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[Marauder] Flames of Fate

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Nishka
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Posts: 1057

Re: [Marauder] Flames of Fate

Post#81 » Tue Jan 19, 2016 10:10 pm

Azarael wrote: KotBS is a joke of game design - it's too powerful and it's too passive, and I think it likely that it will remain such a tedious class for as long as the game is played, anywhere it's played.
Thank you for your kind words good sir. But I must assure you that I do a LOT on sc to stay useful, including:
mass taunt the biggest as possible groups of enemy dps, or at least at the most dangerous
slow those who need to be slowed: charging enemy mdps, running away squishies.
use vicious slash and taunt to interrupt skills with long cast time and channels: things like hand of ruin, doombolt, res, bigger better greener, git to da choppa etc
use champion's challange on the high priority targets: running away shamans, especially dangerous wich elves etc
punt enemy squishies towards our dps or enemy dps away from friends squishies, which isn't easy itself, considering that super-tank kotbs has the weakest tank punt in the game unless you slot the 35lvl tactic.
changing guard to a teammate who gets focused
cover friendlies from enemy fire by using hold the line
root enemies if needed

All of these requires thinking, decision making, proper managing of enemy immunities and moving a lot.
So while I totally agree that there are some skills that need change, calling KOTBS too powerful passive class is wrong and many totally useless kotbses on the latest scenes prove my point.
_____________________________________
On the topic: yes, I know this morale very well. Too well, I must say. If you play squishy and mara casts it on you - you're pretty much dead. And what is most annoying, the morale is mostly unavoidable because it's ranged, and not some 25-30ft range but damn 65ft. Arguably, it's even better than tank's Champion's Challenge: because while it's shorter, it doesn't root mara himself in place and because it deals a good chunk of damage, and is freaking ranged.
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"Well, once there was only chaos. You ask me, order's winning". - Grandmaster Siegfried Trappenfeld

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Gachimuchi
Posts: 525

Re: [Marauder] Flames of Fate

Post#82 » Wed Jan 20, 2016 4:54 am

Maybe nerf the duration slightly. But its required for maras to close on ranged.

As for Kotbs, the devs need to scrap or rework a certain tactic received at level 39 by Kotbs that completley nullifies a class on a 5 second cooldown and 65 range away. The mirror of said class doesn't have to deal with being made completely irrelevant by one button because the mirror of Kotbs does not have access to a similar ability.
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TenTonHammer
Posts: 3806

Re: [Marauder] Flames of Fate

Post#83 » Wed Jan 20, 2016 5:34 am

shatter enchantment is 5ft, not 65ft


so you want to nerf FoF m1, will wl morale also get the same treatment?
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Eldunae
Posts: 17

Re: [Marauder] Flames of Fate

Post#84 » Wed Jan 20, 2016 8:10 am

Well if bot morales get nerfed WL will come on top, because he can always pounce +m1 for insta root, while the marauder has to walk very obiusly to you.
Characters: Aetherclaw (Marauder) Eldunae (Sorc) Neraine (White Lion)

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Vaul
Posts: 353

Re: [Marauder] Flames of Fate

Post#85 » Wed Jan 20, 2016 3:21 pm

Nishka wrote:
Azarael wrote: KotBS is a joke of game design - it's too powerful and it's too passive, and I think it likely that it will remain such a tedious class for as long as the game is played, anywhere it's played.
Thank you for your kind words good sir. But I must assure you that I do a LOT on sc to stay useful, including:
mass taunt the biggest as possible groups of enemy dps, or at least at the most dangerous
slow those who need to be slowed: charging enemy mdps, running away squishies.
use vicious slash and taunt to interrupt skills with long cast time and channels: things like hand of ruin, doombolt, res, bigger better greener, git to da choppa etc
use champion's challange on the high priority targets: running away shamans, especially dangerous wich elves etc
punt enemy squishies towards our dps or enemy dps away from friends squishies, which isn't easy itself, considering that super-tank kotbs has the weakest tank punt in the game unless you slot the 35lvl tactic.
changing guard to a teammate who gets focused
cover friendlies from enemy fire by using hold the line
root enemies if needed

