something like this.

Corruption/Vigilance Auras: 25% Chance on Block/Evasion for 5 seconds
Dread/Conquest Auras: 100% on a Critical hit for 5 seconds
Discord/Glory Auras: 25% on being hit for 5 seconds.
Not many people like RNG.
Then they prob hate this game???
Also there's something called risk management when it comes to RnG. To minimize risk of RnG working against you.
If you have a better sugestion i'd like to hear it.
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TenTonHammer
Posts: 3806

Re: Racial group fixing.

Post#60 » Tue Sep 13, 2016 12:02 am

roadkillrobin wrote: Also there's something called risk management when it comes to RnG. To minimize risk of RnG working against you.
If you have a better sugestion i'd like to hear it.
make it so that every alternative to auras ia a stronger option than them?

so things like zealot and BO resists buffs are stronger than chosen


so while kotbs and ch can provide consistent uptime buffs they pale in comparison to the ones similar alternatives provided by other faction alternatives
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