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TheGeneral
07-11-2005, 01:11 PM
<DIV>Im just curious if I am the only one who wanted to cry when they got their level 42 lifetap.  I already had the adept 1 in my bag so I compared the current adept 1 of the old lifetap to the new app1 and then adept 1 and the upgrade is pitiful at best.  I think it was a 9 hp upgrade from the old one.  I dont have the screenshots with me here at work so I cant post them.  My question then is, at level 42 what good is a lifetap for 88 hp?  I really hope these spells get fixed in the mythical spell revamp.  Sorry if I am posting with known information, but I just felt the need to vent a little.</DIV> <DIV> </DIV> <DIV>-Edited to add image.</DIV> <DIV> </DIV> <DIV><IMG src="http://eq2images.station.sony.com/000/000/773/357.jpg"></DIV><p>Message Edited by TheGeneral on <span class=date_text>07-13-2005</span> <span class=time_text>12:08 AM</span>

Damanex
07-11-2005, 06:02 PM
ATM our lifetaps are useless -- they will not help you end game or xping Our lifetaps (in order for them to be useful) need to be more in line with a Paladin's heal ... so you figure around a 400 HP heal / 400 Drain (maybe this would be on a 45s timer) -- of course if this is too powerful it can always be scaled <div></div>

vwlsskng
07-11-2005, 06:14 PM
<BR> <BLOCKQUOTE> <HR> Damanexor wrote:<BR>ATM our lifetaps are useless -- they will not help you end game or xping<BR>Our lifetaps (in order for them to be useful) need to be more in line with a Paladin's heal ... so you figure around a 400 HP heal / 400 Drain (maybe this would be on a 45s timer) -- of course if this is too powerful it can always be scaled<BR> <BR> <HR> </BLOCKQUOTE><BR> <DIV>It would be nice to have a lifetap that doesn't have to be cast ten times to heal one hit.</DIV>

Vak Mallek
07-11-2005, 06:27 PM
Truly.  Lifetaps as they stand are pretty much just for show.  I understand that making our lifetaps in line with Paladins would upset the balance a bit...as our self heals would be the same as theirs and our DPS would be higher, however, a nice "in-between" would be acceptable.  A few hundred hit points per lifetap would be great in comparison.  60-80 hit points (when they go off) at level 46 is a joke.  Does anyone know if there is any changes slated for that line of spells in the upcoming revamp?  Very curious. <div></div>

Exmortis_MT
07-11-2005, 08:49 PM
<P>One thing to remember that balances taps, they can and are resisted, pally heals are not.</P> <P> </P>

Margen
07-13-2005, 06:04 AM
<BR> <BLOCKQUOTE> <HR> Vak Mallek wrote:<BR>Truly.  Lifetaps as they stand are pretty much just for show.  I understand that making our lifetaps in line with Paladins would upset the balance a bit...as our self heals would be the same as theirs and our DPS would be higher, however, a nice "in-between" would be acceptable. <BR><BR>A few hundred hit points per lifetap would be great in comparison.  60-80 hit points (when they go off) at level 46 is a joke. <BR><BR>Does anyone know if there is any changes slated for that line of spells in the upcoming revamp?  Very curious.<BR> <BR> <HR> </BLOCKQUOTE><BR> <DIV>Only thing I've seen on the Revamp is DPS tiers, we are tied for 15th :smileysurprised: , nothing on lifetaps, aggro, etc.  Except supposedly wards will no longer ignore mitigation (least thats what I've heard on boards). </DIV> <DIV> </DIV> <DIV>Be nice if I had a reason to cast lifetap, about the only reason I do now is to finish a HO that the mob has resisted all my other attacks LOL.</DIV> <DIV> </DIV> <DIV>Blackoath</DIV>