All of these requires thinking, decision making, proper managing of enemy immunities and moving a lot.
So while I totally agree that there are some skills that need change, calling KOTBS too powerful passive class is wrong and many totally useless kotbses on the latest scenes prove my point.
_____________________________________
On the topic: yes, I know this morale very well. Too well, I must say. If you play squishy and mara casts it on you - you're pretty much dead. And what is most annoying, the morale is mostly unavoidable because it's ranged, and not some 25-30ft range but damn 65ft. Arguably, it's even better than tank's Champion's Challenge: because while it's shorter, it doesn't root mara himself in place and because it deals a good chunk of damage, and is freaking ranged.
You miss the point, sir. Any skilled can tank can do all the things you mentioned there, but as a Knight you can do these things whilst also PASSIVELY buffing/debuffing with auras and tactics. SM and IB have to actively use abilities on enemy players to trigger buffs which all uses AP/GCD as well as a different perspective on positioning.

On topic: getting rooted for 5ish secs shouldn't mean the death of a player unless that player is unsupported in which case they will probably die sooner or later anyway so I don't see any major problem with Flames of Fate. How long would it take Mara to run (or charge) 65ft anyway?
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Vigfuss
Posts: 383

Re: [Marauder] Flames of Fate

Post#86 » Wed Jan 20, 2016 3:50 pm

I really don't think this should be changed. Ranged players have always had the luxury of playing the game with much less support than Melee. This is one of the few cases where ranged classes need a bit more support from their group. There's no reason why ranged should have it easy all the time. With guard or a Knockback (which is your M1 btw) this is not a sure kill.
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Nishka
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Posts: 1057

Re: [Marauder] Flames of Fate

Post#87 » Wed Jan 20, 2016 4:17 pm

Am/shaman/rp can passively buff group resists as well, so what? And they don't need to stay close for buff to work and their buff stays for an hour even after other players leave the group.
Resists debuff are pretty weak after it's nerf and I'm not sure it even stacks with other debuffs.
20% crit is broken. Runefang stacking with emperor's champion m2 is broken. The rest of kotbs kit is ok.
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"Well, once there was only chaos. You ask me, order's winning". - Grandmaster Siegfried Trappenfeld

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TenTonHammer
Posts: 3806

Re: [Marauder] Flames of Fate

Post#88 » Wed Jan 20, 2016 4:25 pm

all the buff that they give out can be removed easily

you cant remove auras and the buffs/bonuses that they give
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Toldavf
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Re: [Marauder] Flames of Fate

Post#89 » Wed Jan 20, 2016 4:30 pm

Nishka wrote:Am/shaman/rp can passively buff group resists as well, so what? And they don't need to stay close for buff to work and their buff stays for an hour even after other players leave the group.
Resists debuff are pretty weak after it's nerf and I'm not sure it even stacks with other debuffs.
20% crit is broken. Runefang stacking with emperor's champion m2 is broken. The rest of kotbs kit is ok.
These buffs are the first removed by shatter and severs, at least they will be if it works in order of application.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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Gachimuchi
Posts: 525

Re: [Marauder] Flames of Fate

Post#90 » Thu Jan 21, 2016 1:18 am

Nishka wrote: The rest of kotbs kit is ok.
Are you serious?
Spoiler:
Dear gork you're serious aren't you
You didn't seem to take the hint so i'll lay it out for you nice and simple.

KoTBs
Ability - Shatter Confidence: Removes 1 enchantment and deals x damage. 5 second cooldown.
Tactic - Destroy Confidence: Shatter confidence now removes 3 enchantments from the victim, dealing damage for each removed.

Shaman
Ability - 'Ey, Quit Bleedin': Heals for over 15 seconds. ENCHANTMENT
Ability - Don' Feel Nuthin: Absorb bubble for x damage on target for 9 seconds. 20s cd. ENCHANTMENT
Ability - Do Sumfin Useful: Increases toughness by x and heals for x over 10 seconds. ENCHANTMENT

You know those 3 global cds and 105 action you just used? A KoTBs used 1 global cd and 25 action and nullified all 3 of them. He also did damage with them.
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