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Old 04-06-2007, 09:17 PM   #1 (permalink)
Xaices
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Xaices BrainStorm (Input Required, Flames accepted)

The following are some of my thoughts based on your feedback input etc, my brain working to come up with solutions to existing problems. The Topics for this Brain Storm session.

Word of Doom.
Cull
Vile Strike Anguish
Stances
Counter Attacks

1. Word Of Doom – The main issue community wide seems to be that this ability lacks any real usefulness because it does moderate dmg and has a relatively long reuse timer. You can achieve as much dmg as WoD thru normal melee several times over before this ability comes back up in 15 minutes. Seems Many DK's rarely use this ability, they save it for the oh shit situation and even then it's not a life saver.


So how do we improve this ability and give you the community what they are looking for. Two key things are:

Lower Recast Time.

Increase Damage.



This has to be balanced, just so you all know. Still currently since mobs have had an increase to both resists and health pools and PvP player dmg has been cut in half just moving the recast timer down to 1 minute would not make this ability overpowering. It would be just like another critical hit ever 1 minute. Still many of you in this community feel as though this ability should be vicious and deadly since it is our trademark ability.



My suggestion:

Recast Timer of 2 minutes

Increase the damage of WoD by another 50% ( Current dmg 100 / After Fix 150)

Consumes 1 level of DC

Does not Increase DC

Weakens Opponent in some way for 20 seconds. (To Hit Ratio, Lowers Resists, Slows, Dazes, Cripples, etc)



This improves the availability and its usefulness, ties it into the theme of the Dread Knight, and fits into the basics of tanking as more dmg = more hate and the causing weakness plays into survivability.



2. Cull – Community consensus tells me this ability is not as useful as it should be for a couple reasons. 1. Only usable while opponent is stunned. 2. Low to moderate health return. It is nearly impossible to execute this ability in a group environment (This Games Core Environment is Group) because most stuns are less than 2 sec and the player's reaction time to execute this ability usually fails do to global refresh. Since this ability is so hard to execute the abilities return makes no sense because you are nearly guaranteed a life tap off of Harrow every 15 seconds which returns a far greater amount of health.



How do we approach this? Do we leave cull being harder to execute and increase the return. Or, do we make it more readily executable with a moderate return similar to what it is now.



If we wanted to only slightly increase the life tap return we could make it more readily executable if we took the global refresh off of Ominous Fate. This would allow players to macro /cast "Ominous Fate" /cast "Cull". How ever this would still lend problems for those that do not macro as if they hit OF and then try execute cull chances are that the stun from OF would have already lapsed and cull would still remain useless. Also this would only lend to one way the ability could be used as our other stuns are only 2sec at best and in the midst of battle other abilities use a global refresh and from time the player recognizes the mob has been stunned to the time they execute Cull the stun has lapsed. We could just as well remove the only usable while opponent is stunned and give it an appropriate reuse timer.



I think the best way in my mind is to still leave it difficult to execute. Accomplish this by:

Remove the global refresh off of Ominous Fate

Offset the Reuse timers of each; Ominous Fate 20 sec reuse, Cull 60 sec reuse

Increase the return of Cull's lifetap marginally.

Add, All of your Opponents Attributes are reduced by 50% for 20 seconds



By removing the global refresh off of Ominous Fate you give the Dread Knight nearly a given way to execute Cull. Will it always work no with a group of six all hitting the mob that 4-6 hit stun may not be there when Cull goes to fire.

By offsetting the Reuse timers you are not allowing the DK to continually use both and denying them the ability to get an extra heal for a full minute. Choice.

Slightly increasing the lifetap is dependent on how much since it is only usable at 1 minute intervals and is not guaranteed I do believe the life tap should be slightly better than that of Harrow's return.

Adding the Attribute reduction by 50% for 20 seconds plays right in to the Dread Knights theme of draining the ability to fight from its opponent and also plays into the survivability while tanking. Cull drains the life from the opponent and there will to fight.



