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  1. #21
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    Quote Originally Posted by SocratesBastardSon View Post
    A few random observations.

    In the abstract I like that you've thought to put in ranged as an option, but it looks difficult to make LD work well for ranged in practice. For instance, the Epic Strike, Dire Shot, is feeble compared to Fatesinger's Pluck of a String. The Mantle, as someone else pointed out, is unhelpful for ranged. As you go up to t4 and t5 Dire Shot gets more useful, but what archer can invest that many points into LD when it offers so little otherwise?

    One focus of the Destiny - enhancing Action Boosts - could work, except that most of them require the mantle, which is not especially helpful for ranged builds. So, you have to sacrifice a more useful mantle for a must less useful one in order to boost Action Boosts? Perhaps if you made the Mantle-Action Boost benefits trigger on Multi-Shot (probably with a cooldown between procs), like Displacement in Horizon Walker, it would encourage archers to use the Destiny. That doesn't help xbow users and throwers, though. elvesunited suggested decoupling Action Boosts from the Mantle entirely, which would be even better.

    Another attack enhancement, Strike with Fear is interesting, but only one stack of vulnerable? As in 1% more damage for 3 seconds vulnerable? If so, for a t4 enhancement that's underwhelming. If it could build several stacks, or some other effect like adding/extending Fear spell's slow effect, or less desirable, Shaken, maybe then?

    Thanks for reading.
    Strike with fear adds 1 stack of vulnerability for every time you hit them once you have enough terror ( 6 seconds ) and every time you add a new stack it resets the decay timer. After 6 seconds you've got your 5 stacks of terror then you only need to hit the enemy 20 times to achieve 20 vulnerability. My wolf was able to get vulnerability up very quickly and as long as he managed to hit once every 3 seconds maintain it indefinitely as you keep resetting the timer.

    As for pluck of the string and dire shot. You can do what i did with Dire charge and adrenaline. Take both. Use you dire shot to disable a enemy ( or multiple enemies if using IPS ) and pluck the string when you want to concentrate on DPS. One suggestion though that I made in the last preview but forgot for this one:

    Dire Charge should continue to use stun, but dire shot should use sunder as the only tactics using ranged I know of is Battle engineer and he's exclusively Sunder.

  2. #22
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    Quote Originally Posted by SocratesBastardSon View Post
    One focus of the Destiny - enhancing Action Boosts - could work, except that most of them require the mantle, which is not especially helpful for ranged builds. So, you have to sacrifice a more useful mantle for a must less useful one in order to boost Action Boosts? Perhaps if you made the Mantle-Action Boost benefits trigger on Multi-Shot (probably with a cooldown between procs), like Displacement in Horizon Walker, it would encourage archers to use the Destiny. That doesn't help xbow users and throwers, though. elvesunited suggested decoupling Action Boosts from the Mantle entirely, which would be even better.
    NHB/EF is considered an Action Boost, so Inquis and BEs can benefit without changing their playstyle. Its more Throwers and Bow Archers that dont have an AB as naturally in their combat sequence

    However, without increasing the duration/reducing the CD on ABs (even if its not to 100% uptime like before), you're still looking at a Destiny with most of its special benefits locked behind a 66% uptime...that situationality has to be balanced by increased efficacy, and I just dont think we see it here yet. Then add in the additional drawbacks for ranged builds with trying to use the Mantle at a distance, and generally not using Tactics as much.

  3. #23
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    UPDATE: Here are some tentative plans for adjustments to Dreadnought. Let us know what you think!


    • Dread Mantle stops being an Aura. Instead, it becomes "Dread Aura: LD Epic Destiny Mantle: Your weapon hits apply 1 stack of Terror, 0.1sec cooldown".
      • (This tree is supposed to evenly balance melee and ranged, and as many have pointed out, the aura slants it way toward melee's favor - this would help even it out).

    • Combat Brute changes to "While in the Dreadnought mantle, your weapons gain +1[w]"
      • (Many have pointed out that this squares up unfavorably with the Grandmaster ability in the same position, so we've evened that out).

    • Dread is removed.
      • (Internally, we thought 30PRR in the tree was too much relative to other trees, and with the Aura gone, so goes the damage on Dread.)