TheGeneral
07-13-2005, 11:01 AM
<DIV>Actually, if you follow the dev tracker, there was something posted recently by MG that made my dark heart sink.</DIV> <DIV> </DIV> <DIV><BR> <BLOCKQUOTE> <HR> <BR> <BLOCKQUOTE> <P>Fighters are tanks. They don't all tank the same, and tanking isn't all they do, but that doesn't change the core role all fighters share. While some might envision a different approach, that role isn't going to go away just because some might prefer a different take on certain classes.</P> <P>The combat revamp isn't just a changing of balance numbers; it is a reevaluation of abilities. For fighters, this means some expanded spell lines, some shifting around of abilities from one subclass to another, and changes to the way defensive buffs work.</P> <P>Right now, guardians are far and away the best tank due to a combination of their buff stacking and the way defensive buffs are seen in combat rolls. Both those aspects are changing. Think of the guardian's abilities as being spread around a bit to the other fighter classes.</P> <P>In no particular order (other than pairing subclasses of the same class), here are a few (but not all) of the ways tanks will be distinguished from one another after the changes take effect. </P> <UL> <LI>Guardians will have the greatest capability to grant their defense to others. They also have a greater number of taunts. <LI>Berserkers will do more damage than guardians, especially when tanking. While they also have taunts, part of their taunting comes from the damage they do. <LI>Paladins have heals and a nice array of taunts. <LI><STRONG>Shadowknights have lifetaps and higher damage than paladins.</STRONG> <LI>Monks excel in avoidance, and their ability to purge negative spell effects is being expanded. <LI>Bruisers mitigate a bit better and do more damage than monks, which again is the basis for part of their taunting ability.</LI></UL> <P>All fighters will have useful defensive and offensive stances that they can choose depending on their role in the group. Additionally, each fighter will gain a significant resistance to a particular type of damage, which should make different classes be desirable under certain situations.</P> <P>Again, this isn't about taking away tanking from guardians. I suspect after the revamp, in a lot of raid situations you'd still want a guardian as main tank. However, the changes should give more flexibility to other tank classes, and give situational advantages to each. Personally, I'm looking forward to that.</P> <P>===========================<BR>Steve Danuser, a.k.a. Moorgard<BR>Game Designer, EverQuest II </P></BLOCKQUOTE><BR> <HR> </BLOCKQUOTE>I simply cannot believe that they even had the gall to post that we have lifetaps as part of our strengths.  Maybe they know something I dont and in the combat revamp, lifetaps will become uber.... heh yeah right.  Wishful thinking.<BR></DIV>

Draq
07-13-2005, 02:00 PM
<P>If you read it again, it's acutaly a very positiv thing! It says our lifetaps are going to be better than they are now.</P> <P> </P> <BLOCKQUOTE> <HR> TheGeneral wrote:<BR> <DIV> <HR> </DIV> <DIV> <BLOCKQUOTE> <BR> <BLOCKQUOTE> <P>In no particular order (other than pairing subclasses of the same class), here are a few (but not all) of the ways tanks <STRONG><FONT color=#ff0000>will</FONT> </STRONG>be distinguished from one another <STRONG><FONT color=#ff0000>afte</FONT><FONT color=#ff0000>r </FONT>the changes take effect. </STRONG></P> <UL> <LI>Guardians will have the greatest capability to grant their defense to others. They also have a greater number of taunts. <LI>Berserkers will do more damage than guardians, especially when tanking. While they also have taunts, part of their taunting comes from the damage they do. <LI>Paladins have heals and a nice array of taunts. <LI><STRONG>Shadowknights have lifetaps and higher damage than paladins.</STRONG> <LI>Monks excel in avoidance, and their ability to purge negative spell effects is being expanded. <LI>Bruisers mitigate a bit better and do more damage than monks, which again is the basis for part of their taunting ability.</LI></UL></BLOCKQUOTE><BR> <HR> </BLOCKQUOTE>I simply cannot believe that they even had the gall to post that we have lifetaps as part of our strengths.  Maybe they know something I dont and in the combat revamp, lifetaps will become uber.... heh yeah right.  Wishful thinking.<BR></DIV><BR> <HR> </BLOCKQUOTE>

BloodCro
07-13-2005, 04:32 PM
<DIV>I agree with Draq, that statement does sound like our lifetaps are getting looked into and hopefully made worth while.  I really am looking forward to some of the changes this next update will bring.</DIV>

