SK AA (and more) ideas

Discussion in 'Tanks' started by Dimencia, Feb 3, 2014.

  1. Dimencia Journeyman

    Since I have NO idea who is the pick by SOE for Shadow Knights, The posting the AA list here my 2 sense (group based ideas NOT raid), hope the raiders add more..

    Not really looking to name stuff, just concept

    General:
    -= Innate Stats (16/30) [cost 10] +15 more ranks (aka 150 per stat)
    -= Innate Saves (16/30) [cost 10] same as above but for each stat
    -= Foraging (2/3) [Cost 6,9] (25 cap increase / Per Rank)
    -= Natural Durability (7/9) [Cost 6,9,12] (2,3,5% base increase in hp)
    -= Combat Agility (55/55) [Cost 18] 0.5% mod
    -= Combat Stability (54/55) [Cost 18, 21] 0.5% mod each

    Archtype:
    -= Fury of Magic (16/20) [Cost 12 each] 1-5% increase in Spell Crit Chance
    -= Veteran's Wrath (22/24) [Cost 15 each] 1-3% total increase

    Class:
    2 Hand Bash Block (0/1) [Cost 21] 2H weapons count as shield, Shield Block Functions
    ---Passive
    Aura of Hateless (0/1) [Cost 15] 10% Hate Reduction Aura (Beneficial/Blockable)
    ^^^^^^^^^^^^^^^ {purpose lowers agro made by others in group}
    ---Reuse/duration like most other auras
    Blood Thirsty Blade (7/8) [Cost 15] More 2h Damage
    ---Passive
    Fundament of Power (10/15) [Same Costs as before]
    ---Passive
    Fundament: 4th Spire of the Reaver (0/3) [Cost same]
    ^^^^^^^^^^ Weapon Life Tap Procs Become Group Heals vs Self Only (25%, 50% 100%)
    ---Reuse/Duration, same timer as other spires...
    Fundament: 5th Spire of the Reaver (0/3) [Cost Same]
    ^^^^^^^^^^ Weapon Life Tap Procs, Change to Mana Taps instead of HP, (25%, 50% 100%)
    ---Reuse/Duration, same timer as other spires...
    Gather Remains (0/3) [Cost 30/50/70] Summon Remains but for (Group, Raid, Aoe like cleric rez)
    ---Reuse 120mins
    Deadman Standing (0/1) [Costs 21] Set Caster movement 0%, Leash Mob to Knight
    ---Reuse 30mins, ---Duration 30sec
    Drop Dead???? (0/1) [Cost 15] Group FD Base 75% chance of success
    ---Reuse 60mins
    (reposted here to not offend ravengloop)
  2. Ravengloome Augur

    hahaha, It wasn't in the right forum what Can I say.

    I like the Group FD and Shield block with 2hander
  3. Kurayami Augur

    So gonna ramble for awhile here, if you aren't interested in my ideas of what would be nice SK AAs to get, can just stop reading here.

    Shield Block with 2-hander is a nice thought, but it shouldn't ever be better than using a shield. It does make a lot of sense though, considering somehow casters can block with a staff, but highly physical, well trained SKs cannot? I think a heightened riposte chance would be a better way to go here, is much more SK. Not only do we not get hit, but you get a few sword chops to go with it to remind them what happens when you mess with us.

    Dramatically faster AE hates would be great, either a way to make them instant or .5 cast time like our terrors. Our hate generating ability in terms of amount keeps going down the toilet compared to others, can we at least be faster at getting it?

    Hastened Visage of Death, this request will be non-stop until Visage of Death Timer Equals SK 2.0 timer among a great many SKs.

    Hastened HT, be nice if this was on the same timer that Leech Touch was on, it isn't really much damage by today's standards anyways, it is just an agro tool at best.

    Hastened Death Effigy, would be really nice if this had the same recast as Hate's Attraction, but any ability for this to be faster would be good.

    Hastened Hate's Attraction, is bad enough this was given to everyone else and their grandmother in some form, can we at least have the fastest refresh on this?

    Aura of Selfishness, 10 % melee damage/leech ability aura for group, have it be an aura that we can keep up constantly, not enough to really be a gamebreaker, but instead a nice perk to having an SK in the group.

    Enhanced Bites, allows our bites to restore endurance equal to the amount of mana it provides, helps the SK, helps the group.

    Let me borrow that, 10 min recast or so, drains group members equally to heal the SK fully instantly. A very selfish divine arbitration.

