View Full Version : Current Suggestions
Kendricke
11-09-2005, 04:26 AM
<DIV><FONT size=1><STRONG>Disclaimer: </STRONG>This is just a post of my opinions on the current state of my class. This is not by any means an attempt to convince anyone that my suggestions are "good" or "better" than other suggestions. Some of these suggestions are independantly mine after hours of testing on Guk (level 53) and Test servers (level 45), others were inspired by other members of this forum, and still others came about after in-game discussions with other priests of the Legion of the White Rose adventuring guild. I'll not be responding to any attacks in this discussion (sorry folks, another time perhaps).</FONT></DIV> <DIV><FONT size=1></FONT> </DIV> <DIV><FONT size=1></FONT> </DIV> <DIV> </DIV> <DIV>Currently at this time, I'm a level 53 Templar on Guk. I've had a chance to play with some of the changes on Test as well as a level 45 Templar. I do not wear a great deal of fabled gear, nor are many of my spells Adept III or higher. That said, I would like to comment on the following spells I'd like to see adjusted or tweaked in some way:</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV><STRONG><FONT color=#ff6600>"Sign of Debility" </FONT></STRONG> - <EM>"Lose your lust for battle, heathen, and be at peace!"</EM></DIV> <DIV> </DIV> <DIV>I can understand how this spell might seem overpowering if it were to hit entire encounters. However, I would like the spell to fire off quickly and last longer. The changes on Test are a good step, and the ability to avoid AE "splash" damage is nice. <STRIKE>What I'd really like is a very obvious spell effect change to something that SCREAMS "off limits" to my group members. </STRIKE></DIV> <DIV><STRIKE></STRIKE> </DIV> <DIV><STRIKE>When I'm fighting a group of cutthroats and I announce in group that I've "locked a cutthroat from perfoming damage"...the group has no idea who that is. All they see are a group of cutthroats...all of them able to run.</STRIKE> <FONT color=#ffff00 size=1>Effect added with patch.</FONT></DIV> <DIV> </DIV> <DIV>I'd also like to add a very small hate remover to the spell...just enough to cause a target that might have been beating on me to choose another target, perhaps. </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV><STRONG><FONT color=#ff6600>"Soothe" - </FONT></STRONG><EM>"And He spoke the words of Truth and all who heard promised no harm be upon ye."</EM></DIV> <DIV> </DIV> <DIV>Though nice, this spell needs two changes to become truly useful in my mind. </DIV> <DIV> </DIV> <DIV>For one thing, I need either a faster cast time or a longer range or both. There are times when I want to soothe an add, but it's either out of range when I try to cast, or moving quickly enough that by the time I do start casting, the target's already attacking us before I can hit it.</DIV> <DIV> </DIV> <DIV>For another thing, this spell seems underpowered in that it only affects one target. I know I'm not the only Templar that wants this spell to hit an entire encounter. </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV><FONT color=#ff6600><STRONG>"Involuntary Healer" - </STRONG></FONT><EM>"FIGHT for your Lord, that your body may heal with your renewed spirit."</EM><FONT color=#ff6600><STRONG><BR></STRONG></FONT></DIV> <DIV>I'd like to see this spell changed flat out to remove any possible proc percentage and just give a small direct heal with every attack against a target marked by this spell line. </DIV> <DIV> </DIV> <DIV>Barring any of that , the changes on Test are a step in the right direction, but not far enough for most situations. </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV><STRONG><FONT color=#ff6600>"Reproach" - </FONT></STRONG><EM>"I rebuke thee in the name of Marr. Feel now the wrath of the righteous!"</EM></DIV> <DIV> </DIV> <DIV>I'd like to see a "yaulp" effect added to this line. During the duration of this spell, the Templar's melee attack speed is boosted.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV><STRONG><FONT color=#ff6600>"Praetoreate" - </FONT></STRONG><EM>"May His grace be upon you, and His strength lie within."</EM></DIV> <DIV> </DIV> <DIV>I'd like to see a small weapon damage bonus added to this spell line. Either a slightly larger proc, or a smaller direct add-on that gives a small divine damage additional damage with every melee attack. In group situations, the Templar can directly impact group DPS by adding in this additional divine damage coupled with Mark of Kings/Reproach. In soloing situations, the Templar can increase his own damage in that way.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV><p>Message Edited by Kendricke on <span class=date_text>11-15-2005</span> <span class=time_text>09:34 AM</span>
