Re: Why Beastlord for DoK have parry striketrough?
Posted: Mon Oct 02, 2017 10:20 pm
wargrimnir wrote:...or wait til the melee changes it was intended to fit.
Warhammer Online
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=23138
wargrimnir wrote:...or wait til the melee changes it was intended to fit.
Oh no, I hope these melee changes aren't coming out soon? I honestly feel the only thing grace really needs right now is better itemisation, other than a snare removal tool of course, but that's just my opinion. At any rate, what changes can we expect? A willpower to strength conversion?wargrimnir wrote:Not that it matters much, but we're not making changes to Dok/WP Beastlord. Find a way to use it, or don't, or wait til the melee changes it was intended to fit.
Exqueeze me, Fenrol, but I do not pad my numbers with self heals! About 83+1/3% of that healing I did that night against rocks was to the group. Like Lee said, I was pretty much solo healing while Grunk was doing his utility stuff, and it was more than enough to keep everyone alive until, of course, they focused down Nerd while the tanks were separated.Manatikik wrote:Arena wrote:2011 year - my premade wins 100% scenarios, even against 2 premades.Leecifer wrote:In my experience, a 2 - 2 - 2 premade will almost always beat out any non trinity group. Unless there is a large disparity in either teamwork or gear.
We had: 2 mele doks, 2 mdd choosens, 1 mdd BG, 1 heal dok. That 3rd dok was since we start, that was in 2010, there was diffirent heal from damage mechanic back there, doks could heal in melee only for 10 feet around them, that why we use 3rd dok as healer - so he can stay with us all the time, and also heal if someone is left behind. It was hard, but when i teach and lead all of them we newer loose again. Our premade broke up in 2 months after 100rr patch was released and most of them leave the game. I stay and played in another friends group with unchanged build.
I agreed that 2+2+2 premades are easy to collect and effective, mostly because of that it almost always put together by everyone - easy to collect. Custom premades always stronger, but they usually harder to collect and lern to play.
I too like to use anecdotal evidence from six years ago to back up my arguments.
On a serious note though running melee healers is a liability because to be in position they have to be out of position for their role. No amount of pure healing numbers makes up for the fact that a rp/zealot in the back would be adding more to your group with safe heals, not eating a guard, not healing themselves to pad numbers, and a 6 second range stagger on an enemy healer.
As long as there are melee healers standing in the backline, you can be sure we're not quite done yet. Issue is that any meaningful changes will come once we're able to change the components within the client to make them behave as intended without having to resort to code trickery and obfuscation buried in patchnotes.Niakahn wrote:Oh no, I hope these melee changes aren't coming out soon? I honestly feel the only thing grace really needs right now is better itemisation, other than a snare removal tool of course, but that's just my opinion. At any rate, what changes can we expect? A willpower to strength conversion?wargrimnir wrote:Not that it matters much, but we're not making changes to Dok/WP Beastlord. Find a way to use it, or don't, or wait til the melee changes it was intended to fit.
Oh no, I'm not saying that they're ready to compete with the top guilds on the server at the present moment. By no means! I'm just saying I personally feel like the problem inherently lies with the itemisation. That, and a snare removal. But I'm probably missing something, here. After all, I 'm not as knowledgeableon the competitive side of the game as you are.peterthepan3 wrote:With all due respect (you do melee heal very well), against a group like Legion of Boom's Mara/Choppa comp, melee heal is completely neutered.
Ahh, ok. Thanks for the response.wargrimnir wrote:As long as there are melee healers standing in the backline, you can be sure we're not quite done yet. Issue is that any meaningful changes will come once we're able to change the components within the client to make them behave as intended without having to resort to code trickery and obfuscation buried in patchnotes.Niakahn wrote:Oh no, I hope these melee changes aren't coming out soon? I honestly feel the only thing grace really needs right now is better itemisation, other than a snare removal tool of course, but that's just my opinion. At any rate, what changes can we expect? A willpower to strength conversion?wargrimnir wrote:Not that it matters much, but we're not making changes to Dok/WP Beastlord. Find a way to use it, or don't, or wait til the melee changes it was intended to fit.
This a million times this. I think I posted this actually back on like page 3. But there is no sense changing a set that was designed for a different playstyle that was removed (but will be brought back) only to change the set again when it is brought back.wargrimnir wrote:Not that it matters much, but we're not making changes to Dok/WP Beastlord. Find a way to use it, or don't, or wait til the melee changes it was intended to fit.
While you gonna change one build you may break down another. As i understand you want to make DoK healers using 1st tree stay in front and strike enemy sometimes. That's okay. But why do you need to destroy those DoKs, who heal their party by making damade only, without spells? I quit the game after those Azarael's experimental changes, because there is no point to play healer class who can only damage or only heal. DoK doesn't have anything else, so not letting him heal his party like it can now and make enough damage to kill at the same time is destroy this class purpose. DoK will newer be a clear damager, and those changes gonna make him one build cripple class. I already show how DoK can heal in front line, so dont break this working build to change another one.wargrimnir wrote: As long as there are melee healers standing in the backline, you can be sure we're not quite done yet. Issue is that any meaningful changes will come once we're able to change the components within the client to make them behave as intended without having to resort to code trickery and obfuscation buried in patchnotes.
Out of interest, how those changes will affect dok specced as mdps with lifetaps?wargrimnir wrote:Not that it matters much, but we're not making changes to Dok/WP Beastlord. Find a way to use it, or don't, or wait til the melee changes it was intended to fit.
I don't want to speak for him because I obviously have no idea what he or the staff as a whole have in mind - but I'd say it would be a solution to allow doks to still backline heal (not quite as they do now) but still not be full melee, but also raise the skill ceiling and effectiveness of those who want to be more melee life tap/centric focused.Zxul wrote:Out of interest, how those changes will affect dok specced as mdps with lifetaps?wargrimnir wrote:Not that it matters much, but we're not making changes to Dok/WP Beastlord. Find a way to use it, or don't, or wait til the melee changes it was intended to fit.