    • Momentum Swing moves to Tier 3, replacing Dread.
    • Lay Waste moves to Tier 4, replacing Momentum Swing.
      • (As many pointed out, other trees now have AOE Stun in Tier 4, so it made sense to bring Dire Charge's down to match.)

    • NEW: T5: Crackdown: While you have any Action Boost running, +4 to Critical Confirmation Rolls and +4 to Critical Hit Damage.
      • (We're open to alternatives on this, though time for implementing Active abilities may not be on the table depending on complexity).
    We don't only build for the builds that exist.
    We don't only build for the builds that are good right now.

    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

  4. #24
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    Quote Originally Posted by Steelstar View Post
    UPDATE: Here are some tentative plans for adjustments to Dreadnought. Let us know what you think!


    • Dread Mantle stops being an Aura. Instead, it becomes "Dread Aura: LD Epic Destiny Mantle: Your weapon hits apply 1 stack of Terror, 0.1sec cooldown".
      • (This tree is supposed to evenly balance melee and ranged, and as many have pointed out, the aura slants it way toward melee's favor - this would help even it out).

    • Combat Brute changes to "While in the Dreadnought mantle, your weapons gain +1[w]"
      • (Many have pointed out that this squares up unfavorably with the Grandmaster ability in the same position, so we've evened that out).

    • Dread is removed.
      • (Internally, we thought 30PRR in the tree was too much relative to other trees, and with the Aura gone, so goes the damage on Dread.)

    • Momentum Swing moves to Tier 3, replacing Dread.
    • Lay Waste moves to Tier 4, replacing Momentum Swing.
      • (As many pointed out, other trees now have AOE Stun in Tier 4, so it made sense to bring Dire Charge's down to match.)

    • NEW: T5: Crackdown: While you have any Action Boost running, +4 to Critical Confirmation Rolls and +4 to Critical Hit Damage.
      • (We're open to alternatives on this, though time for implementing Active abilities may not be on the table depending on complexity).
    nice adjustments, i like them.

    your friend sil

  5. #25
    Community Member Assassination's Avatar
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    Quote Originally Posted by Steelstar View Post
    UPDATE: Here are some tentative plans for adjustments to Dreadnought. Let us know what you think!


    • Dread Mantle stops being an Aura. Instead, it becomes "Dread Aura: LD Epic Destiny Mantle: Your weapon hits apply 1 stack of Terror, 0.1sec cooldown".
      • (This tree is supposed to evenly balance melee and ranged, and as many have pointed out, the aura slants it way toward melee's favor - this would help even it out).

    • Combat Brute changes to "While in the Dreadnought mantle, your weapons gain +1[w]"
      • (Many have pointed out that this squares up unfavorably with the Grandmaster ability in the same position, so we've evened that out).

    • Dread is removed.
      • (Internally, we thought 30PRR in the tree was too much relative to other trees, and with the Aura gone, so goes the damage on Dread.)

    • Momentum Swing moves to Tier 3, replacing Dread.
    • Lay Waste moves to Tier 4, replacing Momentum Swing.
      • (As many pointed out, other trees now have AOE Stun in Tier 4, so it made sense to bring Dire Charge's down to match.)

    • NEW: T5: Crackdown: While you have any Action Boost running, +4 to Critical Confirmation Rolls and +4 to Critical Hit Damage.
      • (We're open to alternatives on this, though time for implementing Active abilities may not be on the table depending on complexity).
    I think these changes are fine. I think my main concern with the new system appliies to most of the martial trees. The simplification and pretty much complete removal of active attacks feels bad.

    I play mostly pure strength ranger so i dance of death, and exposing strike. Those are my main actives. I used attacks from the different epic trees to round this out. Pretty much all of those options have been removed.

    Now in epics we basically get "ONE" active attack added to our hotbar. Many of these are on 15 second cooldowns, and they all share a cooldown. So not very active. Not all melee classes are in the same situation, some have better class
    options than ranger.

    I really appreciated the tactical strikes of the previous tree because I pushed my tactical scores as high as I could to use them.