3. Vile Strike / Anguish Chain – Over looking the bug you the community have conveyed to me the issue is that this chain is more restricted than Wrack Ruin and less effective. It is not as lethal or as devastating as Wrack/Ruin nor does it have nearly the utility as Incite/Inflame or Shield of Fear/Dark Bastion. You have to accomplish more to use this ability which returns less than other comparable abilities. With a reuse of 1 minute and only usable at DC 3+ with negligible dmg or utility this chain is obsolete in the Dread Knights arsenal.



Since this Chain requires you to be at DC3+ to use and is on a reuse timer of 1 minute it should have both lethality and utility. Vile Strike should be the Lethality and Anguish the Utility, possibly. First the Dread Knights Deals a huge devastating blow with Vile Strike and Capitalizes on it when the opponent is hurt by following it up with Anguish.



What comes into my mind is that Vile Strike does huge melee damage draining life escence (power, endo, health) and Anguish is a Dark Magic Strike Using what you just stole from the opponent. (now hear me out on this) Vile Strike Feeds Anguish which does melee and magic dmg. Vile Strike feed it into the dread knight the Dread Knights Weapon begins to glow and spark Then its released in a thunderous boom as Anguish Strikes the opponent.



Though I think the Names should be swapped. Anguish should be the bridge that deals high dmg and steels the life essence, and Vile Strike should be the finisher that deals the Melee and Magic DMG combination.



Something Like this

Anguish

Bridge

Deals 300% weapon dmg + dmg

Steals Power equivalent to 200% weapon DMG

Steals 50 Endurance

Steals Health equivalent to 100% weapon DMG

1 minute Reuse



Vile Strike

Finisher

Deals 300% of Melee dmg

Deals #### to #### magic damage

Uses 75% of Anguishes return.

Embues Weapon with Proc for # minutes.



The player may choose to not use Vile Strike and only use Anguish if they think that the steals would be better than using them up with Vile Strike. Its an option. Use it defensively and to do not finish the chain or use it offensively and finish the chain. I do not know if the devs could even accomplish this but it may be a viable solution to what we are faced with now.



4. Counter Attacks – Or lack there of. The issue is that we lack useful counter attacks that are beneficial and would make game play more involving. We only have one counter attack; Vengeance, 2-3 sec stun after block reuse 20 seconds. Other classes have many and most do not have a reuse timer associated with them. They block dodge parry evade and the can immediately follow it up with the appropriate counter.



We need a few more counters and ones that fall into the class theme and be beneficial in tanking. Here are some ideas.



A counter that adds Hate/ increases hate per attack for #sec something along those lines.



A counter that raises Mitigation, resists, AC, Ward, etc. something taking damage wise maybe make it a group benefit, though I think Sigil may stray away from giving us a group firendly defensive buff as it is to much like the other two tanks. Dread Knight to them seem more self preserving.



This one is a must, is a must in my mind and is by far my most favorite as it fits right into the definition of Dread Knight.

Knock Down

Usable after you [(parry, evade, block) pick one]

Knocks the Opponent Down to the ground and dazes them for 3 seconds.



You could make that daze a stun and Dreads could use Cull. Kick em when they are down. Could make it only usable with shield, Dread Knight Evades Dips his shoulder behind the Shield and slams into the opponent, you get the idea. A follow up could be jimmy kick….j/k lol.



5. Stances – Overall there is a complaint across the board on our stances from the community as a whole. The issue is they do not stack up against other tanks stance and/or they are not as functional as they should be.



For instance Dark Armor our defensive stance compared to a Warriors Defensive Stance.

Dread Knight

10% dmg reduction

10% mitigation ( 1% / DC level total 15)

30% hate increase per attack (1%/DC level total 35)



Warrior

10% dmg reduction

15% mitigation

40% hate increase per attack

15% block



As you can see the Warrior automatically starts out at 15% does not have to work up to it. Also the warrior has 40% hate increase per attack of the bat Dread Knights can only work up to 35%. Dread Knights do not get an added component to their defensive stance such as the Warriors 15% to block.



Ebon Blade - Getting better with patch but still not as usefull offense stance compared to other tanks. I am a little stuck on an improvement to EB still thinking on it, but included for discussion.



Shadow Meld – even with the change of doge to block this is an absolute waisted stance. It serves no real purpose It does not have a benefit of which is out weighed by Ebon Blade or Armor of Darkness.

