Awesome! Glad someone is stepping up and doing something. Not sure if you were putting those ideas together already but I'll still keep this thread going, a lot of your ideas reflect some of my less thought out ideas however. I do want to see more work or tie in with the squigs but am perfectly ok with not having anything with them as well.
There are some ideas I am not sure I agree with but don't have a thought out reason why yet. Any reason you posted that today and not brought it to conversation here? Time stamp wise I see you psoted that after thsi thread so I want to make sure im not stepping on toes.
rSH Thoughts and Ideas
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Re: rSH Thoughts and Ideas
I've always been quite happy with my rdps squigherder. Only thing on my wishlist are a ranged kd, and a direct disarm (not the squig disarm which works horrible).
Nasty - R8X Squig Herder
Mehlindy - R8X Witch Elf
Donavicenta - R8X Sorceress
Mehlindy - R8X Witch Elf
Donavicenta - R8X Sorceress
- franzjaeger
- Posts: 47
Re: rSH Thoughts and Ideas
rSH needs some tweaks and buffs but I hope the core gameplay won't change. Path of Quick Shootin' with its mobility is great fun and the only reason I play this class, I don't want to be a turret even if I like that we have that choice.
Some thoughts:
- Explodin' Arrer - This is a fun skill and one of our few AoE skills, but the damage is ****. At least the AoE dot need to be scaled up OR inherently ignore resistances (haven't done calculations on this).
- Da Waaagh Iz Strong - This is not worth the tactic slot if it doesn't include Rotten Arrer.
- Behind Ya! - I like the choice between a crit finisher and a raw damage finisher (Finish 'em Off) but if they are to be on par the "target must be facing away from you" req should be removed.
- Lacking ranged KD
- Lacking disarm not based on squig which is always dead when you need it, unreliable in its attacks and in RvR often in passive mode which means an extra action for this skill.
- Squigs need to be tougher or have more resistance to AoE attacks.
- Squig Frenzy - 3m cooldown on this near useless skill? Needs a serious buff or have its CD recued to 30s or something.
- Tastes Like Chicken - Healing needs a buff but it would be nice if this ability removed an ailment as well. We sacrifice a squig for this, we should get more than healing worth one or two DoT ticks.
- Run Away! - Add a remove snare/root to this, increase CD if necessary to compensate. Note that this also requires an alive squiq so it already has a "catch".
- Splinterin' Arrers - Either make this core to the skill itself or remove the damage debuff + give some other buff like make it affect Yer Bleedin' as well.
Some thoughts:
- Explodin' Arrer - This is a fun skill and one of our few AoE skills, but the damage is ****. At least the AoE dot need to be scaled up OR inherently ignore resistances (haven't done calculations on this).
- Da Waaagh Iz Strong - This is not worth the tactic slot if it doesn't include Rotten Arrer.
- Behind Ya! - I like the choice between a crit finisher and a raw damage finisher (Finish 'em Off) but if they are to be on par the "target must be facing away from you" req should be removed.
- Lacking ranged KD
- Lacking disarm not based on squig which is always dead when you need it, unreliable in its attacks and in RvR often in passive mode which means an extra action for this skill.
- Squigs need to be tougher or have more resistance to AoE attacks.
- Squig Frenzy - 3m cooldown on this near useless skill? Needs a serious buff or have its CD recued to 30s or something.
- Tastes Like Chicken - Healing needs a buff but it would be nice if this ability removed an ailment as well. We sacrifice a squig for this, we should get more than healing worth one or two DoT ticks.
- Run Away! - Add a remove snare/root to this, increase CD if necessary to compensate. Note that this also requires an alive squiq so it already has a "catch".
- Splinterin' Arrers - Either make this core to the skill itself or remove the damage debuff + give some other buff like make it affect Yer Bleedin' as well.
Re: rSH Thoughts and Ideas
Here is BO versionLakomasoi wrote: ↑Sun Oct 04, 2020 11:48 pm Loving these ideas, we each have our own direction so its interesting to see what peoples feelings are, its also good to see peoples experience with other classes and where rSH could fit to match or do similar effects that are already out there.
Out of curiosity, what exactly does shatter do? Im going to look it up but also want to see it here since it was brought up.
25 Action Points
5ft range
Instant cast
5s cooldown
Target must have an Enchantment
A shattering attack that removes one Enchantment from your enemy and deals 127 damage.
Re: rSH Thoughts and Ideas
There is already option for ranged aoe Shatter, but it does shatter a Blessing (so WP wounds buffs and WP/RP hots). I don't see a reason why rSH couldn't have same tactic, but shattering enchantments instead of Blessings.nocturnalguest wrote: ↑Sun Oct 04, 2020 4:20 pm With all respect, Acidic...
Ranged aoe shatter to not make it over the top?! Like, seriously?!
Re: rSH Thoughts and Ideas
I know it is not a balance change but:
Can we have some QoL improvements on SH, like having a squig that does not disappear on zone changes and such things ?
(last time i checked, squig was considered still summoned on zone change, while not actually being there)
Can we have some QoL improvements on SH, like having a squig that does not disappear on zone changes and such things ?
(last time i checked, squig was considered still summoned on zone change, while not actually being there)
Re: rSH Thoughts and Ideas
Inderectly connected to SH, can devs reasses pet's damage and usefulness. After fix (nerf) to stats used on skills and removal of toughness cap pet damage has gone down dramatically and they are now usable only for skills/tactics they bring.
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- Posts: 4
Re: rSH Thoughts and Ideas
I agreed that rSH isn't that bad. But with the rSW buffs, I think might not be a bad idea to mirror some of those to SH abilities.
For example the changes of SW skirmisher tree, powerful draw tactic, 100ft broadhead arrow and spiral fletched arrow, 3 stacked broadhead arrow and split arrow tactic.
But my concern is in addition to path of bouncin' being aoe tree, making path of quick shootin' another aoe tree will give SH 2 aoe trees.
For example the changes of SW skirmisher tree, powerful draw tactic, 100ft broadhead arrow and spiral fletched arrow, 3 stacked broadhead arrow and split arrow tactic.
But my concern is in addition to path of bouncin' being aoe tree, making path of quick shootin' another aoe tree will give SH 2 aoe trees.
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Re: rSH Thoughts and Ideas
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