Re: DOK melee and progressing the spec
Posted: Fri Dec 28, 2018 2:33 pm
What I'm asking isnt for straight buff to mobility with no balance. Its more essentially a play ability of the class. As it stands we are significantly susceptible to kiting. And our options to counter it now are seriously weak. What makes us strong as others say is seriously situational, our self healing has huge counter ability with shield, kiting itself, stuns, a plethora of dodge/block/parry chaining abilities. Other things we bring which are strong I believe the heal debuff sure but it doesnt make DOK special almost all classes have a form of debuff to heals so claiming thats our big deal is false.
What I want to try to relay more again is the ability to fluidly play as a Melee DOK, take or diminish other things as needed so be it. But getting into the fray stuck into tanks to heal off of returning 90 hp instead of 1500 vs a squishy could be changed to a flat rate, as the shield version does. Again the references I made originally in kiting problems spamming FOK w/ celerity debuffs and our 40% snare AND still hardly being able to stick to a target for literally more than 2 abilities is to me not right. Sure with the correct setup we are particularly strong, BUT if thats an issue obviously that can be balanced. Give us the ability to PLAY not wait for the right grp to give us gaurds and other ranged to CC our targets for us, what makes us strong is relying on others, which to me is a false statement (IE insert X class give them gaurd heals and CC support from their grp mates and you will say they are strong in the right situation...)
The original SOB was a 60 second cooldown and uptime of 5secs, that is a pretty seriously low up time to claim that if we still had it would be a crazy amount of mobility. No it would be just enough to allow us to do something when the fights engage. Or have a chance to strike back after being chain kited by characters who mostly have either CC or mobility on 10-20s cooldowns.
Anyway again in conclusion, give us more ability to get in and play on OUR own instead of with the right group, if some our strengths would be considered OP with more ability taper them, give us an option to stick in fights and do something.
Either way thanks for the input and responses good to see people involved whether they agree with me or not
What I want to try to relay more again is the ability to fluidly play as a Melee DOK, take or diminish other things as needed so be it. But getting into the fray stuck into tanks to heal off of returning 90 hp instead of 1500 vs a squishy could be changed to a flat rate, as the shield version does. Again the references I made originally in kiting problems spamming FOK w/ celerity debuffs and our 40% snare AND still hardly being able to stick to a target for literally more than 2 abilities is to me not right. Sure with the correct setup we are particularly strong, BUT if thats an issue obviously that can be balanced. Give us the ability to PLAY not wait for the right grp to give us gaurds and other ranged to CC our targets for us, what makes us strong is relying on others, which to me is a false statement (IE insert X class give them gaurd heals and CC support from their grp mates and you will say they are strong in the right situation...)
The original SOB was a 60 second cooldown and uptime of 5secs, that is a pretty seriously low up time to claim that if we still had it would be a crazy amount of mobility. No it would be just enough to allow us to do something when the fights engage. Or have a chance to strike back after being chain kited by characters who mostly have either CC or mobility on 10-20s cooldowns.
Anyway again in conclusion, give us more ability to get in and play on OUR own instead of with the right group, if some our strengths would be considered OP with more ability taper them, give us an option to stick in fights and do something.
Either way thanks for the input and responses good to see people involved whether they agree with me or not