What I was thinking make it more of a magic based stance as we are partly casters who deal with Dark Magic.

DMG Shield

Weapon Proc

Increase Magic DMG

Increase DC rate gain.

Evade

Parry

Haste melee and spell



Or you could dissolve Shadow meld into the other two stances and make those two better. Make a truly defensive hate stance, and make a truly offensive dmg stance. Just thinking outload.

So now you all can see what I am formulating in my head. I am brain storming currently based on feedback and input. In order to do this better I wanted to open up a thead for all of us to Brainstorm together.

As you can see this covers 5 topics. Once we discuss these brainstorm these and I take what comes of that to sigil and they begin working on it I will again open up another 5 or so and continur it.

Like I said input is reguired flames are acceptable because these are just ideas so I can accept if I am totaly FUBAR'd and out in left field. It will also help me pass on just exactly what you the community feel would be better to Sigil.
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Old 04-06-2007, 09:54 PM   #2 (permalink)
Irrukathus
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WoD - personally I think rather then lowering the recast, a LONGER recast should be used. 30min perhaps, even 1 hr, and increasing the dmg done by 10x what it is now.

Second idea is to lower the the recast to maybe 5 min and make it FAR less resistable (or not resistable at all) but no dmg increase with a life tap conponent. In either case this should be a DK's ultimate trump card.

I prefer the first one. A real oh @#$% moment ability that means something. Rather then another average ability with average recast time.

Cull - It would be nice if this ability lights up like our chains/vengence. would be the simplest way to make it work.


Vile Strike/Anguish - perhaps make this a counter? we have 3 other chains already. Leave the dmg as is but add a debuff of some sort.

meh... i really don't care about this one as much



Counters - a counter that significantly increases out DC would be kind of cool.


Stances - I really have no opinion on this. I pretty much just take what i get, doesnt make that big of a difference to me.


Symbols - can't remember the names atm, but increase the dmg per hit on both despair i think it was and the other symbol which increases ur melee dmg... so it'll be acutally used.


Something nice to have - a group buff that lasts 15 sec (or more) that turns all melee dmg into spiritual dmg, with a recast of anywhere between 1-5 mins. Or perhaps just add a spiritual component to everyone's attack for a short amount of time. Basically ANYTHING that would allow the group to exploit out DC debuff on the mob.
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Old 04-06-2007, 10:05 PM   #3 (permalink)
Xaices
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Quote:
WoD - personally I think rather then lowering the recast, a LONGER recast should be used. 30min perhaps, even 1 hr, and increasing the dmg done by 10x what it is now.
This is basicaly what the ability Bane is suppose to be like.

Quote:
Second idea is to lower the the recast to maybe 5 min and make it FAR less resistable (or not resistable at all) but no dmg increase with a life tap conponent. In either case this should be a DK's ultimate trump card.
The less resists has already been discussed with Avair nothing came of it then, I will bring it back up when we go over this ability.

Quote:
Cull - It would be nice if this ability lights up like our chains/vengence. would be the simplest way to make it work.
Interesting Idea, Still don't know the reaction time from the time it lights up to the time you go to hit it the stun may be over. Interesting Idea tho.
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Old 04-06-2007, 10:22 PM   #4 (permalink)
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A working Shadow Meld is actually an extremely powerful stance. It is an absolutely beastly stance while soloing, adding an extra +30% (!) evasion at dc5. Throw in SoF and you're up to 45%. Essentially, we get the same ridiculous evasion we get now from a full 1-5 DC stack of SoF (which is being fixed), but all the time. On top of this, you get +10% hit to ensure pretty much every attack will land. What more could you ask for in a stance? I wouldn't ask to have it changed at all, honestly.

Armor of Darkness should have +5% block or parry tacked on to make it equivalent to the other tank's defensive stances. Slightly higher hate generation would not be out of line, either. Simple balance here.

If Ebon Blade had a slight +crit or further +damage increase, and more importantly, a -hate modifier, it would become a much more useful stance in groups when we are not tanking. This would make our stances clearly defined: AoD for tanking, EB for DPS in groups, and SM for soloing.

