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[Implemented] Crimson Death (duration)

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gungnir08
Posts: 126

Re: Crimson Death (duration)

Post#21 » Mon Jun 06, 2016 6:41 am

TenTonHammer wrote:Firstly no 2h tank will ever compete with a real dps in dmg even with FO
I disagree. Certainly, a BG won't be seeing numbers as high as a DPS might, but that doesn't mean that BGs can't do high effective damage. The BG is a unique tank in that it has access to a spammable outgoing heal debuff as well as a tactic which makes them unable to be detaunted. These, combined with the right gear and complementary tactics (the cookie cutter 2h build you linked in your initial reply is a good example of such a spec at RR70), allow the BG to do very worthwhile effective DPS on cloth healers. The AM, in particular, is arguably the easiest healer in the game to kill once cornered, so the threshold for effective DPS against one is already relatively low. Also, RPs can't cleanse hexes, so BGs can drop every debuff in their arsenals on them with impunity. These facts make BGs uniquely suited to a cloth healer harrier role, which is arguably the main focus of the standard BG sword and board build.

Where DPS is concerned, the combination of Soul Killer and Unstoppable Fury effectively quadrupling DPS on healers (doubled once due to reduced healing and doubled again due to the inability to halve received damage via detaunt) enable the BG to pose a sustained existential threat to cloth healers with an effectiveness that doesn't exist on any other tank in the game, and which certainly rivals the detaunted output of a dedicated DPS class.

These tools are the reason that I think Crimson Death's damage may eventually need to be looked at down the road, since abilities with higher base damage only exacerbate the BG's already formidable (in my opinion) damage dealing potential. The only reason that I don't believe this to be a pressing issue is because I don't think the gear is there yet to be able to kill AMs and RPs at will. Perhaps the existence of DPS-leaning scenario sets do allow for this possibility, but since I've not seen BGs with such power here, I'm inclined to think such a setup isn't presently possible.

Finally, I concede that such a build is likely to result in a BG with compromised defenses. But, considering the likelihood that a typical WE is yet squishier than such a hypothetical BG, and that no other class that I can think of would be able to bring such a powerful outgoing heal debuff to the table, this BG could feasibly have a place in a successful premade as a combination offtank and supporting/utility DPS. Especially given Order's tendency to bring RP + WP in premades because of their synergy, the BG's outgoing heal debuff is invaluable for dealing with the RP element.
TenTonHammer wrote:Now how does a BG fit into a 1-3-2 rdps grp which has classes like Shammy and sorc for whom chosen resist debuff or BO iniative steal + WAAAGH! is better?
It depends on what you're looking for, here. Sure, the BO can steal initiative when it gets lucky, and it has more direct synergy with its abilities, but you're not giving the BG enough credit here. Soul Killer's outgoing heal debuff effectively doubles all damage on targets being healed by an afflicted healer. No tank in the game can pressure healers as effectively as a BG. This is just a fact. What people don't seem to realize is that it's also very possible for a BG to do good damage while applying this pressure. Crimson Death's high delve allows such a hypothetical BG to do relatively high damage to a taunted cloth healer with no downside other than the initial tradeoff of choosing to run a 2h over a sword and board, and the 10% incoming crit chance debuff synergizes just as well with allied DPS as would the BO's initiative steal, but with higher consistency.

As for the Chosen's resist aura and how it synergizes with a 1-3-2 RDPS group, I freely concede that a BG can't offer anything quite as useful as that, besides the heal debuff. Clearly a 1-3-2 RDPS group would not be an ideal place for a BG to be, but a 2h BG built to do damage and pressure healers would be right at home in a melee train. Just because you can think of a group where a DPS-oriented BG wouldn't be welcome doesn't mean that a welcoming group doesn't exist in the first place.

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Bringing my post back on-topic, I cite my earlier argument with respect to the viability of DPS BGs as a reason to eventually consider lowering Crimson Death's base damage a little, and I still think that its debuff duration should be extended in order to increase its uptime and utility. 2h tanks are still tanks, and as such they need to be able to bring some utility to an organized group beyond Guard, and this is one area in which the BG can be tweaked to accomplish this.

P.S. Sorry for the wall of text. Hopefully I didn't stray too far from the matter at hand while attemping to contribute something meaningful to the dialogue.
Topoheals R40/RR4x AM, Mashing Buttons R40/RR4x WP, Spamming Heals R3x/RR3x RP

Topocurse R40/RR83 Chosen, Topoblades R40/RR7x WE, Toposkull R40/RR6x Zealot <Ere We Go>

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Annaise16
Posts: 341

Re: Crimson Death (duration)

Post#22 » Mon Jun 06, 2016 7:28 am

I have noticed that people are saying that BGs (and other tanks) are giving up defence by equipping a 2H. What these posters are failing to note is that the BG (and other tanks) are gaining dps in the form of extra AA damage and extra ability damage by going 2H. BG is gaining even more dps than some of the other tanks from this trade when speccing for crimson Death because this becomes their hardest hitting ability.