All those suggestions seem sensible, I wouldnt complain if any of them were implemented. One other thing, Id like to see the dot damage of the warring faith line increased. Some of the comments in the necro boards indicate many classes feel their dots are underpowered and I think we're no exception. Basically, I just want our DPS increased (as pretty much everyone, even furies, agrees we should have a boost) so I can complete these solo quests without going into a boredom induced coma. If the changes you have suggested above were implemented I would consider our utility to have been sorted out as well. <div></div>
Ragamor
11-09-2005, 06:11 PM
<BR> <BLOCKQUOTE> <HR> Kendricke wrote:<BR> <DIV><FONT size=1><STRONG>Disclaimer: </STRONG>This is just a post of my opinions on the current state of my class. This is not by any means an attempt to convince anyone that my suggestions are "good" or "better" than other suggestions. Some of these suggestions are independantly mine after hours of testing on Guk (level 53) and Test servers (level 45), others were inspired by other members of this forum, and still others came about after in-game discussions with other priests of the Legion of the White Rose adventuring guild. I'll not be responding to any attacks in this discussion (sorry folks, another time perhaps).</FONT></DIV> <DIV><FONT size=1></FONT> </DIV> <DIV><FONT size=1></FONT> </DIV> <DIV> </DIV> <DIV>Currently at this time, I'm a level 53 Templar on Guk. I've had a chance to play with some of the changes on Test as well as a level 45 Templar. I do not wear a great deal of fabled gear, nor are many of my spells Adept III or higher. That said, I would like to comment on the following spells I'd like to see adjusted or tweaked in some way:</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV><STRONG><FONT color=#ff6600>"Sign of Debility" </FONT></STRONG> - <EM>"Lose your lust for battle, heathen, and be at peace!"</EM></DIV> <DIV> </DIV> <DIV>I can understand how this spell might seem overpowering if it were to hit entire encounters. However, I would like the spell to fire off quickly and last longer. The changes on Test are a good step, and the ability to avoid AE "splash" damage is nice. What I'd really like is a very obvious spell effect change to something that SCREAMS "off limits" to my group members. </DIV> <DIV> </DIV> <DIV>When I'm fighting a group of cutthroats and I announce in group that I've "locked a cutthroat from perfoming damage"...the group has no idea who that is. All they see are a group of cutthroats...all of them able to run. </DIV> <DIV> </DIV> <DIV>I'd also like to add a very small hate remover to the spell...just enough to cause a target that might have been beating on me to choose another target, perhaps. </DIV> <DIV> </DIV> <DIV> </DIV> <DIV><FONT color=#ff3333>Giving a nice visible spell effect would be perfect. Something that really shows to the group, what target is pacified. I would like to have the recast time shortened so that we are giving the option to really "lock-down" a mob if we like to do so, by refreshing the sign before it runs out. Test changes (avoiding AE damage) are very good.</FONT></DIV> <DIV> </DIV> <DIV> </DIV> <DIV><STRONG><FONT color=#ff6600>"Soothe" - </FONT></STRONG><EM>"And He spoke the words of Truth and all who heard promised no harm be upon ye."</EM></DIV> <DIV> </DIV> <DIV>Though nice, this spell needs two changes to become truly useful in my mind. </DIV> <DIV> </DIV> <DIV>For one thing, I need either a faster cast time or a longer range or both. There are times when I want to soothe an add, but it's either out of range when I try to cast, or moving quickly enough that by the time I do start casting, the target's already attacking us before I can hit it.</DIV> <DIV> </DIV> <DIV>For another thing, this spell seems underpowered in that it only affects one target. I know I'm not the only Templar that wants this spell to hit an entire encounter. </DIV> <DIV> </DIV> <DIV><FONT color=#ff6633>I love soothe and what really would be perfect is encounter soothe. If this is not possible I would like it to have it changed in following way: Two linked mobs in front of me. If I soothe one and the second is pulled the soothed one still runs to the group. I think if one of this mob is soothed it should be remain at his spawn point and NOT run to the group (at least for the Soothe duration).