Exmortis_MT
07-13-2005, 05:06 PM
<P>From a total game perspective, the revemp is a good thing, and will save this game, they HAVE, not want to do it.  Right now the game's mechanics are mish mash of failed ideas from beta, and really it shows.  EQ2 is a good game in its own right, and as in my 3 post review for my EQ1 server suggests, "its a good game wanting to be great, trying to be great, but isnt".  </P> <P>The SOE team overall (no one likes every change) has done a good job of cleaning up the game, even listened and changed things the greater community wanted.  The revamp is the final door to be opened, they have outstripped every other MMO past and present with their constant fixes and tweaks.  They have added more then anyone could conceive.</P> <P>Now its nearing judgement day.  When revamp goes live, it will decide the destiny of the game.  I look forward to it.  I will admit I am a bit nervous, I started a warlock and am levelling him up just incase SKs get left out.  SOE has a habit of screwing the evils and handing silver platters to lighties.  But this time looks different.  I like what io hear from them, I like their ideas.</P> <P>Right now SKs are in flux, but thats not unusual granting they arnt fixing much now, as the revamp will change all.</P> <P>Revamp important points in a nutshell that I am happy to see regardless of Sk issues:</P> <P>1 - Tank re-alignment, even if we get a shortstick, overall this MUST be done.</P> <P>2 - DPS re-alignment.  Again we may get short changed, but this MUST be done.</P> <P>3 - Proper scaling from app1 to master 3.  read the posts in EVERY classes boards, this is a huge issue for us all.</P> <P>4 - More challenging and better scalled raid encounters, from grpx2 to grpx4.</P> <P>5 - Gear changes so that no one can get +40000 power regen, anyone whining over the RoI and GeBs can walk out the door, you will not be missed.  From a design perspective, it was plain and simply stupid.</P> <P>6 - Proper buff stacking.  nothing more idiotic then 100% avoidance.  Again from a design perspective, bad idea.</P> <P>7 - Proper teiring of buff spell lines, no more 5 buffs from tier 1 to 5 stacked, just one in the highest teir you can cast, not quite as good as all together, but each a significant upgrade from the last.  About time.</P> <P> </P> <P>I approach EQ2 from a logical perspective.  I dont care about being UBER_SK_00, I don't care if they reduce a gear item or remove a spell stack if it all makes good design sense.  I am not a game designer, but I have always approched everything from a systems analyst view.  I play EQ2 to have fun, and be entertained and being the UBER_GOD_00 is not entertaining.  I enjoy challenges, I want to be tested, I want to fail, to die, to have to sit back a think, hmmmm, what could we have done to acheive better results, then trying and even failing see a change or notice new aspects of said challenge.</P> <P>Mechanics in a game like EQ2 are every thing.  I have played D&D since I was 13, I am now 35, seen many rule systems come and go, both official and house.  At the end of the day they both games share something in common, there are always people who will not be happy unless they are the elven-dwark-tarresque-draginkind paladin-ranger-wizard-cleric.  But me?  I am happy playing the lowly human Ranger.</P> <P>The revamp will make us all Lowly again, but together, we will conquer in time.</P> <P>Seeyas all there, bloodied, tired, and lookin for the nearest medic......Christ I hope cleric keep their heals.</P> <P>Take care.</P> <P> </P>

Nocifer Deathblade
07-14-2005, 12:17 AM
At its current form, EQ1 SK lifetap spells >>> EQ2 SK lifetap spells..   EQ2 versions make me sick and I just play EQ1 SK just to enjoy those lifetaps to make me feel better.

Deadjest
07-14-2005, 06:28 AM
<P>Btw, our Wards need more then just mitigtaion adjustment.</P> <P>It has procs on it that only work if the Ward is up and the Proc chance is very low.</P> <P>The only way they can get it to work properly is redo how our ward works.</P> <P>Instead of making it a Hard 100% blocking Shield.    Make it a Shield that only stops 40% or 50% of the incoming Dmg AFTER its already been Mitigated to our AC Level, Double the Proc Chance and we might see a Shield last long enough to make use of its Secondary Effects which in the end will help us and others more. </P> <P>I think the Secondary Effects are almost  as important as the Dmg absorbtion part of the Ward.</P>

Margen
07-14-2005, 07:05 AM
<P>Oh boy, looking at the changes I bet the Guardians are screaming loud.  If you ever look on their boards their view is they should own high end tanking.  </P> <P>Well will be nice to actually have a descent lifetap.  They will have to be careful not to make any class to powerful, except for us Shadow Knights of course (just kidding).  Plus I wonder how they are going to allow tank stacking, they will have to change alot of the encounters to have reason for having more then one or two tanks.  </P> <P>Well will see what developes, thanks for posting the changes.</P> <P>VR</P> <P>Blackoath</P>

