If you noticed... when healer's start rezing they are not healing which puts a break into healing which allows the aggressor's to start deleting other player's in that gap and potentially start a rez cycle which can lead to a wipe if your unable to recover from that rez cycle. All you guys saying it doesn't matter should know this.
The issue is thou... is it worth a entire tactic slot to self rez. Currently as is, The tactic's discussed have a 25% chance to not start the rez cycle due to self rez. Which allows the healer's to keep healing. There is value there but not enough to warrant a tactic slot currently.
This tactic is a RvR tactic, not a 6 man tactic.
I don't know what the answer is to make this tactic worth taking. I would hate to see this tactic break theme thou and completely overhauled.
[Review] [Slayer/Choppa]Runic Blessings/Keep it Comin'
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Re: [Slayer/Choppa]Runic Blessings/Keep it Comin' tactics
actualy by virtue of the reason you have explained (ress time being a non heal time) this tactic have even more value in 6 man than wb...footpatrol2 wrote:If you noticed... when healer's start rezing they are not healing which puts a break into healing which allows the aggressor's to start deleting other player's in that gap and potentially start a rez cycle which can lead to a wipe if your unable to recover from that rez cycle. All you guys saying it doesn't matter should know this.
The issue is thou... is it worth a entire tactic slot to self rez. Currently as is, The tactic's discussed have a 25% chance to not start the rez cycle due to self rez. Which allows the healer's to keep healing. There is value there but not enough to warrant a tactic slot currently.
This tactic is a RvR tactic, not a 6 man tactic.
I don't know what the answer is to make this tactic worth taking. I would hate to see this tactic break theme thou and completely overhauled.
in wb there are 8 healer chance is good that at least one is an AM/Sham with insta ress, in 6 man having an AM/Sham is not as granted... and even more to have one of them using insta ress tactic...
in WB if one healer is ressing there are 7 more that are healing (in ordanized WB there is generaly one or 2 healer that are specifically on ress duty... usually AM/Sham with the above mentioned insta ress)... in 6 man there are only 2 helaer, if one stop to ress there is only one healer left to heal the party so the time spent on a ress is much more important in a 6 man than in a wb (where it IS important as you noted above... I'm absolutely not contesting this point ^^)
Re: [Slayer/Choppa]Runic Blessings/Keep it Comin' tactics
You will loose dps in 6 vs 6 for specing this tactic.Coma wrote: actualy by virtue of the reason you have explained (ress time being a non heal time) this tactic have even more value in 6 man than wb...
in wb there are 8 healer chance is good that at least one is an AM/Sham with insta ress, in 6 man having an AM/Sham is not as granted... and even more to have one of them using insta ress tactic...
in WB if one healer is ressing there are 7 more that are healing (in ordanized WB there is generaly one or 2 healer that are specifically on ress duty... usually AM/Sham with the above mentioned insta ress)... in 6 man there are only 2 helaer, if one stop to ress there is only one healer left to heal the party so the time spent on a ress is much more important in a 6 man than in a wb (where it IS important as you noted above... I'm absolutely not contesting this point ^^)
Playing slayer or almost any melee your objective is to do enough damage that the enemy is forced to kite before you are.
For the slayer/chopper archetype this is especially important as getting put on the back foot is not only more dangerous for them, it also hampers their ability to dps as them must drop rage.
With that in mind why would you use a tactic that neither increases your mitigation nor increases your dps?
Generally if a 6 man can kill your slayer once, they can certainly do it again wen he is on lower hp, sure you might get one sneaky rez off. But prepare to be punished relentlessly.
6 vs 6 is all about identifying who will die then playing smart to make it happen.
