http://rift.sig.magelo.com/2057041.png
"Cerium, glowers at you dubiously -- looks like he would wipe the floor with you!"
Traps - in pve they will almost always be useless no matter how they are revamped. Traps are a pvp tool. To make them effective, they need to a 3/3 ability or 5/5 ability: Increase the number of traps that can be active by 1/2/3/4/5. This would allow for a total of 4 to 6 traps being able to be placed to protect a flag, or safe retreating path for the saboteur.
1: ember charge; does 50 fire damage + 50 fire damage for every charge on the target when detonate is triggered, 6 second cooldown
2: armor debuff charge; does 50 damage, makes you next detonate ignore 15% of targets armor, 6 second cooldown
3: bleeding charge; does 50 damage over time for every charge on the target when detonate is triggered 6 second cooldown.
4: AOE charge; does 50 damage and causes your detonate to effect up to 5 targets within 10 yards of your target, 6 second cooldown
5: blast charge; does 50 damage
BOOM!
6: Detonate: does 200 damage and explodes all of your charges; also resets all of your charge cooldowns
All traps can be thrown 30 yards
detonated charges can now proc poisons/enchants for 50% of the normal damage of the poison/enchant proc
new skill, Explosive Retreat: you drop a big ol' bomb on the ground and blast yourself 20 yards back, and any enemies in range of the bomb are blasted into the air, 1 minute cooldown.
Its funny sometimes when I read these suggestion thread, and think to myself. Are most of you aware if 95% of what's taken and implemented from these suggestions would require massive amounts of code rewriting and bug testing, in reality, these coders at TRION realistically would make the least amount of code change to accomplish a greater effect than tie up man power resource that essentially rebuilds the class from the ground up.
This is why I could not see myself suggesting sweeping suggestions, as it's not realistic from a man power, and business perspective, and would end up being nothing more than patch work to address issues brought up by the paying subscribers. I'm not gonna get my hopes up and just be satisfied with what actually works rather than fill myself with unrealistic expectations on huge changes by the employees of TRION.
http://static.rifthead.com/rifthead/...s/3-Gunzip.png- Competitive PvP DPS. You should fear seeing a Rogue the same way you see a Warrior. Of equal Prestige Rank, the two should be capable of providing a similar amount of PvP threat.
Speaking for myself, yes I do. Unfortunately Sab has so many issues (insufficient damage, poor scaling, useless charges, mind numbing rotation, little reason to cast bombs, almost no reason to use traps, little synergy for other souls to sub Sab and required souls for "main" Sab to sub with) that I think it's going to take a lot to get it back on the right track. Just increasing the damage would leave a good number of people disappointed and still requesting Quality of Life fixes. That's why I was glad to see that it was being slated for 1.8 as opposed to hot fixed in like the Justicar changes. I'd rather see them take their time on this one.
Then there's always the point of view that even if they don't take a full suite of change suggestion (either due to resource requirements or the idea just not working out as hoped), you might have one idea, or two if you're lucky, that might get worked in and help the long term goal.
Telarans on class balance: Rock is overpowered. Paper is fine. - Scissors
I'm certain the changes slated for patch 1.8 will not be far sweeping, but rather numerical changes plugged in that will boost existing abilities to raise its raw performance, don't expect a full code rewrite on this particular soul. We have marksman & blood stalker as our competitive melee/range setups. I'm quite certain the developers are pleased we have at least two viable options required for raiding. And let's not forget we have even more options for pvp, so this quest to fix every single soul in the rogue calling is nothing more than wishful thinking and being totally disconnected from reality.
But don't let me dissuade the everyday theory crafters, I realize it's a facet of this genre that is widely enjoyed by the community.
http://static.rifthead.com/rifthead/...s/3-Gunzip.png- Competitive PvP DPS. You should fear seeing a Rogue the same way you see a Warrior. Of equal Prestige Rank, the two should be capable of providing a similar amount of PvP threat.
After Ailion said no overhaul I stopped posting suggestions. Sab is really broken and honestly I'm not sure what would take more time: An overhaul or "fixing" Sab. Fixing Sab requires fixing everything about the soul. From charges, to bombs, to traps. There is nothing that the Sab has right now that is good short of incriminate. Hell, the crystal is even bad for Sab.