Diern
07-14-2005, 07:47 AM
<P>Whats got me worried here, is that every single other Plate tank got a mention of thier great taunting power in Moorguards post. But the only thing he mentioned is that Shadowknights will do DPS (which will be nerfed, from what we do now) and have good lifetaps.</P> <P>Now Im very relieved they are looking into the lifetap situation. But what about OUR taunts? We are Shadowknights, we SHOULD have the ability to [Removed for Content] off the mobs the most, we are all about causing PAIN and SUFFERING for heavens sake.</P> <P>If our ability to gain agro remains the same I will be very dissapointed.</P> <P>I get the feeling that just like in EQ1 for about 4 years, there is actually no member of the development team that actually PLAYS a Shadowknight.</P>

Rylight
07-15-2005, 10:40 AM
<P>I too ask myself day after day if any member of the dev team plays an sk? honestly, In my personal opinion, they really didnt do a bad job of making the sk in general, I mean we can get from lvl 20-50 solo or in groups...however I must agree, our life taps are a joke, I just hit lvl 43 today and got pariahs mark app1, I used it and got 17hp back!!! wow, out of the 3314hp or so I have, i got a hole 17 hp back, and it worked wonders! (sarcastically) Anyways I have adept 1 in  my bank, so I hope that makes a difference</P> <P>still, the hp gained just isnt worth the power cost, I mean its good it does damage too, but most all our lifetaps are low damage and low health recover, except for maybe swarming spirits which gives a decent amount of damage for an Aoe, still the lifetap part of it is pitiful, I wonder if the changes to int will help help this??</P> <P>once you think about it,<STRONG> If we get DPS close to a zerker we may not have to worry about aggro management anymore, I</STRONG> cant prove it, but its a nice theory to have faith in. honestly I never really had much of a problem with aggro management because of our line of aoe's, except when I had an illusionist or chanter in the group, then I had to change my tactics a bit, but since they can give us breeze, we can go nuke happy when fighting, AND A NUKE HAPPY SK IS AN SK THAT CAN GIVE A CONSIDERABLE AMOUNT OF DPS. especially when you have no limits on dreadful wrath!!</P> <P>REALLY THE ONLY THING I WANT IS A LIFETAP THAT FEELS LIKE IT CAN SAVE YOUR LIFE, NOT A GIANT PALLY HEAL, JUST LIKE 160HP MAYBE?? 200?? 15 SECOND TIMER?? 20?  im not sure yet, but then again im not the one who is making the statistics,</P> <P>if im in the red,neck in neck with the mob, and we are both at 5% health and my harmtouch is for whatever reason down, I want a to know I have a lifetap that can give me a chance of winning the battle instead of turning tail and running, alway wondering if I could have won the battle</P> <P>oh and I like our 100% avoidance wards, I mean we pay the giant power cost of it, might as well get the good rusults of it, not like it doest get dropped in seconds in a group encounter</P> <P> </P>

Rashaak
07-15-2005, 03:56 PM
<BR> <BLOCKQUOTE> <HR> Rylight wrote:<BR> <P>I too ask myself day after day if any member of the dev team plays an sk? honestly, In my personal opinion, they really didnt do a bad job of making the sk in general, I mean we can get from lvl 20-50 solo or in groups...however I must agree, our life taps are a joke, I just hit lvl 43 today and got pariahs mark app1, I used it and got 17hp back!!! wow, out of the 3314hp or so I have, i got a hole 17 hp back, and it worked wonders! (sarcastically) Anyways I have adept 1 in  my bank, so I hope that makes a difference</P> <P>still, the hp gained just isnt worth the power cost, I mean its good it does damage too, but most all our lifetaps are low damage and low health recover, except for maybe swarming spirits which gives a decent amount of damage for an Aoe, still the lifetap part of it is pitiful, I wonder if the changes to int will help help this??</P> <P>once you think about it,<STRONG> If we get DPS close to a zerker we may not have to worry about aggro management anymore, I</STRONG> cant prove it, but its a nice theory to have faith in. honestly I never really had much of a problem with aggro management because of our line of aoe's, except when I had an illusionist or chanter in the group, then I had to change my tactics a bit, but since they can give us breeze, we can go nuke happy when fighting, AND A NUKE HAPPY SK IS AN SK THAT CAN GIVE A CONSIDERABLE AMOUNT OF DPS. especially when you have no limits on dreadful wrath!!</P> <P>REALLY THE ONLY THING I WANT IS A LIFETAP THAT FEELS LIKE IT CAN SAVE YOUR LIFE, NOT A GIANT PALLY HEAL, JUST LIKE 160HP MAYBE?? 200?? 15 SECOND TIMER?? 20?  im not sure yet, but then again im not the one who is making the statistics,</P> <P><FONT color=#3300ff>if im in the red,neck in neck with the mob, and we are both at 5% health and my harmtouch is for whatever reason down, I want a to know I have a lifetap that can give me a chance of winning the battle instead of turning tail and running, alway wondering if I could have won the battle</FONT></P> <P>oh and I like our 100% avoidance wards, I mean we pay the giant power cost of it, might as well get the good rusults of it, not like it doest get dropped in seconds in a group encounter</P> <P> </P> <BR> <HR> </BLOCKQUOTE><BR> <DIV> <HR> </DIV> <P>:smileysurprised:</P> <P>You actually turn from a fight and run!  /gasp</P> <P>LoL, j/k</P> <P>Anyways, I wholeheartedly agree, I've only leveled my SK to 30, currently slowly working on tradeskills (Weaponsmith). But, the two taunts I have right now. Inflame (Adept 1), and Decree of Decay (Adept 1) are really good taunts and can generally maintain the aggro, but the lifetap spells on the other hand. Totally underpowered. I can use my Consume Vitae (Adept 1) and do about 150-200 on succesful hit, and only get a third of that back! I don't want to be UBER, I have an Assassin that I play if I really want to produce HIGH damage. I just don't like having to use all my power on Lifetap spells, to only receive a total of 200 hps back, and loose all power, so I can no longer complete HO's. Right now, I have my Righteous Anger and Taunt on a back up hotkey incase i'm low on power, just so I can complete an HO.</P>