Specing a tactic that does nothing until you have lost is a waste.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-
Re: [Slayer/Choppa]Runic Blessings/Keep it Comin' tactics
and once again the same could be said for ORvR... in field battle fight don't last long, you either killd your opponent fast or get killed fast... once again you either aim for max dps to burn your opponent(s) or for survival to last trough the initial burn and kill glasscannons once their burst is overToldavf wrote:You will loose dps in 6 vs 6 for specing this tactic.Coma wrote: actualy by virtue of the reason you have explained (ress time being a non heal time) this tactic have even more value in 6 man than wb...
in wb there are 8 healer chance is good that at least one is an AM/Sham with insta ress, in 6 man having an AM/Sham is not as granted... and even more to have one of them using insta ress tactic...
in WB if one healer is ressing there are 7 more that are healing (in ordanized WB there is generaly one or 2 healer that are specifically on ress duty... usually AM/Sham with the above mentioned insta ress)... in 6 man there are only 2 helaer, if one stop to ress there is only one healer left to heal the party so the time spent on a ress is much more important in a 6 man than in a wb (where it IS important as you noted above... I'm absolutely not contesting this point ^^)
Playing slayer or almost any melee your objective is to do enough damage that the enemy is forced to kite before you are.
For the slayer/chopper archetype this is especially important as getting put on the back foot is not only more dangerous for them, it also hampers their ability to dps as them must drop rage.
With that in mind why would you use a tactic that neither increases your mitigation nor increases your dps?
Generally if a 6 man can kill your slayer once, they can certainly do it again wen he is on lower hp, sure you might get one sneaky rez off. But prepare to be punished relentlessly.
6 vs 6 is all about identifying who will die then playing smart to make it happen.
Specing a tactic that does nothing until you have lost is a waste.
the only time when ORvR fight are prolonged is when:
you'r fighting before the enemy camp and killing the enemy... so the loosing side can run back from their wc and turn it into a continuous fight... in this kind of fight ress are generally trown AFTER the push... not during it so the tactic would not really shine since it would not alleviate the healer job... (this on top of the previously explained concept that ress should only be performed with instaress tactic by dedicated helaers rather than randomly done..)
keep siege, either offensive or defensive... in both circumstances while the fight is continuous and prolonged it is not constant in regard to intensity... there are burn phases where healer don't have the time to do anything else beside spamming their heals and hope they'r AP will last long enough... and lull phases where healesr can keep people up with just HoT to counter napalm/mist + RoF/PoS... in those circumstances trowing out a ress or 2 is not a problem at all... in fact you can often see people out of WB getting ress during those lull...
the only place I find a real advantage of slotting this tactic is actualy a place where healer would have a positional problem in ressing the Slayer/choppa... that is when MDPS use bypass defense and don't manage to jump down the wall before it's too late
- roadkillrobin
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Re: [Slayer/Choppa]Runic Blessings/Keep it Comin' tactics
Was also thinkin it could be something like:
Whenever you die remaining groupmember's Block/Parry/Dodge/Disrupt are increased with a total of 50% for 5 seconds. (1min ICD)
This would be a pretty good recovery tactic.
Whenever you die remaining groupmember's Block/Parry/Dodge/Disrupt are increased with a total of 50% for 5 seconds. (1min ICD)
This would be a pretty good recovery tactic.
Re: [Slayer/Choppa]Runic Blessings/Keep it Comin' tactics
So, most of you agree that the tactic is lackluster, and pretty unreliable, making it useless to slot.
Another idea I came up with is simply switching it with Takin' Chances/Longer and Stronger and boosting a bit health regen from this tactics so it fits more the highest level tactic slot (I would opt for either improving tics to regen every 2 seconds instead of 4 or make the hp regenerated higher with the 4seconds tics). I don't see if it would overpower any of the builds out there but it would fit more into low level tactic
Another idea I came up with is simply switching it with Takin' Chances/Longer and Stronger and boosting a bit health regen from this tactics so it fits more the highest level tactic slot (I would opt for either improving tics to regen every 2 seconds instead of 4 or make the hp regenerated higher with the 4seconds tics). I don't see if it would overpower any of the builds out there but it would fit more into low level tactic
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- NoRKaLKiLLa
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Re: [Slayer/Choppa]Runic Blessings/Keep it Comin' tactics
We all agree that the tactic is under performing and not worth slotting.