    Heightened Vampirism, 10 min recast updated UF breastplate clicky, but instead an AA, transforms us into a vampire for a minute or two, dramatically reducing timers on all lifetap abilities so we can chain cast them. This was an awesome thing we had going for us in UF via BPs, be great to have this back in full force.

    Reluctant Donation, 5 min recast, eats about 30k-40k of SKs life and heals the target for about 20k-30k. We had life donate many years ago, it wasn't particularly huge, but be nice to get an update to this line, give us some utility towards saving a group member from time to time.

    Yea I know the names for stuff are terrible, is just the ideas that are important really.
  4. Ryneis Elder

    All,

    There are some interesting ideas here but, might need to re- think priorities.

    The incoming changes pretty much place the class into extinction. We will be the lowest of the tanking.....lowest on the damage........lowest on abilities to use......lowest on population.....etc


    RIP .......fellow shadow knights......RIP


    Ryneis ( probably retired or placed in a museum )
  5. sojero One hit wonder

    Suggestion for changing MC to keep the AC and add either a 10% damage mod, or X dmg to each swing to replace the life leech ability
  6. Kurayami Augur


    Out of curiosity Ryneis, what specific changes are you talking about here? Very curious as this is the only class I will ever have called a main on Everquest for 15 years now.
  7. Ryneis Elder

    Changes to riposte and life tap from weapon damage. Bascially in their initial post, they are discussing removing life tap from weapon damage off of riposte. They are some variations being thrown around to different ways to accomplish removing SKs swarming ability....untested....not fully thought out obviously as such a major change did not appear to be on the radar untill brought up by players.

    We are already in a questionable position in the tank line in regard to our damage. We as necro/warriors should without question top it. This is not a major component to a tank in gear but affects our tanking ability due to life tap type AA lines and spell lines. Additionally, the damage component affects our raid roles. Do we top parses or dps classes. We do not and should not. Are SK spots in question when another knight class can perform the same dps and bring healing and splash curing: yes.

    A major component of our tanking is based off of our self healing components. The change affects several AA lines, several spell lines, epic 1.5, epic 2.0, affects our group and raid tanking...etc. Would certainly place the class on the bottom of the tank line.

    Years and years of expansions, game play developing our class. AAs and spell lines sold with expansions purchased. All of a sudden, a whoopse call is made and changes incoming.

    Whether the changes are overhauled to some kind of less altering form, there could be another whoopse called in a month or 6 months down the line negating reasons you had played the class in the first place.

    Disgusted,

    Ryneis
  8. Gr8fuldave Augur

    Will you please add Hastened Scarlet Blade to the list? I always use Scarlet Blade with Visage of Death and would love to see the recast timers more in line. SB is at 20 min now and VoD is at 12 with max Hastened VoD.
  9. Ravengloome Augur


    You realize they are just adding a shot counter on it right? and we will still be able to riposteleech

    And honestly who gives a crap about DPS, we need more survivability and utilty. Depending on how the nerf plays out (what the hit limit is) we might be exactly where we are Sans Swarming.. and who cares about swarming anyway.

    We are hands down the top tank for DPS as it stands, the fact some of you are saying we should focus on that over survivability or utility has me raising my eyebrows. We need to be useful, being at best 2nd rate DPS doesn't make us useful.

    AA Stuff

    Activated AA for an RB styled proc, that has a 10 or 5 hit lifetap proc for EVERYONE in group, procs off spell casts OR melee. Recast time 5ish minutes, the idea is to give your group some extra help on heals/damage. < make it actually proc a 5kish base lifetap so it adds damage and healing

    Revisit the cascading theft of life and defense, up the proc rate to be SIGNIFICANTLY better then it currently is, make cascading theft of life also return mana.

    Bites recuperate Endurance to please kthx

    AE Divine Call/Lure of the Sirens Song type ability

    Viral Challenge Hate over time ability, on a decently short recast (30 to 45 seconds)

    Group Death peace

    The Group Lifetap damage aura mentioned earlier, but make it significant (50%) and last maybe 30 seconds or so, give it a hit counter like Epic will have, so that can't even be raised as an argument against it.

    On the spell front

    Unlink our D**** spears already or atleast have them alternate from expansions which timer they are on so we can weave 2 in constantly <Add a significant Hate mod to Spear

    Add a SINGLE target lifetap with HUGE aggro mod and a shortish recast (like Valiant Deflection...)