    So I guess the new system, has made my class feel more boring than it was previously. I think in general, dps wise, the changes are positive.

    From a fun to play perspective, new system not so good. Some trees have come out of this better than others. Shadowdancer tree to me seems destroyed, it should be 2 seperate trees.

  6. #26
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    This is a nice improvement for ranged, solving most of the drawbacks I've felt LD suffers from and making it a much stronger option. It's not a "OMG, this is the most amazing enhancement tree ever for non-casters!" More like, "Hmm, that looks like it could be nice to try, but do I really want to give up X? Maayybe." Whether it is equally acceptable for melee, I'll leave to others to comment.

    The critique by Assassination that LD is characterized by passive rather than active improvements sounds right, but I have no opinion on where you would put another attack.

    I would still like to see Strike with Fear made more useful.

    Thanks!
    "The imagination is not … the faculty for forming images of reality; it is the faculty for forming images which go beyond reality..." - Gaston Bachelard

  7. #27
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    Quote Originally Posted by Steelstar View Post
    UPDATE: Here are some tentative plans for adjustments to Dreadnought. Let us know what you think!
    [LIST][*]Dread Mantle stops being an Aura. Instead, it becomes "Dread Aura: LD Epic Destiny Mantle: Your weapon hits apply 1 stack of Terror, 0.1sec cooldown".
    • (This tree is supposed to evenly balance melee and ranged, and as many have pointed out, the aura slants it way toward melee's favor - this would help even it out).
    So instead of applying the terror to all enemies around you you apply it only to the enemy you are attacking. While this certainly helps with the opponents you're attacking it falls short on trash mobs. Can we increase the stack size to 25?

    Quote Originally Posted by Steelstar View Post
    [*]Dread is removed.
    • (Internally, we thought 30PRR in the tree was too much relative to other trees, and with the Aura gone, so goes the damage on Dread.)
    So they only benefit to the Destiny mantle will be +1 W and +5/10/15 to helpless and the the terror debuff. Well the damage on dread was more trouble then it was worth, and this puts it on par with Shadowdancer, Fury and Grandmaster.
    But it gets ripped by the spellcaster mantles.

    Quote Originally Posted by Steelstar View Post
    [*]NEW: T5: Crackdown: While you have any Action Boost running, +4 to Critical Confirmation Rolls and +4 to Critical Hit Damage.
    • (We're open to alternatives on this, though time for implementing Active abilities may not be on the table depending on complexity).
    Assuming that with action boost recovery a character could be using action boosts half of the time in combat that would average to +2 Crit damage +2 Crit confirmation.
    That would be skippable at Tier 1. A straight +4 cri damage +4 crit confirmation without the action boost requirement would still be very weak for a Tier 5.

    Let's look at some of the competition?

    Scarred by Chaos: +50 Hit Points and +10 Physical Resistance Rating. Doubled if you have the Embodiment of Chaos feat.
    Law of the Divine: You gain the Embodiment of Law feat. If you already had it, it instead enhances the feat to deal 1d6 Law damage per Epic Level scaling with 200% melee or ranged power, and apply a stack of Vulnerability and Armor Destruction on Critical Hits. (1s cooldown on the debuff application)

    How about?

    Terror burn: You do 1d6 Bane damage for every stack of terror when striking an opponent with terror stacks. scales with 100% or melee or ranged power.

    or if stuck on action boosts .....

    Unrelenting: Gain 40 PRR and temporary hp equal to your 200% melee power when using an action boost.

  8. #28
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    Quote Originally Posted by Steelstar View Post
    UPDATE: Here are some tentative plans for adjustments to Dreadnought. Let us know what you think!


    • Dread Mantle stops being an Aura. Instead, it becomes "Dread Aura: LD Epic Destiny Mantle: Your weapon hits apply 1 stack of Terror, 0.1sec cooldown".
      • (This tree is supposed to evenly balance melee and ranged, and as many have pointed out, the aura slants it way toward melee's favor - this would help even it out).

    • Combat Brute changes to "While in the Dreadnought mantle, your weapons gain +1[w]"
      • (Many have pointed out that this squares up unfavorably with the Grandmaster ability in the same position, so we've evened that out).