We've come to a general consensus that because it requires the user to die, dropping a tactic to make room for it is not viable for a 6v6, so it'd primarily be used for fun in RVR.
Keeping with the theme of a injured and pissed off midget and naked green gorilla, we can agree that when deciding they're not content with death yet that they'd be really really angry.
It would also be tough to imagine that they'd still have energy to strike back after lying on the ground dead for 29 seconds, then decide "lol not done yet."
So why not:
100% option to res within 5 seconds
30% health
Rez with full rage
Rez with full AP pool
5 seconds cannot be blocked or parried.
Player can still be popped by a few crits, suffers from res sickness, can knocked down or punted away to negate damage completely- but has 5 seconds to fight like an animal.
@robin while I agree that would definitely be a good recovery tactic, it's like a watered down immaculate defense relying on RNG for mitigation on what should be a tactic dedicated to retaliatory damage output.
We've come to a general consensus that because it requires the user to die, dropping a tactic to make room for it is not viable for a 6v6, so it'd primarily be used for fun in RVR.
Keeping with the theme of a injured and pissed off midget and naked green gorilla, we can agree that when deciding they're not content with death yet that they'd be really really angry.
It would also be tough to imagine that they'd still have energy to strike back after lying on the ground dead for 29 seconds, then decide "lol not done yet."
So why not:
100% option to res within 5 seconds
30% health
Rez with full rage
Rez with full AP pool
5 seconds cannot be blocked or parried.
Player can still be popped by a few crits, suffers from res sickness, can knocked down or punted away to negate damage completely- but has 5 seconds to fight like an animal.
@robin while I agree that would definitely be a good recovery tactic, it's like a watered down immaculate defense relying on RNG for mitigation on what should be a tactic dedicated to retaliatory damage output.
Re: [Slayer/Choppa]Runic Blessings/Keep it Comin' tactics
My vote is change it to a damage mit tactic of some kind
- absorb
- flat dmg reduction
- ini buff
- toughness buff
- reduce of mechanic reduction
On death proc has 0 value in any situation
- absorb
- flat dmg reduction
- ini buff
- toughness buff
- reduce of mechanic reduction
On death proc has 0 value in any situation
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
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- roadkillrobin
- Posts: 2773
Re: [Slayer/Choppa]Runic Blessings/Keep it Comin' tactics
Well, classic berzerker classes in MMO settings kinda have a theme of death being inevetble so imo it should be a death theme.
Its not super good implemented into this game due to death being inevtible for everyone all the time.
Imo defensive tactics fot Slayer/Choppa should be more revolving around recovery post mortem like, giving buffs to team when dying. Self more damage when ressurected rather then less, aswell as dealing out damage when dying.
The selfress tactic offers very little benefits as it just won't get slotted aslong as healers can ress.
This tactic in its current form could even be a permantly stock Choppa/Slayer mechanic that wouldn't require a tactic slot and it still wouldn't be OP.
Its not super good implemented into this game due to death being inevtible for everyone all the time.
Imo defensive tactics fot Slayer/Choppa should be more revolving around recovery post mortem like, giving buffs to team when dying. Self more damage when ressurected rather then less, aswell as dealing out damage when dying.
The selfress tactic offers very little benefits as it just won't get slotted aslong as healers can ress.
This tactic in its current form could even be a permantly stock Choppa/Slayer mechanic that wouldn't require a tactic slot and it still wouldn't be OP.
Re: [Slayer/Choppa]Runic Blessings/Keep it Comin' tactics
Party-wise crit chance buff on death of a slayer? That would make slayer must-have in melee train comps x)
But I like the idea, the question is - what would be beneficial for the team and not overpowered at the same time
But I like the idea, the question is - what would be beneficial for the team and not overpowered at the same time
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