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View Full Version : Troubador updates for 3 jun 06


Mastire
06-04-2006, 05:47 AM
<P>I don't play a troub but a buddy of mine does and so I am postign this to give you guys some hope that you arn't going to be totaly useless post LU 24</P> <UL> <LI>- Troubador: Singing Shot: Increased damage.</LI> <LI>- Troubador: Eli's Thunderous Hymn: Lowered reuse time to 5 seconds and increased damage.</LI> <LI>- Troubador: Performer's Talent: Grants a chance at causing reactive mental damage.</LI> <LI>- Troubador: Lullaby: Reuse set at 15 seconds.</LI> <LI>- Troubador: Shrill: Reduced power cost.</LI> <LI>- Troubador: Brilliant Blade: Removed power damage. Now reduces all spell resists on target.</LI> <LI>- Troubador: Deafening Strike: Increased power damage.</LI> <LI>- Troubador: Aria of Excitement: Procs cannot be outright resisted.</LI> <LI>- Troubador: Lore's Shuddering: Burns health in addition to power for any ability used by the target.</LI> <LI>- Troubador: Requiem of Reflection: Trigger percentages match dirge Percussion of Stone. Now non-profession spell damage is completely absorbed on a successful proc.</LI></UL>

Rampagious
06-04-2006, 08:05 AM
RoR go off as much as PoS?  I'll believe it when I see it.<div></div>

Coppun
06-04-2006, 09:43 AM
me too me too.... but if it does.  DANG  troubs might have spells to fill the conc bar other then the lame resists...<div></div>

VericSauvari
06-04-2006, 10:35 AM
<div><blockquote><hr>Coppun wrote:me too me too.... but if it does.  DANG  troubs might have spells to fill the conc bar other then the lame resists...<div></div><hr></blockquote>i can see it being triggered constantly on DoTs and the very very very rare big hit..but will we use it for raiding...we shall see</div>

Snublefot
06-04-2006, 10:37 AM
<P>Might have a use for group play, but it wouldnt fit too well in a raid setting.</P> <P>There is a few good changes there. The thunderous drum change will mess up your casting cycle, and its long cast will take away auto-attack damage, the pure dps potential of the spell will of course increase. </P> <P>The power-drain-to-damage part of defence-debuff spell aint much to write about. In practical play its maybe 100 damage total during a solo fight.</P> <P>A step in the right direction, but its still far from correcting the huge nerf to mez and charm.</P>

vinterskugge
06-04-2006, 12:46 PM
<DIV>I'm logging onto test right now to take a look at these, I'll make sure to get screenshots.</DIV>

thorvang
06-04-2006, 12:57 PM
changed spells and CAs taken from test with 443 str and 218 int:<img src="http://home.arcor.de/didjestic/06-06-03-troub.jpg">dancing blade ad3 reduces resistances by 555<p>Message Edited by thorvang on <span class=date_text>06-04-2006</span> <span class=time_text>11:03 AM</span>

Snublefot
06-04-2006, 01:20 PM
<P>The proc to Frolicking is interesting, its another of the changes proposed earlier in this forum.</P> <P>Its far from helping the casual type troub to solo tough. Problem there isnt just dps, but more the toughness of the troub. Trying the adept3/Xegonite buffed troub made me realize just how much diffrence Fabled and Master really do to your gaming experience. </P> <P>To put it bluntly, the Beta-Buffed Troub was a pure [Removed for Content]. Mez or not.</P>

vinterskugge
06-04-2006, 01:23 PM
<DIV>Not sure why they upped the power drain on Sandra's - even if it drained 4k power it'd still be useless.  And power drains being good in PVP isn't a valid argument.  I don't want the normal severs to be balanced around PVP, and they said they can give spells two different sets of effects, one for PVE  and one for PVP.</DIV>

vinterskugge
06-04-2006, 01:25 PM
The betabuffed troub would be better if they'd given us different armour to the other scouts, like some melodic and moonstone.  As it is, we got STR, STA and AGI on every piece, and not a single piece of INT gear.

Snublefot
06-04-2006, 01:39 PM
Yeah, but the diffrence to soloing double arrow from Live to Test is huge. And its not the dps thats the main diffrence, its the added toughness due to Fabled armor.