The real trade-off when assessing the worth of going s/b and 2H is between a knockdown and an aoe crit increaser. The trade-off between s/b defence and 2H damage is a fair one and shouldn't really be part of the conversation.
Last edited by Annaise16 on Mon Jun 06, 2016 8:08 am, edited 1 time in total.

Annaise16
Posts: 341

Re: Crimson Death (duration)

Post#23 » Mon Jun 06, 2016 7:49 am

Is the Crimson Death debuff cleansable?

7rere7
Posts: 166

Re: Crimson Death (duration)

Post#24 » Mon Jun 06, 2016 8:34 am

Yes Crimson death + 10% critt chance for 10 seconds .
Change" Monstrous Ruin " tatic to :Blackguard Hatred will be added to every main damage ability .
Any Blackguard ever actually uses Monstrous Ruin ? Doubt it.

Example : say Choking Fury does 423 damage Blackguard has 100 Hate ,Choking Fury now does 523 damage.

Sorta like the Ironbreaker tatic "Overprotective" but much better .
Last edited by 7rere7 on Mon Jun 06, 2016 9:24 am, edited 1 time in total.

Jail
Posts: 376

Re: Crimson Death (duration)

Post#25 » Mon Jun 06, 2016 8:49 am

Yes, 10 seconds would be fair. If look at order for example, they got buffs which is up pretty much all the time, if not all the time.

Dirty tricks.
EA.
LS.

So yes, 10 seconds would be fair IMHO.

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Azarael
Posts: 5332

Re: Crimson Death (duration)

Post#26 » Mon Jun 06, 2016 9:30 am

Annaise16 wrote:Is the Crimson Death debuff cleansable?
Crimson Death is Damaging and is not cleansable.

For comparison, Dirty Tricks is not shatterable and Encouraged Aim, due to its nature, cannot be cleansed.

Tiggo
Former Staff
Posts: 1948

Re: Crimson Death (duration)

Post#27 » Mon Jun 06, 2016 9:37 am

I never played BO but in general: I think all buffs/debuffs/cc have become to short to the end of the gamecycle of AOR. 3s, 5s is NOTHING considering global cooldown, server lag/latency etc.

So my personal opinion: Whenever there is a decision to prolong said above im all for it ;)
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

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Kazekiri
Posts: 100

Re: Crimson Death (duration)

Post#28 » Mon Jun 06, 2016 9:43 am

I dunno if I need to post again, but I agree on this of course.
The tradeoff made with 2 hander over snb deserve more than a 5 duration 14 tree skill point requiring 2 hander. For me Crimson needs to last 10 sec to be viable and remaining to his current CD. Plus order side can perma maintain that 10% crit (even better, it's for full grp).
Plus about diversity, making 2 hander more useful is a plus.
The thing I dunno is about making Crimson undefendable, as mentioned earlier...

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noisestorm
Posts: 1727

Re: Crimson Death (duration)

Post#29 » Mon Jun 06, 2016 9:56 am

Jail wrote:Yes, 10 seconds would be fair. If look at order for example, they got buffs which is up pretty much all the time, if not all the time.

Dirty tricks.
EA.
LS.

So yes, 10 seconds would be fair IMHO.

Again i personally can just say Yes to it IF it gets a higher cooldown. As Gungnir already nicely has shown you have to properly consider the capababilities of the BG. Having a higher uptime on the Crit just further increases the AA and other damage of the BG significantly. One should not underestimate the pressure of a BG, especially if we hit higher stages of Gear and RR.

Also you guys who always point towards Kotbs skills like DT and EA seem to blatantly ignore the fact that destro DPS themselves have easier access to bonus crit or extra damage compared to order ones. Be it 20% for marauder (the 10% debuff on the mara himself is ridiculious and not even worth being mentioned), 15% for WE (stackable yes, but nonetheless relatively high uptime), 50% WE morale or the 10% extra dmg from Sorc (which makes extra crit also a lot more valuable for overall damage).

Bretin
Posts: 929

Re: Crimson Death (duration)

Post#30 » Mon Jun 06, 2016 10:06 am

well i don't have much arguments against the buff besides the one that the BG in general is too weak when compared to BO/CH. Not only his 2h potential has to be buffed if you want to make him viable for group play.

The suggested change is more likely a quality of life change hence why it's fine for me. You can still parry/block CD so unlike EA it still has a small drawback since its uptime is not a guaranteed 100%.

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