As far as Vile Strike/Anguish goes, I think that you offered an overly complicated solution which might discourage the devs from implementing it. I suggest a simple set of changes:

A. Increase the damage to double what it is now.
B. Change the damage type to spiritual to synergize with our DC buff.
C. Add a useful buff/debuff to the chain. Since we already have a +mit/evasion chain, perhaps this chain could offer reduced mitigation on the mob.

One of the most important things that I would like changed, however, is Inflame/Incite. It really, really needs to cause more hate than it does now in order to be useful. Even with a 1h/shield, there is never a reason to use it. Ever.

Personally, I don't mind how cull is now. I would like it even better if the stun requirement was dropped, the reuse timer was extended greatly, and it added a useful debuff, however.

I think the current implementation of WoD needs to be thrown out. A "harm touch" ability cannot be both useful in pve and not overpowered in pvp in this game. Reduce the cooldown to 1-2 minutes, take it off of global cooldown, and cause it to force a crit on the next attack. Problem solved.
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Old 04-06-2007, 11:18 PM   #5 (permalink)
kryptonix
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Re: Xaices BrainStorm (Input Required, Flames accepted)

Quote:
Originally Posted by Xaices
The following are some of my thoughts based on your feedback input etc, my brain working to come up with solutions to existing problems. The Topics for this Brain Storm session.

Word of Doom.
Cull
Vile Strike Anguish
Stances
Counter Attacks

1. Word Of Doom – The main issue community wide seems to be that this ability lacks any real usefulness because it does moderate dmg and has a relatively long reuse timer. You can achieve as much dmg as WoD thru normal melee several times over before this ability comes back up in 15 minutes. Seems Many DK's rarely use this ability, they save it for the oh shit situation and even then it's not a life saver.


So how do we improve this ability and give you the community what they are looking for. Two key things are:

Lower Recast Time.

Increase Damage.



This has to be balanced, just so you all know. Still currently since mobs have had an increase to both resists and health pools and PvP player dmg has been cut in half just moving the recast timer down to 1 minute would not make this ability overpowering. It would be just like another critical hit ever 1 minute. Still many of you in this community feel as though this ability should be vicious and deadly since it is our trademark ability.



My suggestion:

Recast Timer of 2 minutes

Increase the damage of WoD by another 50% ( Current dmg 100 / After Fix 150)

Consumes 1 level of DC

Does not Increase DC

Weakens Opponent in some way for 20 seconds. (To Hit Ratio, Lowers Resists, Slows, Dazes, Cripples, etc)



This improves the availability and its usefulness, ties it into the theme of the Dread Knight, and fits into the basics of tanking as more dmg = more hate and the causing weakness plays into survivability.

This is an awesome idea. Having it consume a level of DC sort of makes you think twice about using it especially at a high level of DC when getting it back up would be hard. Lowering the casting time and adding damage is what we wanted, plus an added debuff effect makes this a skill an extremely awesome skill. If these changes are implemented this skill will be the class defining skill. Most people would want this to be akin to Shadowknight HT, a real OH CRAP button. I dont think it should be an oh crap button at all, I think a class defining skill should be used a lot and not just in oh crap moments.

2. Cull – Community consensus tells me this ability is not as useful as it should be for a couple reasons. 1. Only usable while opponent is stunned. 2. Low to moderate health return. It is nearly impossible to execute this ability in a group environment (This Games Core Environment is Group) because most stuns are less than 2 sec and the player's reaction time to execute this ability usually fails do to global refresh. Since this ability is so hard to execute the abilities return makes no sense because you are nearly guaranteed a life tap off of Harrow every 15 seconds which returns a far greater amount of health.



How do we approach this? Do we leave cull being harder to execute and increase the return. Or, do we make it more readily executable with a moderate return similar to what it is now.



If we wanted to only slightly increase the life tap return we could make it more readily executable if we took the global refresh off of Ominous Fate. This would allow players to macro /cast "Ominous Fate" /cast "Cull". How ever this would still lend problems for those that do not macro as if they hit OF and then try execute cull chances are that the stun from OF would have already lapsed and cull would still remain useless. Also this would only lend to one way the ability could be used as our other stuns are only 2sec at best and in the midst of battle other abilities use a global refresh and from time the player recognizes the mob has been stunned to the time they execute Cull the stun has lapsed. We could just as well remove the only usable while opponent is stunned and give it an appropriate reuse timer.