    • Dread is removed.
      • (Internally, we thought 30PRR in the tree was too much relative to other trees, and with the Aura gone, so goes the damage on Dread.)

    • Momentum Swing moves to Tier 3, replacing Dread.
    • Lay Waste moves to Tier 4, replacing Momentum Swing.
      • (As many pointed out, other trees now have AOE Stun in Tier 4, so it made sense to bring Dire Charge's down to match.)

    • NEW: T5: Crackdown: While you have any Action Boost running, +4 to Critical Confirmation Rolls and +4 to Critical Hit Damage.
      • (We're open to alternatives on this, though time for implementing Active abilities may not be on the table depending on complexity).
    Crackdown needs to hit harder. Dreadnaught needs to be very mean and hit very hard. I'm sure you can come up with something nasty. I'm of the opinion you should always put stuff in games that you think you might regret. That probably means it's a lot of fun for us and we'll enjoy it and want to play the game aka spend money on the game.

    Lay Waste being tier 4 is pretty good and by pretty good I mean awesome thanks etc.

    I really dislike the terror mechanic. Probably too late change it, but I dislike it.

  9. #29
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    Quote Originally Posted by Steelstar View Post
    NEW: T5: Crackdown: While you have any Action Boost running, +4 to Critical Confirmation Rolls and +4 to Critical Hit Damage.
    • (We're open to alternatives on this, though time for implementing Active abilities may not be on the table depending on complexity).
    [/LIST]
    Tbh, it seems a bit too tame for an entire t5 enhancement, especially considering that it's basically a double-down on Epic Power & Precision in what is boosted. Here are some ideas, as I like to see more dread to that nought (sorry):
    • Striking Terror (Active melee/ranged Attack): +2[W] damage and the enemy gets XdY+Z bane damage per stack of terror, scaling with melee/ranged power on a +15 sec cooldown (to get the damage for terror effect back and another attack in the rotation)
    • Dreadful Tactics (passive, works via other feats): Whenever you use a tactical feat (trip, improved trip, sunder, improved sunder, stunning blow, slicing blow, etc.) you deal an additional +2[W] damage and some stacks of Terror (to make more of that tactical feel to it, by improving existing options)
    • Frightening Presence (passive, works on Action Boosts): When you use an Action Boost, each enemy close to you get 5 stacks of Terror and while it's active you get the +4 for critical confirmation and critical hit damage (benefits melees more, but has a nice narrative that the moment the Dreadnought starts to get serious, enemies become scared)
    • Immortal Fear (passive): While in the dread mantle, you get less damage by enemies with stacks of terror (playing off other dreadnoughts while also rewarding you for debuffing opponents).


    What I like to see in the Dreadnought is a bit more play with the Terror mechanic, a bit more of active use of tactics, or even better: Both.

    While I get your point about adding some attack bonus via Honor/Backstab to characters that lack them, I also like to continue to suggest to move the Ghosttouch there as well and open another tier 2 slot that way to add another enhancement that plays off tactics in any way.
    Last edited by Pandjed; 10-21-2021 at 03:57 PM.
    Nothing in this game is essential, unless you are a power-gaming & unimaginative lemming who follows everyone else, without having any form of creativity or original thought rolling around your brainpain...

  10. #30
    Community Member DaviMOC's Avatar
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    Quote Originally Posted by Steelstar View Post
    UPDATE: Here are some tentative plans for adjustments to Dreadnought. Let us know what you think!


    • Dread Mantle stops being an Aura. Instead, it becomes "Dread Aura: LD Epic Destiny Mantle: Your weapon hits apply 1 stack of Terror, 0.1sec cooldown".
      • (This tree is supposed to evenly balance melee and ranged, and as many have pointed out, the aura slants it way toward melee's favor - this would help even it out).

    Okay. Now its more single target focused. Just make sure to also apply on any active ability, cleave atacks and striketrought please.