Wildgo
07-15-2005, 06:27 PM
<DIV>someone above asked if there was a sestanable life tap and there it is Insatiable Hunger : Group offense buff + group lifetap proc and you should have gotten that at 37, it drains 75 hp when it goes off, I know that does not seem like a lot but for me it has been proc'ing quite a bit and that little bit of hp back is really needed at times. And I would love for our lifetaps to be increased but I think when that happens that we are going to loose out on something. One would be the rush of killing a mob and be in the red, but another is going to be the braging rights that we can take this and that mob with out crazy dps like a zerk, or nutty mit like a guard or the pallies cheep trick heals. </DIV> <DIV> </DIV> <DIV>But in the end I would like to see some improvement done to our taps, I would like to take on a blue ^^ mob and not get totaly owned. </DIV>

Rashaak
07-16-2005, 05:08 AM
<BR> <BLOCKQUOTE> <HR> Wildgoon wrote:<BR> <DIV>someone above asked if there was a sestanable life tap and there it is Insatiable Hunger : Group offense buff + group lifetap proc and you should have gotten that at 37, it drains 75 hp when it goes off, I know that does not seem like a lot but for me it has been proc'ing quite a bit and that little bit of hp back is really needed at times. And I would love for our lifetaps to be increased but I think when that happens that we are going to loose out on something. One would be the rush of killing a mob and be in the red, but another is going to be the braging rights that we can take this and that mob with out crazy dps like a zerk, or nutty mit like a guard or the pallies cheep trick heals. </DIV> <DIV> </DIV> <DIV>But in the end I would like to see some improvement done to our taps, I would like to take on a blue ^^ mob and not get totaly owned. </DIV><BR> <HR> </BLOCKQUOTE> <DIV>Most of us agree then, the lifetaps should generate more HP wise. I don't care if they do more damage to the MoB i'm killing, but if I do 200 damage on a DD spell with a Lifetap proc, i'd like to atleast get 100 HP back in return. I mean even at level 30, most mobs can hit any where between 200-400 in one hit. Up the amount of return HP's from lifetaps, or atleast make our Harm Touch line a lifetap and put the timer at 5 min instead of 15 min.</DIV>

