


I am not sure about your idea about "provoke" though. I highly doubt that it would be even possible and if it is, the very low viewing range in Iris can allow people to simply run away and remove their "target lock" on you, unless of course you are talking about losing control of their characters e.g. normal attack u the entire duration of said skill, which is imbalanced.
would be great, current knight and guardian skills are useless for pvp, but the admins can't do much since this is a private server
Sorry we have had a lot on the last days so haven't had a chance to read the forum much. Thanks for this post, I will certainly read it properly (when less tired) and comment.
We can change the skills and will if it's needed. We tried to stay away from *changing* the mechanics of the skills in the past since it usually just introduces a domino effect and you end up having to change everything and then everyone else, but changing amounts and small mechanic changes is fine.
2) focus on damage absorption, as defense isn't of help again ignore defense attacks.
HOWEVER, this is most likely overpowered.
Please comment![/b][/i]
Actually damage absorb does equate to damage dealt meaning be it ignore defence skills or normal skilled attacks it 'absorbs' damage.
Hope that clears up one of your question
First and foremost, their tanking capabilities.
1) Provoke/Circumventing Provoke/Aggravating Strike. These are essential for any PvE tank, however, I offer an unusual option to make them useful in PvP.
[strike]I DO NOT know IF this is possible to do, but:
Make those skills, when cast upon an enemy player, lock their target on the caster.
Meaning, if you cast this on a player, his aim locks down on the caster, and the target is UNABLE to switch targets on will until the debuff expires or the caster dies. This would essentially make them "PvP tanks" and vastly buff their role in team play.[/strike]
Provoke, Aggravating Strike, Circumventing Provoke have a separate debuff which silences the target for accordingly 1/2/3/4s, 1/2s, 2/3s.
2) Threat Ascension/Challenging Roar.
The problem with this skill is that it's impossible to tell HOW MUCH aggro it generates. But if it's not adjusted to this server, I'd suggest a roughly 5x increase in threat generation.
Threat Ascension 2 gives aggro to the equivalent of 18570 damage at max rank (2) and was already increased before.
3) Swayed Attention.
+10~18% threat generation? Seriously? Make it around 60~100% increase, at the least.
Swayed Attention 2 increased to 50% at Rank 1 and 80% Rank 2.
4) Shield Bash/Rotating Shield Bash/Shield Throw.
3x should be 5x.
Also, Rotating Shield Bash should hit 1\2\3\4\5 targets around the caster, depending on level. It's "Rotating", no?
Rotating Shield Bash was changed in the last update to affect 5 targets.
Next part is buffs.
1) Safeguard.
Make it raise P.Def by 350\700\1000\1500\2000\2500 depending on level.
Safeguard 2: +2/4/5% Phys. Damage Absorption.
2) Fortitude/Increased Endurance.
Fortitude: +500\000\1500 HP.
Increased Vitality: +30\60\90\120\150\180 Stamina (1 Stamina = 7 HP.), +2/3/5/7/8/10% Magic Damage Absorption.
3) Protective Posture.
[strike]Same as Safeguard, +300\600\1000\1400\1700\2000 P.Def.[/strike]
+1/2/3/4/5/6% All Damage Absorption. (A good reason to stay close to the defender.)
4) Final Protection.
[strike]+1500/3000/4500/6000/7500/9000 Def. (It's Final Protection after all, so it should be powerful.)[/strike]
+5000/10000/15000/20000/25000/30000 All Defense Power, -90% Heal Amount Received for 30 sec. (It should be REALLY powerful, but I decided to also add a fitting debuff.)
5) Devine\Solidified Protection. (Guardian-specific.)
Devine Protection: +10\20% Aggro, 1000\1500 HP.
Solidified Protection: +1000\1250\1500 HP, [strike]+20/30/40 HP Recovery[/strike] +2/4/5% Magic Damage Absorption.
6) Inspired Defense. (Knight-specific.)
+1000/2000/3000 All Defense Power, +1/2/3% All Damage Absorption.
7) Shielded Support/Increased Vitality.
Shielded Support: +1000\1500\2000 P.Def, +30\60\100 P.Prot., +2/4/5% Phys. Damage Absorption.
Increased Vitality: +300/600/1000 HP, +30\60\100 M.Prot., +2/4/5% Magic Damage Absorption.
8) Shield Expert.
+300\650\1000 P.Def (I)
+400\800\1300 P.Def (II)
Changed
9) Shield Training.