  11. #31
    Community Member Artos_Fabril's Avatar
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    Quote Originally Posted by Steelstar View Post
    [*]NEW: T5: Crackdown: While you have any Action Boost running, +4 to Critical Confirmation Rolls and +4 to Critical Hit Damage.
    • (We're open to alternatives on this, though time for implementing Active abilities may not be on the table depending on complexity).
    Quote Originally Posted by Pandjed View Post
    Tbh, it seems a bit too tame for an entire t5 enhancement, especially considering that it's basically a double-down on Epic Power & Precision in what is boosted. Here are some ideas, as I like to see more dread to that nought (sorry):
    • Frightening Presence (passive, works on Action Boosts): When you use an Action Boost, each enemy close to you get 5 stacks of Terror and while it's active you get the +4 for critical confirmation and critical hit damage (benefits melees more, but has a nice narrative that the moment the Dreadnought starts to get serious, enemies become scared)
    Maybe add soft CC, 4-seconds of "cower" (breaks on damage) to all enemies within that same short range. That fits theme of terror/dread, doesn't give too much to melee builds that will likely hit all those mobs before the 4 second duration, but allows ranged which has been relegated to single-target damage, to use the boost as effectively as melee.

  12. #32
    Hatchery Founder Ganak's Avatar
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    Quote Originally Posted by Steelstar View Post
    UPDATE: Here are some tentative plans for adjustments to Dreadnought. Let us know what you think!


    • Dread Mantle stops being an Aura. Instead, it becomes "Dread Aura: LD Epic Destiny Mantle: Your weapon hits apply 1 stack of Terror, 0.1sec cooldown".
      • (This tree is supposed to evenly balance melee and ranged, and as many have pointed out, the aura slants it way toward melee's favor - this would help even it out).

    • Combat Brute changes to "While in the Dreadnought mantle, your weapons gain +1[w]"
      • (Many have pointed out that this squares up unfavorably with the Grandmaster ability in the same position, so we've evened that out).

    • Dread is removed.
      • (Internally, we thought 30PRR in the tree was too much relative to other trees, and with the Aura gone, so goes the damage on Dread.)

    • Momentum Swing moves to Tier 3, replacing Dread.
    • Lay Waste moves to Tier 4, replacing Momentum Swing.
      • (As many pointed out, other trees now have AOE Stun in Tier 4, so it made sense to bring Dire Charge's down to match.)

    • NEW: T5: Crackdown: While you have any Action Boost running, +4 to Critical Confirmation Rolls and +4 to Critical Hit Damage.
      • (We're open to alternatives on this, though time for implementing Active abilities may not be on the table depending on complexity).


    Love the changes that Dread Mantle is no longer an aura. Combat Brute change good.

    The net of the changes feels the loss of +15 PRR for the gain of T5: Crackdown crit benefits.

    Would suggest instead that T5: Crackdown: While you have any Action Boost running, While you have any Action Boost running, +6 to Critical Confirmation Rolls and +6 to Critical Hit Damage.
    The Nak Abides - Argo - Ascent
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  13. #33
    Community Member dkyle's Avatar
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    Quote Originally Posted by Steelstar View Post
    UPDATE: Here are some tentative plans for adjustments to Dreadnought. Let us know what you think![*]Lay Waste moves to Tier 4, replacing Momentum Swing.
    • (As many pointed out, other trees now have AOE Stun in Tier 4, so it made sense to bring Dire Charge's down to match.)
    Appreciated, but with the high opportunity cost of not going triple cores on every frame, this is still probably only realistically available to LD primaries.

    [*]NEW: T5: Crackdown: While you have any Action Boost running, +4 to Critical Confirmation Rolls and +4 to Critical Hit Damage.
    • (We're open to alternatives on this, though time for implementing Active abilities may not be on the table depending on complexity).
    [/LIST]
    This is very weak for a T5. I feel like these bonuses are overrated in a lot of places in the game. How about +1 Mult on 19-20 while action boost is active? Current LD gives +2 Mult total on 19-20 for Axes, which is now gone, so there's precedent of a sort.

  14. #34
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    Default Some Ideas for this tree and some for others…

    This is just my thoughts and take it for a grain of salt or a block of ice….