Deadjest
07-16-2005, 08:24 AM
<DIV>Our Wards also have a proc but don't last long enough generaly for them to go off, and even with the revamp, they generaly still wont last long enough to go off.</DIV> <DIV><BR>They need to either make our Wards bigger ( but not much bigger and I dont think thats really a great idea ) or they need to make it where our wards stretch out its effect like I said in a above post so we can feel the effects of our proc and so to can the other tanks we may put them on.</DIV> <DIV> </DIV> <DIV>Also it would be nice if our Swarming Spirits AoE spell actualy Life Tapped depending on how many mobs it hits.   It would not be over powering, it has a high casting time as it is and the power is not that great on it and it would be very dependent on the mobs it hits.</DIV> <DIV> </DIV> <DIV>The idea that was just mentioned about our HT doing a Life Tap instead and put on a lesser Timer would be a very nice last ditch save for us.</DIV> <DIV><BR> </DIV> <DIV>Basicly, I think our power lies not in our straight up ability to Tank but in our abililty to out last the mobs do to attrition fighting due to our Life Taps.   And our ability to lessen the mobs ability to damage us which I think needs to be up graded.   That slow effect they put on our Taunts should really be on our Dot where it at least will last long enough to actualy have an effect on the mob or even Tainted Caress for that matter which would really be in line with us.</DIV> <DIV> </DIV> <DIV>The problem I have with us SKs at the moment, they put most of the special effects on spells that are gone in a instint and not on effects that last.</DIV> <DIV> </DIV> <DIV> </DIV>

Eyes_of_Truth
07-16-2005, 12:01 PM
<P>I have thought on this subject for a while, and i think i have found a happy medium.</P> <P>These are made up nubers but use them as a scale:</P> <P>If a paladin's heal cost 2 seconds to cast and heals for 225, and has a 5 second wait, that is 7 seconds for 50 power, and if they got a nuke that did 150 damage nuke with a 1 sec casting time and 15 second wait for 30 power, SK could get a lifetap that has a 1 second castng time, takes 300 hp from target and grants it to SK, for about 130 power, witha  15 second recast time, it would even out.</P> <P>In 15 seconds, paladin can heal twice for a total of 400 hp for 100 power, and nuke for 150 for 30 power, so thats 450 heal/ 150 damage for 130 power in 15 seconds, and SK would get 300 heal/300 damage for 130 power in that same 15 seconds. Paladin gets +150 to healing and losses 150 damage in comparison to SK.</P> <P>In order for this to be effective, Lifetaps need to be near irresistable like in EQ1, as your putting alot of your effectivness into this spell. If it doesnt land reliably, you cant count on that +300 hp, which makes it inferior to a heal that cant be resisted from a palain.</P> <P>Another idea that would be cool is to allow SK to give his HP to others in the form a of a heal, like if he isnt maintanking, there for not taking much damage, the healing portion of his life tap woudl be worthless, so allow hi to give 300 of his hp to other players every 15 seconds for 0 power cost anda  1 second casting time.</P> <P>Call this proposed spell "Gift of the Wretched" or something.</P> <P>Would bring them closer to paladin's healing ability while giving them the better damage output by a small but, and paladin's a better healing by a small bit.</P> <P>Would love to here your ideas, please reply with some of your own too!</P> <P>Toodles!</P>

Deadjest
07-16-2005, 03:24 PM
<P>Alot would generaly depend on the resist rate.</P> <P>Normaly if thre is a resist rate you Life Taps / Nukes would be more in line that instead of being on Par, they would have about a 35% advanatage when it goes off and the disadvantage is when it fails.</P> <P>But again the advantage would be based on the resist rate.    If no resist rate then it should be equal to the Paladins heal.</P>

Eyes_of_Truth
07-17-2005, 12:31 AM
<P>Hmm very true....</P> <P>Well there has to be a happy medium.... hmm</P> <P> </P> <DIV>Personaly i liked eq1 life taps that we very reliable and almost never got resisted, if they were like thouse, then it would be reliable enough to know "im at 10% hp but in 3 seconds my life tap will come back and give me X amount of hp, so i dont think ill run"</DIV> <DIV> </DIV> <DIV>Personaly, i was realy close to amking a shadownight untill i learned about 6 months ago that their life taps were sickly, more like a misquito bite  :smileyvery-happy:</DIV> <DIV> </DIV> <DIV>Toodles!</DIV>

Deadjest
07-17-2005, 03:18 AM
<P>Ya, basicly in EQ1 our Life Taps/Nuke were about 65% of what the Paladins heals were.   So the Nuke/Life Tap  had a greater effect then a straight Paladin heal over all but seperatly it was not up to Par which is about right.  It was a Good Jack of All Trades Master of None theam going on.  It did decent but not great DPS and did a Decent but not Great heal.   The down fall was it was a long cast for a combat situation which was out of line.   Down fall should have been recast time, not casting time for a front line Tank.</P> <P> </P>