    The originally planned version of Dire Implication from Underfoot would be cool, a Lifetap that heals the targets target. Funny paladins got what we WERE going to get.
  10. sojero One hit wonder

    AA to proc 200 ac bonus off spell use

    AA to speed up recast of Life taps X ticks
    AA to speed up life tap cast time X ticks
    (combined to be like UF BP)

    Add endurance to bites, can be separate AA

    AA to give a proc to bash to restore mana to group ~100 ish
    AA to give a proc to bash to restore endurance to group ~100 ish

    AA to give spears twin cast X charges
    AA to make life taps twin cast X charges

    Quickened terror AA to make it instant cast

    AA to sac 1000 atk for 300 AC for X minutes - sac dps for survival

    hundred hands AA - nothing else added because we have visage
  11. Ryneis Elder


    The life tapping and pricing off of riposte directly affects our tanking the group and raid setting. The team did not seem to even realize this when they announced the changes. Does this inspire the confidence in you that they can implement a even remotely seamless transition to whatever this change will become?

    DPS is the name of the game in both group and raid settings. If you can kill it faster, you can avoid a lot of the mechanics. Why do you think dps groups with or without Mages are so successful? They can burn down mobs quickly. This also applies in the raid setting. Specifically in the raid setting, SKs do not have a real role that a paladin can not perform. The DPS that we should be doing anyway could give more reason to hold spots in the raid since we could provide more dps and kite.
    I
    As far as the class, dps is a part of our lore. SKs are necro/warriors why do we need to switch to a dps mode/setup to break even or barely beat out paladins and warriors for this to happen? When did a warrior/cleric or warrior provide enough dps to rival the necro/warrior? The necromancer alone could out damage them all alone.

    Disgusted still,

    Ryneis

    P.s. Raven, the post is not to directly confront your reply. Just trying to elaborate.
  12. Ryneis Elder


    I like some of your suggestions...endurance with bites.....group life tap proccs...unlinking spear lines.

    The original version of dire implication, however, I do not want at all.
  13. Ryneis Elder

    The more important question for me at the moment is why am I still posting on these boards when I cancelled my accounts yesterday. I guess addiction which I hope will subside over time.


    Still disappointed,

    Ryneis
  14. Ravengloome Augur


    EXCEPT They said we WILL still be able to lifeleech off Riposte.

    I know what it does for us, but your basing your nerd rage about it off the original post, later they said WE WILL STILL be able to riposte leech. But they are going to add a hit counter

    There is no way a well played SK should not be getting outdpsed by a Paladin or Warrior except in exceptional circumstances or an apples to oranges comparison.

    So No we don't need a DPS boost, we need utility and more survivability.

    If you want to bring up raids and paladins: Unless you can out DPS real DPS classes your DPS doesn't really matter on a raid, your a tank. If you want to be as useful as a paladin to your raid, your going to need the utility they have, not more DPS.

    If your guild is hurting for DPS that bad but they have warriors/paladins they might as well bench you and grab a real DPS. Even if we got a huge boost we are going to be behind most/all the real DPS classes, so Whats the incentive to get more DPS that isn't really going to help us be more versatile/needed?
  15. Ragnard Elder

    Just a few points on the whole raid thing:

    1. Not everyone raids and not all of the content of this game is raid content. Obviously you know this, but I just want to avoid the straw-man situation we get into when we focus on only one aspect of game play. In group and solo content, more DPS often means more experience and dare I say it more FUN.
    2. DPS is utility - nobody asked to be in line with the top DPS classes and we don't want to replace them, but a DPS boost when we're not actively tanking an add or otherwise engaged defensively can only benefit the raid. It's not going to CHANGE our desirability in a raid, but your ideas to make us more like paladins don't have to be mutually exclusive to what others are asking for.
    3. To expand on above, adding DPS situationally does not mean something else has to be withheld. As long as they are exclusive to different circumstances there's no reason to say we can only have one or the other.
    4. I think it's more constructive to make a good case for what you think the class needs rather than attack what others are asking for.

    All that said, I like your ideas and would like to see some of them show up in game, Ravengloome.

    Also, since it seems like the other thread has died in place of this one here are my comments:

    Make the next AA bite add endurance as well as mana so it's a little more unique from the Necro version.

    Since mortal coil will be changing, let's take this chance to make it something useful outside of only killing blows. Change mortal coil to an offensive proc that gives let's say 5-20 physical lifetap charges (increasing per rank) on a 100 rate mod. Unlink the AC buff from the lifetap buff and make the duration around 30-60 seconds.