I think the best way in my mind is to still leave it difficult to execute. Accomplish this by:

Remove the global refresh off of Ominous Fate

Offset the Reuse timers of each; Ominous Fate 20 sec reuse, Cull 60 sec reuse

Increase the return of Cull's lifetap marginally.

Add, All of your Opponents Attributes are reduced by 50% for 20 seconds



By removing the global refresh off of Ominous Fate you give the Dread Knight nearly a given way to execute Cull. Will it always work no with a group of six all hitting the mob that 4-6 hit stun may not be there when Cull goes to fire.

By offsetting the Reuse timers you are not allowing the DK to continually use both and denying them the ability to get an extra heal for a full minute. Choice.

Slightly increasing the lifetap is dependent on how much since it is only usable at 1 minute intervals and is not guaranteed I do believe the life tap should be slightly better than that of Harrow's return.

Adding the Attribute reduction by 50% for 20 seconds plays right in to the Dread Knights theme of draining the ability to fight from its opponent and also plays into the survivability while tanking. Cull drains the life from the opponent and there will to fight.

Again another awesome idea. Having this skill heal more then Harrow and giving it the appropriate reuse timer is nice. Leaving the stun aspect makes it a bit harder to use, but also makes sure it isnt over powered. Lowering the cast of Ominous Fate is a good idea, it gives us another useful stun for other purposes besides just for Cull. Adding a debuff component also adds to class flavor and gives a reason for the long recast, but it has to be a nice debuff.

3. Vile Strike / Anguish Chain – Over looking the bug you the community have conveyed to me the issue is that this chain is more restricted than Wrack Ruin and less effective. It is not as lethal or as devastating as Wrack/Ruin nor does it have nearly the utility as Incite/Inflame or Shield of Fear/Dark Bastion. You have to accomplish more to use this ability which returns less than other comparable abilities. With a reuse of 1 minute and only usable at DC 3+ with negligible dmg or utility this chain is obsolete in the Dread Knights arsenal.



Since this Chain requires you to be at DC3+ to use and is on a reuse timer of 1 minute it should have both lethality and utility. Vile Strike should be the Lethality and Anguish the Utility, possibly. First the Dread Knights Deals a huge devastating blow with Vile Strike and Capitalizes on it when the opponent is hurt by following it up with Anguish.



What comes into my mind is that Vile Strike does huge melee damage draining life escence (power, endo, health) and Anguish is a Dark Magic Strike Using what you just stole from the opponent. (now hear me out on this) Vile Strike Feeds Anguish which does melee and magic dmg. Vile Strike feed it into the dread knight the Dread Knights Weapon begins to glow and spark Then its released in a thunderous boom as Anguish Strikes the opponent.



Though I think the Names should be swapped. Anguish should be the bridge that deals high dmg and steels the life essence, and Vile Strike should be the finisher that deals the Melee and Magic DMG combination.



Something Like this

Anguish

Bridge

Deals 300% weapon dmg + dmg

Steals Power equivalent to 200% weapon DMG

Steals 50 Endurance

Steals Health equivalent to 100% weapon DMG

1 minute Reuse



Vile Strike

Finisher

Deals 300% of Melee dmg

Deals #### to #### magic damage

Uses 75% of Anguishes return.

Embues Weapon with Proc for # minutes.



The player may choose to not use Vile Strike and only use Anguish if they think that the steals would be better than using them up with Vile Strike. Its an option. Use it defensively and to do not finish the chain or use it offensively and finish the chain. I do not know if the devs could even accomplish this but it may be a viable solution to what we are faced with now.

Seems a bit to complicated for my taste. The Anguish you proposed is a bit overpowered in my eyes. I dont think it should steal power, endurance and health. I think it should not steal endurance (we have RD for that). Our power pool right now is negligible and is to low so the stealing power is a nice addition. Having it life tap is always a plus. I think it should either drain power or health. Maybe both if it isnt over the top. Maybe 75% - 100% for health and 50% - 75% for power (if both are drained at the same time).