Eyes_of_Truth
07-17-2005, 12:47 PM
<P>Kinda like my set up of a 15 second recast time with only a 1 sec casting time? Sounds right.</P> <P>Again, if paladins can reach 450 healing and 150 damage for 130 power in 15 seconds, and SK can get 300 healing(self only) and 300 damage in 15 seconds for same power, seems balanced (as long as resists are very low for both).</P> <P>If Paladins get a Str, Stamina, and wisdom buff (that can be cast on others), i think it would be cool to get SK a Str, Stamina, and Intellegence Debuff that gives the stats to SK only.</P> <DIV>Meaning that paladin can buff others and heal others, where Shadowknight can debuff others while buffing only himself, and healing only himself with life taps.</DIV> <DIV> </DIV> <DIV>Kinda fit's thier personalities more. SK being self-reliant and not willing to help others as much, and Paladin being more giving.</DIV> <DIV> </DIV> <DIV>Toodles!</DIV>

Deadjest
07-17-2005, 07:19 PM
<P>Exactly!</P> <P>=)</P>

Eyes_of_Truth
07-17-2005, 11:38 PM
<P>wow..... a post thats not a flame war against my ideas /shock..... such a <STRONG><FONT color=#66ff99>nice</FONT></STRONG> feeling lol</P> <P>And from Shadowknights no less?</P> <P>Wow... if knights of evil and malaice can be THIS nice and helpfull, perhaps there is some hope for the 3rd world country known as Freeport :smileywink:</P> <P>Toodles!</P>

Wildgo
07-27-2005, 12:35 PM
<DIV>On another note but along the same line of this thread I would like to see a quest put in that would allow us SK's take the sword that we earned when we first became a SK and reforge it into a deadly weapon that could drain the life of our foes. </DIV> <DIV> </DIV> <DIV>It would also be nice that for a trait choice we got an option to put a permanent proc on ourselves that gave us at all times a 5% chance to proc a lifetap, and that would be on top of our other buffs, wards and taps.</DIV> <DIV> </DIV> <DIV>Well a SK can dream of nightmares that he can inflict on others...</DIV>

vwlsskng
07-27-2005, 06:20 PM
<BR> <BLOCKQUOTE> <HR> Wildgoon wrote:<BR> <DIV>On another note but along the same line of this thread I would like to see a quest put in that would allow us SK's take the sword that we earned when we first became a SK and reforge it into a deadly weapon that could drain the life of our foes. </DIV> <DIV> </DIV> <DIV>It would also be nice that for a trait choice we got an option to put a permanent proc on ourselves that gave us at all times a 5% chance to proc a lifetap, and that would be on top of our other buffs, wards and taps.</DIV> <DIV> </DIV> <DIV>Well a SK can dream of nightmares that he can inflict on others...</DIV><BR> <HR> </BLOCKQUOTE><BR>Bring on AA! <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />

MadTexan
07-27-2005, 06:42 PM
<BLOCKQUOTE> <HR> Wildgoon wrote:<BR> <DIV>On another note but along the same line of this thread I would like to see a quest put in that would allow us SK's take the sword that we earned when we first became a SK and reforge it into a deadly weapon that could drain the life of our foes. </DIV> <DIV> </DIV> <DIV>It would also be nice that for a trait choice we got an option to put a permanent proc on ourselves that gave us at all times a 5% chance to proc a lifetap, and that would be on top of our other buffs, wards and taps. <HR> </DIV> <DIV> </DIV> <DIV>Regarding the sword, as it is now it's useless IMO and I never even bothered attuning mine. I still have it though, hoping that someday we'll see cool things like this added, possibly incorporating some of the suggestions/wishes in the crafting forums for heirloom weapons that you craft/improve so that they are worthwhile at each tier.</DIV> <DIV> </DIV> <DIV>As far as the lifetap proc, this is just the sort of <STRONG><EM><U>useful</U></EM></STRONG> trait that should have been in the game from the start and it certainly fits the image of a Shadowknight.</DIV> <P> </P> <P> </P></BLOCKQUOTE>

Xakkoriz
07-31-2005, 11:10 AM
I would like to see AA too... It'd be cool if SK's had moves that made them go into a lifetap frenzy kinda like the berserker's frenzy.  I would like to see different graphics on our pets too.... instead of a snotwad and a dead bird how about a ghost/spectre and nightblood or dead wolf or something cool.  I also agree that our lifetaps should heal more HP... we got ripped off with the whole Lifetap deal. <div></div>