    Alternate version: Make Mortal Coil an active ability and work like a UF BP clicky and reduce the recast time of all lifetaps + the AC bonus. Keep the recast as short or shorter than first spire.

    I would like to see some more differentiation between the roles of 1h and 2h. As it is now, 2h does a bit more DPS due to extra attacks with speed of the knight but it's so minor compared to the benefits of shield AC.

    It would be great if SKs (and warriors/pallies) saw 2hers going towards more of a DPS role. Maybe even a toggle ability which requires 2her (or 2h/DW in the case of warrior) equipped that reduces agro/mitigation in exchange for higher melee damage and maybe other benefits like mana cost and cooldown reduction on detrimental spells.
  16. Ravengloome Augur

    2handers are our DPS role

    The gap could be widened a bit, but I rarely tank with a shield unless its an absolute world breaker. < Which based on what i've seen in COTF so far, is basically Captain Galenth.

    They could give afew more ranks of Bloodthirsty Blade and id be happy.

    I liked your idea to make mortal coil more like our BP clicky.

    Someone mentioned UF BP type AA, and I doubt they will do that. Theres a reason they discontinued that clicky for us. Although I hope they try something like that again.

    Hastened Gift of the Quick Spear would be pretty elite too.

    Hastened Soul Flay would be nice too.
  17. Ragnard Elder

    Yeah just having a bigger gap between 2h and 1h would be enough. As it is now, equal tier 1h and 2h weapons will do about the same dmg per hit once shield specialist is counted and the main difference is in bloodthirsty blade and speed of the knight. This difference is minor compared to the effect of 250 pre-softcap AC (equivalent of what, 1500 post softcap ac?) when using a shield.

    They could tune the UF BP type AA to be less powerful than the UF BP click was. Maybe 6 seconds reduced cooldown so you would need multiple ranks of touch lifetap in order to spam them back to back. Either way, I'd like to see Mortal Coil no longer be a deathblow ability and add lifetap/healing utility in another way.
  18. Ryneis Elder

    I do not think the attacking comment is necessary to make your point, so I will just take it at a whoopse and ignore responding to the points that you have made in a few posts.

    My feelings and cancellation was not based on rage. See disgusted definition below:

    disgusted
    Houghton Mifflin
    adj.adjective

    Filled with disgust or irritated impatience.
    disgust
    tr.v.
    To excite nausea or loathing in; sicken.
    To offend the taste or moral sense of; repel.
    n.noun
    Profound aversion or repugnance excited by something offensive.


    I think that this really covers it we'll. if you take into the simple fact that the "team" did not seem to understand the impact that the initial change would have made to the class, eye-brow raising, shock are reactions pretty reasonable. Did they go back and make changes, yes. Are these changes enough, that is yet to be determined.

    Referring only to the mass number of changes to multiple classes, some of these changes will/would have been really class altering. Do you think it would be prudent to have had more discussions on those changes? SKs and clerics seem to candidates here and, the other classes could also fit in depending on their preferred play style. It may have been good to have meetings around the class changes developing perks to those classes who are affected. For example, the cleric's solo ability has really been affected and, we feel your disappointment. In response to this change, we have decided to add one of these changes to your AAs/spells to help in your transition. Vote on one of the three changes below that the EQ team has put forth.

    Disgust is a good word when you feel that you have had one pulled over on you. My purchasing decisions were directly related to the SK class. The way it was played and the things it could do. This resulted in years of continue loyal support through purchases which may have went to another game if these changes had went into effect earlier. Swarming was one of these changes even though I do not swarm anymore at 100. Did the change to swarming need to be done, yes. Should it have been done earlier and in a way more understanding to the classes involved, yes. Do I feel that I should receive a refund going back years because my purchasing was affected by how the class played from OOW till now, yes.


    Disgusted,

    Ryneis
  19. Ragnard Elder

    If you are going to quit because they proposed a change then listened to player feedback and updated it to something more reasonable then you were just looking for a reason to quit or you have unrealistic expectations about MMO video games. Don't play MMOs if you can't adapt to changes on a regular basis. It's as simple as that. I don't care how much greener the grass is wherever you're going next, things will change in that game too. Especially if you're picking a powerful class based on "how that class is played," just go ahead get ready for things to change down the road. Good luck to you.
  20. Ryneis Elder

    Ragnard,

    I have been playing EQ for years...was not in the original release but go back 10 years plus. I have been through many changes and accepted most of them. I can go into the major ones that I rememeber if you prefer for examples. I can handle some change. These are a bit different then just any old change.

    Thanks for your reply,

    Rynies