Your idea for Vile Strike is a bit complicated. I think it should:
-Deal 300% melee damage
-Deal magic damage
-Debuff the mob (maybe blind, lower spirit resist, lower mob damage or lower defense)
-Makes the next 3-5 attacks a life tap.


4. Counter Attacks – Or lack there of. The issue is that we lack useful counter attacks that are beneficial and would make game play more involving. We only have one counter attack; Vengeance, 2-3 sec stun after block reuse 20 seconds. Other classes have many and most do not have a reuse timer associated with them. They block dodge parry evade and the can immediately follow it up with the appropriate counter.



We need a few more counters and ones that fall into the class theme and be beneficial in tanking. Here are some ideas.



A counter that adds Hate/ increases hate per attack for #sec something along those lines.



A counter that raises Mitigation, resists, AC, Ward, etc. something taking damage wise maybe make it a group benefit, though I think Sigil may stray away from giving us a group firendly defensive buff as it is to much like the other two tanks. Dread Knight to them seem more self preserving.



This one is a must, is a must in my mind and is by far my most favorite as it fits right into the definition of Dread Knight.

Knock Down

Usable after you [(parry, evade, block) pick one]

Knocks the Opponent Down to the ground and dazes them for 3 seconds.



You could make that daze a stun and Dreads could use Cull. Kick em when they are down. Could make it only usable with shield, Dread Knight Evades Dips his shoulder behind the Shield and slams into the opponent, you get the idea. A follow up could be jimmy kick….j/k lol.



5. Stances – Overall there is a complaint across the board on our stances from the community as a whole. The issue is they do not stack up against other tanks stance and/or they are not as functional as they should be.



For instance Dark Armor our defensive stance compared to a Warriors Defensive Stance.

Dread Knight

10% dmg reduction

10% mitigation ( 1% / DC level total 15)

30% hate increase per attack (1%/DC level total 35)



Warrior

10% dmg reduction

15% mitigation

40% hate increase per attack

15% block



As you can see the Warrior automatically starts out at 15% does not have to work up to it. Also the warrior has 40% hate increase per attack of the bat Dread Knights can only work up to 35%. Dread Knights do not get an added component to their defensive stance such as the Warriors 15% to block.



Ebon Blade - Getting better with patch but still not as usefull offense stance compared to other tanks. I am a little stuck on an improvement to EB still thinking on it, but included for discussion.



Shadow Meld – even with the change of doge to block this is an absolute waisted stance. It serves no real purpose It does not have a benefit of which is out weighed by Ebon Blade or Armor of Darkness.

What I was thinking make it more of a magic based stance as we are partly casters who deal with Dark Magic.

DMG Shield

Weapon Proc

Increase Magic DMG

Increase DC rate gain.

Evade

Parry

Haste melee and spell



Or you could dissolve Shadow meld into the other two stances and make those two better. Make a truly defensive hate stance, and make a truly offensive dmg stance. Just thinking outload.

I view Shadow Meld as the middle stance or balanced stance. Rigth now it has 50% of the equation, adds defensive skills. But it doesnt add any offensive skills. So leave the +evasion, parry, block and hit ratio. But add maybe a weapon proc and an increased attack speed buff.

Or you can maybe add a nice mechanic to it that makes our symbols better. Make it triple the damage done by symbol of suffering. Increase the stun length and stun chance of symbol of despair. Increase the amount of damage and the amount of DC gained per hit for symbol of wrath.

You can make it a solo stance by leaving it as is but adding a buff that doubles or increases the return of our life taps.

There really is a lot that can be done to Shadow Meld to make it really unique.


So now you all can see what I am formulating in my head. I am brain storming currently based on feedback and input. In order to do this better I wanted to open up a thead for all of us to Brainstorm together.

As you can see this covers 5 topics. Once we discuss these brainstorm these and I take what comes of that to sigil and they begin working on it I will again open up another 5 or so and continur it.