</FONT></DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Besides of that I think we really need some improvements in our damage. I agree that I can take out mobs without problem however it takes ages in my opinion. It is literally no fun to chain HO after HO for a long time. Probably a conc based "buff" that increases our DPS capabilities so that we can decide whether we need more dmg while for example soloing or better spend the conc on something more group oriented (like GoC) in Group situatrions.</DIV> <DIV>Cheers,</DIV> <DIV>Raga</DIV></BLOCKQUOTE> <P>Message Edited by Ragamor on <SPAN class=date_text>11-09-2005</SPAN> <SPAN class=time_text>05:12 AM</SPAN></P><p>Message Edited by Ragamor on <span class=date_text>11-09-2005</span> <span class=time_text>05:16 AM</span>
Stjarna Kvar
11-09-2005, 07:50 PM
I love the ideas Kendricke. I like the way that Final Fantasy consoles games handled these types of things, with a "zzz..." caption bubble above the head of the head of sleeping mobs. This would be a great addition to the game to show which mobs are out of play.
Formangenavn
11-09-2005, 08:03 PM
<DIV>Would be cool to have a symbol for rooted mob too. That way tank knows he can just move a bit to prevent mob from hitting him. Telling him while healing just takes too long</DIV> <DIV> </DIV> <DIV>53 Warden</DIV>
Kendricke
11-09-2005, 08:05 PM
<BR> <BLOCKQUOTE> <HR> Formangenavn wrote:<BR> <DIV>Would be cool to have a symbol for rooted mob too. That way tank knows he can just move a bit to prevent mob from hitting him. Telling him while healing just takes too long</DIV> <DIV> </DIV> <DIV>53 Warden</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Macros are your friend.</P> <P> </P>
rtoub
11-09-2005, 11:59 PM
<P>I really like these ideas, they are simple and will improve things greatly without overly impacting balance. It effects the flavor of our class, giving us lots of cool effects, which addresses the abigous fun factor everyone has been attepting to pin down.</P> <P>A modification to Reproach, maybe your suggestion as a proc effect. Would be less effective but might fit better. I really miss all the proc effects of our buffs and debuffs.</P> <P>As a side note Kendricke, don't change. You can be abrasive to some people but your heart is in the right place trying to improve our class. If people will put their egos aside they will see you really are only trying to help the class in an effective way as possible. As a member of the "Templars are fine" club I want to say fine < good < great. I think everyones goal is for Templars to be great.</P>
<P>they put an obvious spell effect.. people will hopefully learn it.</P> <P>Other nerf's and such went in also.</P> <P>Oh well.. i give up for now. ill wait the last 2 weeks on my self imposed artifcial deadline to have some type of response.. ill say more then.</P> <P> </P> <P>elder</P>
Kendricke
11-15-2005, 10:33 PM
<BR> <BLOCKQUOTE> <HR> Jida wrote:<BR> <P>they put an obvious spell effect.. people will hopefully learn it.</P> <BR> <HR> </BLOCKQUOTE><BR> <DIV>That's one off the list. Let's see what else possibly gets put in.</DIV>
bigmak20
11-15-2005, 11:05 PM
Perhaps add to these to the list -- <b>1) Fix Interrupts.</b> Mitigation should also mitigate the possibility of interrupts. This is out of control and a serious bug imo. <b>2) <Insert Spell Name Here> A short cast large direct heal on a "significant" and seperate timer from other heals</b> (maybe 11.5 seconds to match a Furies?) Templar's need a way to save a group member that draws aggro. Reactives are ineffective in that situation and our direct heals timers are too long and take too long to cast. Replace one of our very limited use "utility" spells with this new spell. <b>3) <Insert Spell Name Here> DPS DPS DPS. </b> If healing is to be relatively balanced there is zero justification for one class to be so heavily discriminated against when it comes to offense. However it's done, dmg shield, whatever. We just need DPS. But I don't buy the arguement we aren't allowed to have usable DPS in a group when other classes that can heal about the same get to keep their DPS in and out of groups. When you don't have a full group it's a significant advantage for certain classes to have DPS -and- Healing. Replace one of our very limited use "utility" spells with this new spell. <b>4) Fix Fizzles.</b> Way too many.