+500/1000/1500 All Defense Power.
Changed
10) Protective Armor/Barrier.
Protective Armor: +20\30% Physical Damage Reflection for 10 sec.
Barrier: +20/30% Magic Damage Reflection for 10 sec.
11) Inspired Heavy Armor.
+30\60\100 P.Hit (I)
+40\75\125 P.Hit (II)
12) Strengthened Heavy Armor.
+100\250\400 HP (I)
+150\300\500 HP (II)
13) Stats-enhacing passive abilities.
+20\40\60 of the respective stat.
Now we're moving onto debuffing and damage dealing capabilities.
1) Deviated Crash.
Slight buff to the critrate: +300\400 Crit Rate.
2) Armor Destruction/Shield Bash.
Armor Destruction: -800\1700\2250\3500\4250\5000 P. Def for 10 sec.
Shield Bash: -50\100\150\200\250\300 P. Eva for 10 sec. Briefly (0.1s) stuns the target, interrupting any casting/movement done at the moment.
3) Shield Throw.
Cooldown reduced to 5 seconds so it's easier to reach their targets.
Changed
4) Mighty Blow/Blood Echo.
Raise the chance to proc to 40% from ~20% as it is now. Reduce the duration to 15 sec.
Blood Echo: +20% Life Absorption.
5) Torrent Slash/Wind Cleave.
Torrent Slash: -100\150\200\250\300\350\400 P.Eva for 10 sec.
Wind Cleave: -5/7/10/12/13/15% Atk. Speed for 10 sec.
6) Incisive Blow.
[strike]-15\45\90\135\180 All Crit. Rate for 10 sec.[/strike]
-10/20/30/40/50% Heal Amount Received for 5 sec. Cooldown increased to 12 sec.
7) Shield Slam/Skilled Destruction.
Cooldown reduced to 16 seconds, Shield Slam' stun duration increased to 3 sec. to match Skilled Destruction.
8) Charge.
Decrease the cooldown to 25 sec. Increase the immobilization by 1 more second.
9) Colossal Slash/Onslaught.
Instead of reducing Atk, make it Immobilize the target for 1\1.5\2\2.5\3 sec. Increase the cooldown to 8 sec.
"Why? It's OP with such a low cooldown!", you might say. True, but don't forget that the main role of the Knight/Guardian is totank. By having a slowdown and an immobilize skill, the Knight/Guardian effectively turns into a PvP tank which can actually force enemies to fight him just because they can't reach anyone else.
10) Void Strike/Savage Wounds.
Void Strike: +1000 P.Crit on this strike, -50% P.Eva and M.Eva for 5s. Increase the CD to 15s.
Savage Wounds: -500 HP/s, -50% Movement Speed for 5s. Increase the CD to 15s.
Cooldown increased because of the Colossal Slash/Onslaught's easy immobilization. If it is not added, leave the cooldown as it is.
11) Force Control/Falcon Slash.
Force Control's dispel efficiency raised to 10. Cooldown increased to 12 sec.
Force Control knocks the target back and briefly (2s) cuts it's movement speed by 70%.
Falcon Slash: -15\20% All Attack Power for 10 sec. Cooldown increased to 12 sec.
Both skills are also frontal AOE (up to 3 targets).
12) Encumbrance.
-30\40% All Attack Power for 30 sec. (Too long? That's what healers are for.)
That's it.
Of course, I do not force anyone to implement it, nor do I suggest that all of these changes should be included in a later update. This thread is to merely give admins something to start off with balancing the classes. Feel free to implement these selectively, or not at all.
Constructive criticism is greatly appreciated.
Thanks for listening.
EDIT: After more thinking, I decided to split Knights/Guardians even more. Knights are generally Physical tanks, while Guardians are more Magic-oriented.
I made some of these changes, just the minor ones for now since I need to test the others properly first and that takes time which I don't have at the moment. I need to make sure any changes only affect the Knight and Guardian since some skills are shared with the other heavy classes, Glad, Zerk etc.
can you update the mail set pants. on lady galadriel too +5% agility ? thanks
now i'm totally making a knight
good changes, but i would sugest to do more changes and test these things before launching a patch
fistand sugestions are great in my opinion
I made some of these changes, just the minor ones for now since I need to test the others properly first and that takes time which I don't have at the moment. I need to make sure any changes only affect the Knight and Guardian since some skills are shared with the other heavy classes, Glad, Zerk etc.
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