Like I said input is reguired flames are acceptable because these are just ideas so I can accept if I am totaly FUBAR'd and out in left field. It will also help me pass on just exactly what you the community feel would be better to Sigil.
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Old 04-07-2007, 12:20 AM   #6 (permalink)
Zeran
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Re: Xaices BrainStorm (Input Required, Flames accepted)

Quote:
Originally Posted by Xaices
2. Cull – Community consensus tells me this ability is not as useful as it should be for a couple reasons. 1. Only usable while opponent is stunned. 2. Low to moderate health return. It is nearly impossible to execute this ability in a group environment (This Games Core Environment is Group) because most stuns are less than 2 sec and the player's reaction time to execute this ability usually fails do to global refresh. Since this ability is so hard to execute the abilities return makes no sense because you are nearly guaranteed a life tap off of Harrow every 15 seconds which returns a far greater amount of health.



How do we approach this? Do we leave cull being harder to execute and increase the return. Or, do we make it more readily executable with a moderate return similar to what it is now.



If we wanted to only slightly increase the life tap return we could make it more readily executable if we took the global refresh off of Ominous Fate. This would allow players to macro /cast "Ominous Fate" /cast "Cull". How ever this would still lend problems for those that do not macro as if they hit OF and then try execute cull chances are that the stun from OF would have already lapsed and cull would still remain useless. Also this would only lend to one way the ability could be used as our other stuns are only 2sec at best and in the midst of battle other abilities use a global refresh and from time the player recognizes the mob has been stunned to the time they execute Cull the stun has lapsed. We could just as well remove the only usable while opponent is stunned and give it an appropriate reuse timer.



I think the best way in my mind is to still leave it difficult to execute. Accomplish this by:

Remove the global refresh off of Ominous Fate

Offset the Reuse timers of each; Ominous Fate 20 sec reuse, Cull 60 sec reuse

Increase the return of Cull's lifetap marginally.

Add, All of your Opponents Attributes are reduced by 50% for 20 seconds



By removing the global refresh off of Ominous Fate you give the Dread Knight nearly a given way to execute Cull. Will it always work no with a group of six all hitting the mob that 4-6 hit stun may not be there when Cull goes to fire.

By offsetting the Reuse timers you are not allowing the DK to continually use both and denying them the ability to get an extra heal for a full minute. Choice.

Slightly increasing the lifetap is dependent on how much since it is only usable at 1 minute intervals and is not guaranteed I do believe the life tap should be slightly better than that of Harrow's return.

Adding the Attribute reduction by 50% for 20 seconds plays right in to the Dread Knights theme of draining the ability to fight from its opponent and also plays into the survivability while tanking. Cull drains the life from the opponent and there will to fight.
Great ideas. For the moment the only thing i really had any ideas jump out at me for it Cull. I like the idea of increasing the lifetap, adding a 60sec reuse, and adding a negative status effect. The only thing i'm not crazy about it keeping it connected to the stun since that still leaves part of the whole unusable in group problem (albeit much less of a problem than it is currently).

So i had kind of a crazy idea, some people may like it, some might not. Anyway, why not make cull activated off of a crit? This way it still wouldn't be a "use anytime" type of ability, but you would be able to get it off much more reliably when the requirements to use it were met. The only problem i suppose it that it would force you to make a choice between using it or your other damage/defense chains. Perhaps since we are also looking for more/better counters having it activate off of a block or parry would be better?

Maybe someone else has some better ideas, it's just that i personally would like to get away from the whole usable only while stunned aspect as it's too unreliable in a group situation.
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Old 04-07-2007, 12:51 AM   #7 (permalink)
Warhead
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I love Xaices idea on WoD. 2 minutes with 50% more damage. Our level 50 Bane spell is our Harm Touch Uber damage spell. We can use WoD alot more and actually use our Intel Points.
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Old 04-07-2007, 01:58 AM   #8 (permalink)
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all fantastic ideas but will they be heard and actually implemented?
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Old 04-07-2007, 02:52 AM   #9 (permalink)
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Very good ideas. Seems like i dont have to worry since our class leader is spot on.

Tyrannus , 43 dread-Tharridon
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Old 04-07-2007, 03:38 AM   #10 (permalink)
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Sounds like decent improvements, Be happy to see any of those take place... I would also like to see something done with our symbols.
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