So my suggestions can only be:
Make ALL charges AoE, make traps go on the target and have them spring 1 second later. Raise damage for all charges, and really... Just going to have to edit some charges. Caltrops, ember, concussion.
Also, have 1 charge refresh the "stack" for charges (1 spike refreshes a previous 5 charge spike bleed).
Other than those suggestions to just "raise damage", I can't see how they could possibly fix Sabs so I'm just going to wait and see.
And no, I don't expect to be amazed at all.
I'd like to see bard healing from Cadence and Coda of Restoration increased from 5 party/raid members to 10, similar to the cleric's DoL and chrolo's Lifegiving Veil.
Last edited by Juxtaposed; 02-09-2012 at 09:45 PM.
agreed, i recently hit 50 with my rogue and during invasions i cant hold threat off dps classes without taunting. i would like to see +threat modified by endurance (like surge, sinister intent, and agressive guardian that warriors have) added to the improved guardian phase talent.
You could use this basic idea (which everyone wants) by removing the Bardic Inspiration talent that extends motifs and just make them 30 seconds, moving deafening music (which increases Coda dmg) to the first row of the tree and then replacing it's spot with a skill like:
Bardic Medicine(5ranks) - Bardic Medicine Increases the number of raid/party members your Cadence and Coda of Restoration can heal by 1/2/3/4/5.
This removes a skill that should just be built into the skills and replaces it with something that can allow more synergy for varying bard builds by alowing a non 51 bard to choose if they want the added healing, or something else.
http://rift.sig.magelo.com/2057041.png
"Cerium, glowers at you dubiously -- looks like he would wipe the floor with you!"
Riftstalker
Guardian Phase: ****increases Health by 0,6% per point spend in the Riftstalker Tree**** (instead of Endurance, better scaling...would need to tune the modificator tho, seems a bit over the top)
Planar Switch: The Riftstalker bends the reality, pulling an enemy through the planes to his position. 30 seconds CD. 30m range.
Track Air Creatures: ...lol....seriously, no idea about that
Rift Prison (Mirror): Imprisons the Riftstalker himself within the planes. Rendering him helpless. Duration 3 seconds. Reflects all incoming damage. Cooldown 2 minutes. Only works in Guardian Phase. Stalker Phase triggers the original effect.
Physical Wellness: Increases the maximum health of party and raid members by 1000+10% of the Riftstalkers HP. Lasts 10 seconds (better timing for spike damage). Cooldown reduced to 60 Seconds.
Anihilate: Finisher. The Riftstalker deals a mighty blow with both plane attuned weapons. This hit binds the target partially to another plane, causing reduced movement speed. (or some sort of that descirption). Effect in Guardian Phase: Increases the Riftstalkers deflect by
+0,04% per point spend in Riftstalker / CP. 51 Pt RS finishing with 10 CP would mean +10% deflect.
The original effect in stalker phase remains.
-> Once the Riftstalker switches Phases every effect requiring a specific phase wears off. <- (denying PvP abuse)
Asurah - - Primal Legion - Brutwacht PvE
GP 4/4 / ÜH 4/4 / RotP 4/4 / / / GSB 5/5 / RoS 4/4 / HK 9/10
ZOMG, Rogue, Kill! ... Wait, No, they got buff!
Asurah - - Primal Legion - Brutwacht PvE
GP 4/4 / ÜH 4/4 / RotP 4/4 / / / GSB 5/5 / RoS 4/4 / HK 9/10
ZOMG, Rogue, Kill! ... Wait, No, they got buff!
Last edited by Ianto Jones; 02-10-2012 at 03:24 AM.
Exactly what im trying to point out.
The Anihilate was just a quick idea.
I always feel like wasting CP when im hitting Anihilate just because there is nothing else to do.
Mitigation-wise the RS is already in a pretty good spot. Still a bit too RNG duo to the fact that:
but in the best condition since release.Warriors have a 21.77% lead on Block Chance & 11.94% Block Amount on Rogues
Rogues have 6.56% more Doge/Parry than warriors do
Warriors have between 3,000 more health that rogues do with Dext Heavy gear.
Asurah - - Primal Legion - Brutwacht PvE
GP 4/4 / ÜH 4/4 / RotP 4/4 / / / GSB 5/5 / RoS 4/4 / HK 9/10
ZOMG, Rogue, Kill! ... Wait, No, they got buff!
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