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Old 05-27-2007, 10:57 PM   #31 (permalink)
velzevul
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Quote:
Originally Posted by DrK

Xaices that would fit in perfectly with our discussion of having an ability that puts the bleeding effect on a target to exploit with Harrow and with Cull if we can get it set up to exploit bleeding as well.


You could have a spell - Rupture - which is a DD which puts the bleeding effect on a target and has a small residual dot effect.

It could do X amount of damage on cast, apply the bleeding effect and deal x amount for damage for a few ticks.
DRK ,

I am loving your idea of residual effect, I would like to add a suggestion - this effect should stack from repetative use of the spell. Let's say it stacks up to 10 points of %, and that % decreases mob's spell or melee mitigation. That would go right in line with war's debuff of -20% melee mitigation, and INT DRK would feel much more useful and viable because they got a boost both in the debuff line and in the damage line. While STR tanks would be able to spam this abil for the debuff once they have strong aggro through their natural dps abilities.
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Old 05-27-2007, 10:59 PM   #32 (permalink)
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Just out of curiosity how do yall feel about a HoT symbol? Just something I thought would be kind of cool if it scaled with the game content.
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Old 05-27-2007, 11:11 PM   #33 (permalink)
Uthal
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One thing I didn't see mentioned is "missing" with Ravaging Darkness. If this ability must have a chance to miss, I don't think it should reset the refresh to max. It is way too long to wait for an ability, which makes up so much of our damage. It should use a quicker refresh timer for missing.

Also, I'm not a big fan of the huge number of abilities we have right now. I only use a few per battle and yet I have hotkey bars filled everywhere. I would rather see some of our less useful abilities revamped, rather than add even more to our class.

I do think we need at least one spell DD and another melee ability... as much fun as it is spamming Vex and occasionally Cull. I think it makes more sense to take abilities like our stat taps and add a DD component. In my opinion, we should improve (or change) the abilities we have before taking up more hotkey space.
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Old 05-28-2007, 02:35 PM   #34 (permalink)
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All of these abilities have a chance to miss, and you "use" the ability to attempt it. Xaices discussed this point with us at the Ventrilo meeting, and it's just a reality of the game, across all classes.
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Old 05-28-2007, 02:45 PM   #35 (permalink)
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That's fine. However, an ability with a 40 second recast, which is needed to use our melee abilities, should not be set to a full recast timer when it misses. It's just lame to miss it (sometimes twice in a row) and have to sit there watching the screen. This is further exacerbated by having a lot of our more useful abilities tied to crits. I've had some fights where I kept missing Ravaging Darkness and didn't get any crits. It is extremely boring. Just reset the refresh on it to something like 5 seconds when it misses. The original goal is accomplished without having such a negative impact on combat.
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Old 05-28-2007, 05:12 PM   #36 (permalink)
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I'm not telling you that I disagree with you.

I'm telling you that it won't change. Not much point trying, since it won't change. That's all. Xaices was quite clear on this at the Vent meeting. It has nothing to do with whether or not we WANT it to be on a cooldown on a miss and everything to do with that it won't be changing.
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Old 05-28-2007, 05:19 PM   #37 (permalink)
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Ok. If they refuse to change the cooldown, then perhaps reduce the refresh time on Ravaging Darkness as well as the amount. For instance, instead of 40 seconds and X amount, change it to 10 seconds and X/4 amount. This way the penalty isn't as severe for missing. It might also help fix the current issue where the endurance amount is so high that it wastes a lot of the ability.
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Old 05-28-2007, 07:27 PM   #38 (permalink)
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Quote:
Originally Posted by Uthal
Ok. If they refuse to change the cooldown, then perhaps reduce the refresh time on Ravaging Darkness as well as the amount. For instance, instead of 40 seconds and X amount, change it to 10 seconds and X/4 amount. This way the penalty isn't as severe for missing. It might also help fix the current issue where the endurance amount is so high that it wastes a lot of the ability.
I don't need ability that gives me 10-20 endur per second, I have cleric buffs for that.

The good ness of RD is that you can spam SOD after it 3-5 times. While most of it is wasted, it doesn't need a 4fold reduction, it needs a time extension. we discussed that at a meeting
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Old 05-28-2007, 07:45 PM   #39 (permalink)
Uthal
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What good is the ability if it misses? I'm not saying it should be reduced in effectiveness, I'm saying it should be spread out more efficiently. Right now some of the ability is wasted and extending it won't fix that inefficiency.

I look at Ravaging Darkness as an essential component of our combat. The difference in DPS is pretty extreme when we are gaining endurance from it. Personally, I would rather have a more consistent way to gain that endurance rather than keeping it "as is" just for a situation ability like SoD.
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Old 05-28-2007, 07:54 PM   #40 (permalink)
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The fact is that you used the ability. Whether or not it landed does not warrent it to have it reset to new like you never even used it. You used it, you missed and thus it cycles the reuse timer. Just the same if it got blocked parry'd evaded, you missed.

The subject was brought up and discussed at the meeting. I pretty much summed it as mentioned above. The real issue is waisted endo while its in use. We thought that spreading it out over a minor longer period of time would benifit us more than just having it spike endo to full for set seconds, then drop. Its going to take some tweeking dev side.
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