Re: [Chosen] Proposal Seeping Wound/Tainted Wound Tactic
Posted: Tue Jul 10, 2018 3:36 am
Edited initial post , scrapped heal debuff idea
The War Private Server
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=27282
9 second duration on Seeping wounds
Smellybelly wrote: ↑Sat Jul 07, 2018 1:21 pm Suggestions:
A: Increase DoT damage to somewhat more meaningful values, its a curse wich can still be cleansed.
Smellybelly wrote: ↑Sat Jul 07, 2018 1:21 pm B: EDITED: OLD Healdebuff [SCRAPPED] NEW: Let the dot spread to anyone healing the target. Same damage and same duration, cannot be refreshed until it has run its full 9 second duration. Maximum of (insert arbitary number for example 3 or up to 9 perhaps for warbands)
Smellybelly wrote: ↑Sat Jul 07, 2018 1:21 pm With Tactic Tainted Wound add:
A: Make it stack up to three times and make the duration longer, adjust damage to match. If its 3 stacks and 9 second duration then the chosen would spam this and not have time for other skills, i propose you increase the duration and stretch the dmg done out for the new time it lasts. Perhaps also let the tactic dmg stack 3 times to help taking out healers.
Smellybelly wrote: ↑Sat Jul 07, 2018 1:21 pm B: Make it a life leech effect, perhaps like the SM tactic Blessing of Heaven.
A dot on your target makes it heal anyone attacking that target for X over X seconds.
Why? You can calculate that when you have the base damage it does, if you want to figure it out. And even if you did, how much resistance? 300, 600, 900? Much easier to just do the math with the base numbers...
Do you any any suggestion or alternative then? The stagger wont be changed above 3 seconds, so lets focus on seeping wounds + tacticTesq wrote: ↑Tue Jul 10, 2018 8:40 pm @thargrim, what about test the dmg on something with a res aura on it....
437 critical unmitigated dmgs with a 40% mitigation from any ppl with min res +res aura give an end tick of 262 every 3 sec. Post guard is 131 dmg every 3 sec...
anyway i oppose at this "buff train" onto seeping wounds
-it's a core skill /dot as many other in game (unlocked at lv 3...)
-you are a tank with a core dot,you are not suppose to make high dmg
so any change should be aim to tactic only there is no need to overbuff discord dmg, which is the primary mastery spec for up the base dmg (letting aside stuff that increase dmg on dread). Just look at touch of palsy, to have a complete effect it use a tactic and is very rewarding to keep the pressure.
regarding solution for tactics:
solution B is redundant and wrong/flawled with mastery/s logic:
- how many heal source you need? there are alredy synphoned energy and heal aura, Especially heal aura do actually only heal not like kobs one which also regen ap, so the only forte of that aura is heal, and it's from another mastery-
- The heals from synphoned energy are from a very specific for proc condition; you need to disrupt...... you cant just get it from anyone. The mastery revolve aroud anti-magic not just a debuff or dot mastery you can profit from anyone and in melee.
solution C- C/D (increase dmg from touch of palsy/blast wave) is OP, touch of palsy is alredy the main chosen damaging skill........
ravage/seeping wounds <<<<<<<<<<<<<<<<<<<<<< touch of palsy,
also it does alredy have a dedicated tactic one which cut off his CD so it can dish more dmg (quickened discord) by keep pressure up all the time. The same tactic work aswell for blast wave, so i am against to also give more benefith to alredy empowered by tactics skills so that you can use seeping wound as screen ( because this is what is used atm , as screen for touch of palsy toghether with blast wave).
Litteraly the only 2 skills in that mastery which need an empowering via tactic are either stag or seeping wounds