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Thread: Eradicate (MM) Needs a CD added!

  1. #31
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    Quote Originally Posted by SetisDagre View Post
    It just needs the standard offensive purge cooldown of 5s per buff removed (thus 10s). Every other offensive purge in the game works this way.
    No other offensive purge needs 44 points spent.

    Put it at 10 and give it the standard cd like other classes. Then you'll see crying!

    All of a sudden rogues become on a par with other classes and cant be ignored and all those who thought they facerolled because of skill are whining.
    Last edited by Auchter; 05-10-2011 at 03:16 PM.

  2. #32
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    give it a 10 second cooldown but gives the marksman 20% damage on their next finisher when they strip 2 buffs.


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  3. #33
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    Quote Originally Posted by Apoth View Post
    gah you're right. ok replace GOS with Fulminate.
    Fulminate also requires 100 Charges and has a 45 second cooldown.

    I can see how it can be comparable to an ability that is cheap and has no cooldown.. oh wait..
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  4. #34
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    Quote Originally Posted by Brad1959 View Post
    A Chloromancer can't heal without LGV. How do you learn to play through that?
    You mean killing some rogues might actually require teamwork now?
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  5. #35
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    Quote Originally Posted by bitnine View Post
    Interesting. Do you feel the same way about CC? At the moment, many forms of CC are cutthroat forms of effectiveness mitigation that require specific abilities or strategies on the part of the defender to counteract. Of course, the CC DR has dampened this somewhat, though it has raised complaints as well. Which is part of what I'm wondering, if you feel the CC DR was a step in the right direction or even needs to go further.
    I feel that the global CC DR was a step in the correct direction, but not necessarily the whole solution. My concern with how long it was at first (30 seconds of total immunity) and even how long it is now (24 seconds of total immunity) is that it will likely make some souls abnormally stronger depending on the setting. If I was the one making the design decision, I would have started with 15 seconds and see how well that worked. Also, I like the Break Free change: blowing a 2 minute (or 1:30 minute) CD just to get immediately controlled again is not really fun at all.

    Tactically, I think teams should work together to CC help targets (Warriors with deep Vindicator, Healers of all kinds) when it is time to perform a kill. For me, such a fast and deadly assertion of teamwork is really the epitome of tactical PvP in an MMORPG. Even more fun is when the other team is equally skilled and capable of countering this to some extent and you can really have yourself an enjoyable brawl.
    Last edited by Wulfhunter; 05-10-2011 at 03:32 PM.

  6. #36
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    Quote Originally Posted by Sorovos View Post
    Fulminate also requires 100 Charges and has a 45 second cooldown.

    I can see how it can be comparable to an ability that is cheap and has no cooldown.. oh wait..
    Of course, Fulminate is also capable of one shotting people. I know you were in the middle of editing that in, just helping out.

  7. #37
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    Quote Originally Posted by Chancellor Gowron View Post
    You mean killing some rogues might actually require teamwork now?
    Think about it this way ... lets say they give a class a cheap spammable disarm, and lets also say you have a 15 second cooldown to rearm yourself ... how would you feel? How would you learn to use teamwork to compensate? That it what it is like for a Chloromancer right now.

    LGV defines the soul, it allows us to heal our party, and it has a 15 second cooldown.


    Quote Originally Posted by Wulfhunter View Post
    I feel that the global CC DR was a step in the correct direction, but not necessarily the whole solution. My concern with how long it was at first (30 seconds of total immunity) and even how long it is now (24 seconds of total immunity) is that it will likely make some souls abnormally stronger depending on the setting. If I was the one making the design decision, I would have started with 15 seconds and see how well that worked. Also, I like the Break Free change: blowing a 2 minute (or 1:30 minute) CD just to get immediately controlled again is not really fun at all.

    Tactically, I think teams should work together to CC help targets (Warriors with deep Vindicator, Healers of all kinds) when it is time to perform a kill. For me, such a fast and deadly assertion of teamwork is really the epitome of tactical PvP in an MMORPG. Even more fun is when the other team is equally skilled and capable of countering this to some extent and you can really have yourself an enjoyable brawl.
    I too think 24 seconds is too long. It makes some souls worthless, and makes others almost unstoppable. I thought they should have set it at 15-18 seconds.
    Last edited by Brad1959; 05-10-2011 at 03:37 PM.
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  8. #38
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    Quote Originally Posted by Sorovos View Post
    Fulminate also requires 100 Charges and has a 45 second cooldown.

    AND CAN NEARLY ONE SHOT PEOPLE.

    added the bolded underline and capitalized part, because you seemed to miss that part about the ability. where as the Marksman 44 point ability gets rid of buffs only.
    Last edited by Apoth; 05-10-2011 at 03:35 PM.

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  9. #39
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    Wow this needs to be hotfixed within the hour.

  10. #40
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    Quote Originally Posted by Apoth View Post
    added the bolded underline and capitalized part, because you seemed to miss that part about the ability. where as the Marksman 44 point ability gets rid of buffs only.
    Oh i know full well a Fulminate can one shot a person.. But that still doesn't make every single healer in the game other then Sent not viable in pvp, as well as a few other specs.

    Eradicate does...
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  11. #41
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    Quote Originally Posted by Apoth View Post
    give it a 10 second cooldown but gives the marksman 20% damage on their next finisher when they strip 2 buffs.

    10% per buff stripped (so stripping a buffless target does nothing) and perhaps you're talking.

  12. #42
    Rift Disciple terrorshard's Avatar
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    This just makes Chloro and anything mixed with warlock unplayable. So it pretty much only leaves pyro for mages.

    Not sure how bad this will hurt clerics but this ability seems game breaking.

  13. #43
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    Seriously? Have you ever played wow? Did you ever see a shaman play? It was NEVER OP. The only thing trion has to do it make some buffs undispellable, AND BE VERY CAREFUL with which they choose. Hots should be dispellable, and has always been that.

    Right now after the patch, no buff is probably undispellable which makes it OP. Yes, but stop whining about a CD.
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  14. #44
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    Quote Originally Posted by Holmen View Post
    Seriously? Have you ever played wow? Did you ever see a shaman play? It was NEVER OP. The only thing trion has to do it make some buffs undispellable, AND BE VERY CAREFUL with which they choose. Hots should be dispellable, and has always been that.

    Right now after the patch, no buff is probably undispellable which makes it OP. Yes, but stop whining about a CD.
    Well, one or the other needs to be done. I'd rather the first option.
    Red ball + fulminate + really craptacular dom/pyro spec trying to hard cast transmog and pray your spell lands before some squirrel punching moron eats your controlled opp proc = +1 board warrior keeping mages from being realistically balanced in PVE or PVP. 1.0-1.2's best combo in the game. RIP FOTM Pyro rollers

  15. #45
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    Eradicate with no cooldown is clearly misguided, and the addition of multiple new purge abilities in one patch without considering the consequences is also clearly misguided. I get that MM needed help, but it's as if Trion designed the skill in a vacuum with zero consideration of how it would effect other souls. Throw in the other new dispels and 1.2 becomes a gigantic backhanded pvp nerf for chloro, justicar, warden, and more...a MM can now reduce these souls to nothing in a few gcds, with the other new purge abilities piling on these souls as well. The sad thing is I don't think these de facto nerfs were intended, Trion just failed to properly think through the implications of these changes.

    A good first step: 5s cooldown on Eradicate, make core class mechanic buffs(cavalier, LGV, etc.) undispellable.
    Last edited by narcotico; 05-10-2011 at 04:21 PM.

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