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Warrior input 
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Skeleton

Joined: Sat Apr 19, 2014 8:47 pm
Posts: 10
These are just some observations I have from playing a warrior and suggestions on what could be done to improve it. Feel free to coment and ask questions if I am unclear or completely ignore me. :mrgreen:



Avenging strike

Good mash skill but the heal portion drops off at 40ish and becomes meaningless after you get nightmare. 1 life leach is so much more healing with a crappy weapon than 18 health per tick at 96 when green mobs are hitting for 260 a whack.

Perhaps a scaling increase in healing ammount or a way to increase healing through gear rather than a +1 heal/5 levels

Hemorrhage

This skill is so useless it might as well be broken. When you where polishing off the talents for warriors I saw some pretty big numbers 300 a tick and such but now I cannot get it to go much over 180. I am about 20 levels higher and my weapon ratio is about 3 times better.

Perhaps if you do not want to add damage you could reduce mobs regen/heal capabilities or something or give it a small slow or ac debuff component.

Edit: perhaps +physical mods are not working on this? Also it doesn't give any healing from life leach when I last checked despite it being physical damage... I may be mistaken it is late.

Stuns / Intrepid Might

When I use in Intrepid Might to break fear or stuns (but it seems not root) It will red out all of my abilities for the duration of the fear/stun. I can however use avenging strike or enrage (if available) to reset the global lockout but is rather annoying to do and I am sure it is not working as intended, therefor a bug.

Furious scorn

Again nearly useless, 38.4% strength reduction at 96. It was never really a viable skill unless you wanted to dump rage on a boss and compare numbers. Killing strait melee mobs is a joke on a warrior the casters are what are rather nasty. Reducing a casters strength by 38% is silly. It is mildly useful on pets and just keep the pets alive for rage generation so you can mow through other mobs.

Perhaps if it had an ac reduction, slow component, or recourse it would be more desirable.

Absorb spell

From what I have seen this game pretty much makes everybody classic bards. You figure out a good "weave" and just mash buttons in the same order to blow away your enemies (perhaps this is why it is so easy to write simple scripts for botting.) Because of global cool down, the speed in which mobs cast spells, the lack of dd vs buff animations, and the super short duration of the buff this skill might as well not be on the bar. You cannot use it before a mob is casting because it might not hit you with a spell in time it is active. You can rarely beat global cool down from mashing buttons so hard to activate it in time. It also does not absorb dot/debuff effects. You will still be envenomed if you pop it in time even though you get the message that it ate the spell and filled you with rage (it will however remove any DD component if a spell has a DD and DoT components.) It just isn't feasible to stop using abilities and wait for a mob to cast so that you can use an ability that absorbs damage when you would be doing damage and healing more than a spell could possibly do with 1 or 2 life leach.

Perhaps if this ability was reactionary (ie popped up if a mob started casting offensively not a buff or pet) and blocked debuff/dot type effects it would be good, giving it a really large rage cost and a long duration short reuse would make it usable or maybe making it a purify ability that would remove debuffs.


Envenom

This debuff is extremely overpowered because of the duration, damage, stacking, and the fact it removes your natural regeneration all at the same time. I would say that some classes this isn't really a problem but for a warrior it can be a death sentence. Triage doesn't seam to do anything when this is on you but I might be mistaken. When I run through Hate in perticular it is not uncommon for me to get 5 or 6 counters on myself pulling one mob at a time. Since absorb spell does not block it and it is a mobs proc effect I have no counter. With 6 counters ticking away at 100+ a tick in hell my only real option is to stop fighting try to meditate or continue to pull more mobs and hope my life leach can pull me through it.

Perhaps make it stack to the max of 3 (that is still really brutal while in melee) or not at all and scale the damage up in higher levels or just have it increase the timer each time a new one is applied.


Inventory

Anyway we could get a little red bag that pops up if you only have 6 or 8 empty slots remaining? Kinda like in Diablo when your gear broke.

Perhaps you could make it a option where you chose from a drop down box on how many inventory slots remaining before the warning? If you want to make it default I would suggest making it 2+X= warning where X= max amount of items dropped from any single mob including the virgin kill bonus.

Toughness

This is really annoying when the Tough Dauntless Phased mob decides to pop this ability at 26% hp and flee at 25%.

Perhaps this could be not triggered by mobs when low on health (under 40%) or it would prevent them form fleeing and they would continue to fight? Everquest Defensive abilities snared the warrior and low hp reduced character/mob agility (except warriors, berserker frenzy negated agility loss) effectively snaring the mob and greatly reducing ac.

Loot filter

Anyway you could have 2 different categories? Like I want to see all Exceptional and Elite loot but I don't want a white ever or a blue unless it is jewelry/cloak/ranged. Just a better way to define trash I do not want to pick up rather than going off the base item rather than any modifiers it has.


If my post seems inflammatory or condescending it is not my intention just my lack of tact.

Edit: Reworded a line to make it more clear.


Last edited by Hotbeef on Sat May 10, 2014 5:51 am, edited 1 time in total.



Sat May 10, 2014 4:19 am
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Skeleton

Joined: Sat Apr 19, 2014 8:47 pm
Posts: 10
A few more thoughts:

Training dummies in towns or a way to select a mob to fight that gave 0 exp/loot but would also not kill you. There was a reason I thought this was a good idea and had a purpose but I cannot think of it now :D


Sat May 10, 2014 4:36 am
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Site Admin
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Probably so you can read the tooltips. ha ! Nice post... will read again later.

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Sat May 10, 2014 4:48 am
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Skeleton

Joined: Sat Apr 19, 2014 8:47 pm
Posts: 10
The training dummy was so you could compare weapons without dying and the dps.

Another suggestion is can you remove the repeatable flag from missions until after you complete them for the first time? It is hard to see what you still need for progression on your first time through because as soon as the mission pops up it says repeatable even if you have not beat it for the first time. Just some way to see where you have left off. It is hard to keep track of all of this on my main let alone alts.


Mon May 12, 2014 3:08 pm
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Joined: Thu Jan 03, 2013 12:56 am
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Location: Crofton, Maryland
Hotbeef wrote:
The training dummy was so you could compare weapons without dying and the dps.

Another suggestion is can you remove the repeatable flag from missions until after you complete them for the first time? It is hard to see what you still need for progression on your first time through because as soon as the mission pops up it says repeatable even if you have not beat it for the first time. Just some way to see where you have left off. It is hard to keep track of all of this on my main let alone alts.

Pretty sure this is already in the game.

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Mon May 12, 2014 7:00 pm
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Skeleton

Joined: Sat Apr 19, 2014 8:47 pm
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When you put in the (REPEATABLE) tags on the missions the tag shows up before you have completed the mission once... It did for my warrior, I will check for my ranger.


Mon May 12, 2014 11:54 pm
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Orc Centurion

Joined: Sat Apr 19, 2014 11:25 pm
Posts: 28
Hotbeef wrote:
When you put in the (REPEATABLE) tags on the missions the tag shows up before you have completed the mission once... It did for my warrior, I will check for my ranger.


Yep does it for any char when you complete the pre-requisite dungeon but before you finish or even attempt the repeatable one.


Tue May 13, 2014 1:44 am
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Anuran Sentinel

Joined: Mon Aug 05, 2013 7:07 pm
Posts: 254
Could add arena as a zone for training. Be able to summon a mob with 1 million or so HPs that does no dmg with a long delay to prevent it from killing you.


Sat May 17, 2014 10:19 pm
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