Recent Topics

Ads

[Suggestion] Myrmidia's fury

We want to hear your thoughts and ideas.
Forum rules
Before posting on this forum, be sure to read the Terms of Use

In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
CptGeorges
Posts: 35

[Suggestion] Myrmidia's fury

Post#1 » Fri Nov 13, 2020 9:29 pm

Hi guys it me again continuing with the idea of trying to make 2h kotbs more viable other than being a debuff bot.

So to avoid the whole topic again, I will quickly point some things out before moving to the meat of my argument:

1. The new tactic, while nice, seems like it was more of a sudden placeholder that doesn't really address most of the issues that knights have. Don't get me wrong, I enjoy detaunt immunity, but this does not warrant the investment or viability of the 2h. I'll get more into it in the meat.

2. Runefang WS is a nice change, we got something, so that's great. But then we also lost vigilance, so the argument that 2h kotbs is supposed to be a tanky debuffer punter just got a lot harder now that its gone, and runefang doesnt give initiative which means more defensive investments.

In summary, I like the initiative to change but honestly the big problem is still not addressed - there are no viable reasons to play 2h as reflected by tactics and abilities. So let's try and adress this one thing at a time and I want to start with myrmidia's fury as a potential candidate. So here's a little overview of the channel abilities of all the tanks:

DESTRO:

Blackguard:
Enraged beating - 6 point investment
Enraged beating does PHYSICAL damage and is 25 ap/sec channel, and crits increase hatred. Now I don't need to tell you that HATRED and maintaining HATRED is how you do everything with the BO, opening out more damaging and defensive abilities. So how do you increase crit? Well there is renown. There's also tactics - Filled with fury, Thirst for Death is useful for a cycle. There are things you can do to improve this but this is merely a short overview. All in all I would say pretty solid, intervenes with the damage tree nicely.

Black Orc:
Three hit combo - 10 point investment
This is a PHYSICAL damage ability that costs no AP but requires the best plan!!!, which is the class mechanic revolving around rotating attacks. It does have 8 second cooldown which means you cant spam it anyway, just like the blackguard one. So what's good about this one? Other than requiring no AP, you can invest into YOU WOT for extra burst and survivability, we got the tactics - Guud at Big Choppin, Gork Smash! for extra crit etc, there are many ways to buff this so again this is merely an overview

Chosen
Relentless - 10 point investment
So this is an easy one. Feels like a regular channel until you get the appropriate tactics (OPRESSING BLOW), and it retains it's spirit damage DESPITE THE OH SO PAINFUL spirit damage tactic removal. Other than that it's completely the same as the others, 25 ap/sec and 8 second cooldown. I think you might be starting to get where I'm going with this.

ORDER:
Ironbreaker:
Grudgeborn fury - 14 point investment
20 ap/sec, the more grudge you have the higher the crit. Pretty self explanatory, combined with the 2h tactic and the crit tactuc that you get as a core one it is a solid choice for pressure.

Swordmaster:
Ether dance - 14 point investment
Swordmaster is a slightly trickier one because it does SPIRIT damage as well as having a PLETHORA of 2h tactics and tactics that increase critical chance. Nobody would dare argue that swordmaster 2h damage is weak, most people have seen what they an do, and ether dance supplements this damage nicely.

Knight of the blazing sun:
Myrmidia's Fury - 10 point investment
So this is the point of contention. Myrmidia's fury.... it just seems underwhelming. Physical damage, 8 second cooldown, 25 ap/sec, no synergy with anything other than maybe arcing swing which is really an expensive group debuff. No 2h tactic on direct damage increase, no crit damage increase or direct crit chance increase, nothing to make this a legitimate pick over precision strike spam (which is extremely AP expensive). Now this used to be at least a somewhat sensical pick with MIGHTY SOUL that was unfortunately removed, even though mighty soul itself was never the best tactic, but it was something. Soooo... what gives? What's the point of this skill? Nobody runs myrmidia's fury. It feels like a waste of GCD.

So I heard the philosophy behind the knight is GROUP FOCUSED and DEFENSIVE. So if you outright refuse to increase the knight's damaging capabilities for some reason, which I am sorry but it certainly seems that way, then why can't you at least make MYRMIDIA'S FURY more group focused and defensive? In the state that it is now it is worthless.

PERSONALLY I would prefer 2h tactics that would increase performance overall (crit, or damage, or elemental damage, or higher parry), but since this is clearly not the way it's going to be, then perhaps would you consider making the ability better in some other way? Give it some defensive or group buff abilities? This ability doesn't seem to have a place in any knight's rotation anymore, now that we have to rely on weaponskill more now than ever. Please understand that THIS is ONE of MANY reasons why knights, and in particular two handed knights feel like they're left behind and still no apparent reason as to why. And I am looking forward to people just eager to jump on this thread and beat a dead dog for their own pleasure.

Thank you for your patience.

EDIT: Making it Elemental damage would perhaps make it worth taking again?

Ads
Sponn
Suspended
Posts: 200

Re: [Suggestion] Myrmidia's fury

Post#2 » Sat Nov 14, 2020 10:35 am

2h knight feels like it is missing a few things, that is for sure.

With how the stat allocation is for Knight you're gonna be hurting in one place or another stat wise. You need as close to str cap for the strikethrough on your arcing swing/over powered swing since, realistically, that is the only reason why you are 2h and why you are there at this tactical point in time.


I like the idea of giving 2h knight just like, something to fill the gap. If we are meant to be a tanky 2h, awesome. Just give me some strikethrough straight up in the stats on offensive sovereign sets or something to maybe solidify the 2h tank role, even take away str for it.

Who is online

Users browsing this forum: No registered users and 96 guests