    Epic levels should be where your character progresses either uniquely from its original class or takes its inherent powers to another level. So far what I have previewed none of these new EDs do that. Even the old system did so to some extent. There is nothing creative being introduced here, only nerfs, which is why I think there is much of what I have read to be upset or at least uncertain about.

    This is my own personal opinion about how to make this change more interesting…

    Legendary Dreadnaught should be static damage/tactic tree. I could see a cleric for example investing in this tree to turn their heal bot into a DPS/cleave/tripper. Or a fighter to improve on his tactics and damage. Give cleave attacks or boost existing cleave attacks for those that have it already. Give a buff to BAB for the classes that have full BAB already or give full BAB that do not.

    Fury should be the burst tree. Give fast movement to those without the enhancement and buff those that already have. Buff rage for those that have or give a similar ability to those without.

    Shadow dancer is the evasion/skills/assassinate/sneak attack tree. Give trapping and open locks skills to those that don’t have and buff for those that do. Evasion for those that don’t have and buff those that do.

    Primal tree. Well I never really understood this tree. But to me this should focus on the wild shape aspect of the game. Give forms like dire wolf or dire bear to those that don’t have and buff those that do.

    Shirardi is like the extra proc and CC tree. Give cc to non-Casting or non-DC casting or buff those that have.

    Unyielding Sentinel. I see this tree allowing a non-traditional tank to tank or buff the tank.

    To me this is what epics are all about. It allows you to customize your character beyond the class or classes you started. Or if you choose to stay pure to your class, there is benefit to that as well. But most importantly it adds diversity and interest to the game. Not to mention, maybe with a reset, you could fill a specific role if needed that your class wouldn’t normally do, such as trapping, or healing or tanking. There is nothing worse than waiting to fill a specific spot in a raid.

  15. #35
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    Quote Originally Posted by GramercyRiff View Post

    I really dislike the terror mechanic. Probably too late change it, but I dislike it.
    It makes no sense at all. What the heck does "terror" have to do with this tree? Poor game design.

  16. #36
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    Bring back what action hero does on live now and this might be salvageable.

  17. #37
    Community Member Ghustor's Avatar
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    Quote Originally Posted by Steelstar View Post
    Dreadnoughts are the most versatile at using Tactical Feats.
    They are the masters of Action Boosts, gaining access to exclusive boosts and gaining significant bonuses any time they activate an Action Boost.
    Not anymore. Legendary Dreadnoughts lost a lot of Tactical DC. They will got just the same the others trees can get and half of Grandmaster of Flowers get for stun. Ok, they heve it for all tacticals, but most of the builds dont use more than one type.

    The Action Boost for Tactical is meanlyness, since se Action Boost are the resource of DPS and the shared CD will force to chose between Damage or Control in a very unfair way. Tactial feats aren't CC, since they dont afect a crowd like a CC Spell of any caster, they afect just a very few monters and in a very close range and short widht. Tactical feats is about strategic control one or few key champions while land some decent DPS. CC isnt the job or somenthing that usualy a melee (or ranged) will do, dosen't makes sense a LD need to chose betwen Tractical DC or Damage Action Boost to use, mainly at end game content.

    The loss of Haste Action Boost is another sad loss. Certanly the best Action Boost for DPS. The +10% wile use another Action Boost dosen't make it relevant if in other hand we have the Haste on the build.

    Still about the Action Boosts, looks like you are killing the mainly reason to go on LD today, the Action Boost CD reduction. Most of the melees dont use LD today and who use it do it mainly to get the Action Boost CD reduction, combining with the prowess filigree to make LD viable as DPS

  18. #38
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    Quote Originally Posted by Ghustor View Post
    Not anymore. Legendary Dreadnoughts lost a lot of Tactical DC. They will got just the same the others trees can get and half of Grandmaster of Flowers get for stun. Ok, they heve it for all tacticals, but most of the builds dont use more than one type.

    The Action Boost for Tactical is meanlyness, since se Action Boost are the resource of DPS and the shared CD will force to chose between Damage or Control in a very unfair way. Tactial feats aren't CC, since they dont afect a crowd like a CC Spell of any caster, they afect just a very few monters and in a very close range and short widht. Tactical feats is about strategic control one or few key champions while land some decent DPS. CC isnt the job or somenthing that usualy a melee (or ranged) will do, dosen't makes sense a LD need to chose betwen Tractical DC or Damage Action Boost to use, mainly at end game content.