IKS_Nels
06-04-2006, 03:52 PM
<P>Great they have thrown us a little "Bone" and this is ment to make us happy with the changes coming in with LU 24!!!</P> <P>These changes should have happend a long time ago to some of our skills, and in now way make up for the changes to our CC abilitys</P> <P> </P> <P>The Main Problem is still going to be our ability to Solo Mobs anywere as efficantly as most classes, and to take the Damage the mobs deal to us "Give Us Stances like Every other Melee Class" please. the only way we used to be able to solo any  yellow Con ^ up was to have several Mez breaks inbetween combat or Charm the mob to get out health back, meaning the encounter could last up to 5 minuets. their is no way we are going to be able to do that once LU 24 comes out. </P> <P> </P> <P>As it is on live with out using Mez or charm their is a very limited chance of a Troubadour taking out a Blue Con named solo mob or higher even when deacked out with Fabled and masters! when every other Class is able to do it with their eyes Closed,  its about time this was changed!! as we are missing out on alot of game content due to us being unable to complete some of it!!</P> <P>I am feed up with seeing mages, other scouts, and fighters with higher avoidance then us by a very large margin, this is so aparant in raids were just about every mob has a small AE based melee attack, as the only class that gets consistantly hit by the Damm thing is Troubadours and Dirges, which means Raid leaders are consistantly asking me to Not melee so i dont die and cause the mages in my group to suddenly get argo. Low avoidance means I get hit far more often by the AE i only avoid  1 in every 10 AE melee based attacks were as tanks and other scouts its more like 7 in 10. </P>

LodrinSt
06-04-2006, 07:08 PM
<DIV>Daeli's better not put me into combat mode...</DIV>

Crombie
06-04-2006, 07:14 PM
Ahh so there were some I missed lol.  Didnt have the update notes to follow before. I'll try to get some before and after shots again of master versions.

Canuckian
06-04-2006, 07:45 PM
<DIV>I wouldn't say beta-buffed 70 Troubs on test are TOO [Removed for Content]....</DIV> <DIV>Even with the astonishingly low INT due to armor, I was able to effectively solo a trio of the ^^ Heroic wolves using a combination of charm and mez with the usual abilities. (....and as an aside, I didn't have my hotbars set up like I do on live, I had to search around for my CA's/Spells).</DIV> <DIV> </DIV> <DIV>The changes, although a disembowelment of our previous utility, are evolving into an 'easier to swallow' nerf.</DIV> <DIV> </DIV> <DIV>Edit: The wolves conned green (level 62 iirc).</DIV> <DIV> </DIV><p>Message Edited by Canuckian on <span class=date_text>06-04-2006</span> <span class=time_text>11:47 AM</span>

LodrinSt
06-04-2006, 08:07 PM
<P> I don't see Lore's actually amounting to alot of damage. Should a mob/player cast a 400 power spell, they are going to take what, 150 damage with MASTER Lore's? This seems insignificant given casting time and relative monster/player hitpoints, unless I'm reading it wrong...</P> <P> </P>

Tirga
06-04-2006, 11:33 PM
What would be more potent for lores (as well as make a bit more sense) is the original amount of power burned PLUS the extra power used would do that much damage in health. Example : a 200 power spell would inflict 274 damage on the caster (with the spell listed above) as it stands now it'd do 74 damage which is well... pretty pathetic. (specially given it only works when abilities are used) <div></div>

Tevali
06-05-2006, 07:55 AM
<div></div><div><blockquote><hr>Update Notes Test Center 06-06-03:<ol><li>Troubador: Singing Shot: Increased damage.</li><li>Troubador: Eli's Thunderous Hymn: Lowered reuse time to 5 seconds and increased damage.</li><li>Troubador: Performer's Talent: Grants a chance at causing reactive mental damage.</li><li>Troubador: Lullaby: Reuse set at 15 seconds.</li><li>Troubador: Shrill: Reduced power cost.</li><li>Troubador: Brilliant Blade: Removed power damage. Now reduces all spell resists on target.</li><li>Troubador: Deafening Strike: Increased power damage.</li><li>Troubador: Aria of Excitement: Procs cannot be outright resisted.</li><li>Troubador: Lore's Shuddering: Burns health in addition to power for any ability used by the target.</li><li>Troubador: Requiem of Reflection: Trigger percentages match dirge Percussion of Stone. Now non-profession spell damage is completely absorbed on a successful proc.</li></ol><div></div><hr>From my test experience, I think overall it looks way better already than a week ago. The reactive proc as addition is a nice idea. To polish it, I think: <ul><li>Health damage should be risen greatly still on Lore's. </li><li>Eli's casting time could be reduced by 0.5 secs. </li><li>Damage of Aria & Precission slightly been risen still. </li><li>Bria's (Charm) should get a still longer duration. Currently at 14 (12) secs, I think 20 are a nice trade for the aggro you get. Keeping in mind, that already bad pathing might cause a loss of half the time.</li></ul><hr> Aside from spells, regarding AA's:When I read: <i>All Achievements that provided increased casting speed with increased rank received a boost.</i>I honestly expected more, than the pathetic raise from 0.7% to 0.8 or 0.9% for Allegro in the Harbinger's Line. Please reconsider the value again. And while you are at it,... Runspeed Boost just one before could use slightly higher numbers as well, or, as suggested before in these boards: give us an upgrade after two tiers to bard's runspeed buff itself after two tiers.</blockquote></div>