Kiara-
11-16-2005, 09:32 AM
<P><FONT face="Comic Sans MS" color=#cc99ff>My suggestions.</FONT></P> <P><FONT face="Comic Sans MS" color=#cc99ff>I think that adding stuff like DPS or a damage shield would not be in keeping with our class. That being said, I think there are things that can be done to us to make people happier and not overpower us.</FONT></P> <P><FONT face="Comic Sans MS" color=#cc99ff>I'd like to see the proc chances on our procing heals raised. I think they'd be far more effective and make our flavour heals more useful.</FONT></P> <P><FONT face="Comic Sans MS" color=#cc99ff>I'd like to see our stun have a shorter recast.</FONT></P> <P><FONT face="Comic Sans MS" color=#cc99ff>I'd like to see fizzles and interrupts reduced a bit (for all casters because right now it just hurts).</FONT></P> <P><FONT face="Comic Sans MS" color=#cc99ff>I'd like to see our buffs/debuffs beefed up just a bit to make them more useful.</FONT></P> <P><FONT face="Comic Sans MS" color=#cc99ff>I think all of this is in keeping with our roles as more defensive healers. It should also make most of us happier and more viable in our roles, without overpowering us again and throwing off balancing.</FONT></P>
cadrach
11-16-2005, 11:07 AM
<div></div>I posted in the other fourm but a possible bug is the fact that buying an upgrade to sign of infirmity seems to do nothing. Only going up in level helps duration of spell. At least that is what it seems. By the way, otherwise I love the way it is now working, <div></div><p>Message Edited by cadrach on <span class=date_text>11-15-2005</span> <span class=time_text>10:07 PM</span>
Timaarit
11-16-2005, 01:19 PM
Ok, lets put this one here. DPS : Triple the damage and power usage of (at least two) our dps spells. Double the casting time and multiply recast time by 2,5. This would suddenly mean that instead of 3 x DoT, HO, smite, smite - repeat, we would use them once per solo fight. Then while recasts refresh, we would be able to look for another target just like other classes. Now think what it would mean for templars soloability. Also it would bring our basic dps to basic fury level, furies still have their extra dps from utility. <div></div>
rtoub
11-18-2005, 05:59 AM
<BLOCKQUOTE> <HR> bigmak2010 wrote:<BR>Perhaps add to these to the list --<BR><BR><BR><B>1) Fix Interrupts.</B><BR><BR>Mitigation should also mitigate the possibility of interrupts. This is out of control and a serious bug imo.<BR><BR> <HR> </BLOCKQUOTE> <DIV>This is interesting. Assuming each time we are hit there is a chance of a interupt, reduced by focus skill. Maybe Mitigation should reduce it as well if it doesn't already.</DIV> <DIV> </DIV> <DIV>I have been building a solo equipment set with high int and I notice my number of interupts go up and down. At points I get interupted maybe once every other battle. Other points I get interupepted every 3 or 4 casts. So something effects it and the only change I can think of is equipment which would be random stats I didn't keep track of. </DIV> <DIV> </DIV> <DIV>This would explain why some people don't see the interupts as a problem where others find it makes the game unplayable. </DIV>
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