    The loss of Haste Action Boost is another sad loss. Certanly the best Action Boost for DPS. The +10% wile use another Action Boost dosen't make it relevant if in other hand we have the Haste on the build.

    Still about the Action Boosts, looks like you are killing the mainly reason to go on LD today, the Action Boost CD reduction. Most of the melees dont use LD today and who use it do it mainly to get the Action Boost CD reduction, combining with the prowess filigree to make LD viable as DPS
    It was decided sometime early on that each melee tree ( except Sentinel ) would get it's own tactical feat and legendary would get all of them. But this is not the tactics tree. This is the dire charge tree.

    This destiny will be a real slog if you're a character who uses tactics and wants dire charge but does not use action boosts. To make it worse the destiny does not provide a DPS action boost. So it only makes sense for those characters who got their action boosts from their heroic enhancements.

    I'd say that doublestrike action boost comes a close second to haste. They both scale well.

  19. #39
    Community Member dkyle's Avatar
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    Quote Originally Posted by elvesunited View Post
    I'd say that doublestrike action boost comes a close second to haste. They both scale well.
    Unless you're at a >70% doublestrike already, of course. Even that aside, haste boost is significantly better, since it's stacking a 30% on a much lower base for most builds. It's hard not to have a standing doublestrike higher than standing attack speed bonus.

    But this is all quibbling over details, when the loss of the Action Boost CD reduction has nerfed LD so much more than other destinies. It'll be a hard sell to primary LD. As it stands, I'll miss Dire Charge, but tactics just aren't useful enough to justify the losses compared to the others.

  20. #40
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    Another thoughts and notes: (In addition to my last post)

    1.LD destiny mantle grants +1[W] damage while your destiny mantle is active and while any action boost is active, on the other hand, GMoF destiny mantle grants +1[W] while your destiny mantle is active. Why same ability in LD needs to be weaker?

    2.This note applies to all trees but especially to this tree. Every ability which goes up to 3 points upgrade should give an extra bonus at rank 3, all melee trees gives an extra bonus on most abilities that requires 3 points to max while LD has NONE!. Start with Push Through The Line, Extra Action Boosts and few others.

    3.Still I fail to understand why the nerf to Improved PW? Was it a game breaking ability with +0.5[W] while PW is active? Ghost Touch for level 22 character is a joke. a bad joke.

    4.Action Boost: Tactics is overwhelming useless, it doesn't worth 30 seconds of the fight in any way. You want to increase our tactics? make it a passive bonus with an extra bonus on rank 3. OR make it an action boost that doesn't share cooldown with other boosts.

    5.This tree's tier 2 isn't giving one powerful ability, all of them meh. Just compare LD's tier 2 with FotW tier 2 or any other tree, would love to see tier 2 gets at least 1 good option.

    6.Strike with Fear gives the ability to add a stack of vulnerability if the target is in Fear or has 5 stacks of terror, while it's only taking 6 seconds to get the opportunity to add stacks of vulnerability why not add LD's destiny mantle attacks with Fear, for example: every critical (or vorpal if you think this is game breaking ) attack makes the creature be in Fear with no save, or make it with a save but on all attacks.

    7.Why the core benefits are so basic? What we have currently on live is much more interesting abilities than +2 to attack and damage, is this what epic destiny means? In the old system you got the core for free and they were special like Action Hero which one the of most powerful ability for action boosts characters. I believe we should have more unique abilities in our cores and not just expect the MP and RP.
    This wasn’t answered to in the last thread and I’d like to get some answers.
    New changes are not very exciting expect changing combat brute. Does crackdown a really tier 5 ability? Get us some self healing, less cooldown of Action Boosts, more critical threat (not for confirmation). This is not a tier 5.
    Why remove the damage from dread? Make it scale with 200% melee power, it did 225 damage on full stack (takes 18 seconds) meaning only bosses will be affected from it.
    Last edited by Theboss71; 10-22-2021 at 02:17 AM.

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