Belisarius
06-05-2006, 09:48 AM
<DIV>After seeing that, my list of complaints is getting much much shorter.. im happy to be a troub again.  RoR needs to be a little higher on the % (since spells are cast less then melee ) but thats moving in the right direction</DIV> <DIV> </DIV> <DIV>As someone else stated, runspeed and aa casting haste, thats the only thing that needs work now.</DIV><p>Message Edited by Belisarius on <span class=date_text>06-04-2006</span> <span class=time_text>10:49 PM</span>

Jooneau
06-05-2006, 11:34 AM
Umm, the change to charm still sucks, no matter how many things they've actually gotten around to fixing for us in LU24.I took a look at the Druid AP Charm Animals ability. This spell not only has the Sonic Vision-on-expire warning that Coercer charm has and our charm lacks, but it lasts up to 17 minutes 36 seconds, according to the description. Granted, it can only be used to charm animals, and it uses 3 concentration slots.17:36! 17 frickin' minutes and 36 seconds! That's over 75 times longer than our LU24 charm will last, hahaha!Seriously, SOE, roll back the charm changes and make it cost 3 concentration slots like the other charms do, OK?I wouldn't be surprised if they gave Necromancers a "Charm Undead" achievement ability in the next expansion, too...I can live with Coercers being able to charm better than us; it is their class-defining ability after all. But c'mon Druids too?<p>Message Edited by Jooneau on <span class=date_text>06-05-2006</span> <span class=time_text>03:39 AM</span>

Cygnu
06-05-2006, 12:30 PM
>> Seriously, SOE, roll back the charm changes and make it cost 3 concentration slots like the other charms do, OK?Personally I'd prefer the 14s charm rather than a charm taking up more than one conc slot. I think a lot of people are missing the point of the changes they are making to our charm spell. Its not meant to be the same as before where you charmed a mob and then took it around with you for some extra DPS. Its a crowd control spell now. Your fighting a mob and you get an add, a quick charm not only sorts the add out for 14 secs, but it also fights for you (it does still fight for you right?). If your still not done with the first mob in 14 secs, Mezz the add.I prefer the style of charm they have created, I just think the duration is way to low compared to the cast time. If they are going to leave it at 14 seconds duration, how about making it an instant cast?If it was 14 sec duration, instant cast and no conc slot that could be ordered to fight, I think I'd use it more than I ever did. After all, the original charm was useless in group situations anyway.

thorvang
06-05-2006, 01:02 PM
is the hp drain on lore's working? i let some mobs beat me on test and while they were down to half mana pretty quick, i didn't notice them taking any damage.

Nevari
06-05-2006, 08:10 PM
Don't be all so positive, you might manage making someone smile in the end <span>:smileytongue:</span>Seriously, reading the changes put a big smile on my face. Thumbs SOE and hate me for it even if it might only be a bone, it is still a bone.<div></div>

Rampagious
06-05-2006, 11:07 PM
Yeah honestly, no matter what way you look at this, it is an improvement.  Ever since LU13 there has not been ONE update where we have been buffed...PERIOD.  It has all been direct or indirect nerfs since then, so personally, no matter how big or small, I am happy.<div></div>

USAFJeeper
06-05-2006, 11:22 PM
<P>I love the the extreme doom and gloom!  Now before I get hammered...   I have  level 50 troub alt.  I just picked up my t5 charm spell master for .. well..  a song at 20 gold.   The troubs woes have led to a increase in troub CAs being available and prices dropping like rocks!   No matter what happens to the charm spell, I just think having a master version of it is better than an Adept 1.</P> <P> </P> <P>Course I play a ranger as a main so I just like seeing patches where the word ranger cannot be found with a search!</P> <P> </P> <P> </P>