Friday, August 24, 2007

More Brainstorming

More brainstorming less mage related:

Pally:: Disbelief - Interrupts target's cast and makes you immune to that school of magic for 8 seconds. Pallies have been dominated by casters for way too long with zero defense against caster damage basically. This would give them some help at reducing the damage they take from casters (though they could switch trees), be an indirect buff to classes supposed to benefit from multiple spell trees (minor), and be a great CC counter for paladins more interesting than the current spam Sacrifice nonsense. Should have short but not crazy short CD. (30-45 sec?)

Pally::Hallowed Ground - 5min CD Blesses the ground around the pally (5yd AE) for 20 seconds. While inside the hallowed ground, targets receive 25% more healing and damage done to them is reduced by 10%. A situational healing buff and damage reduction that requires your healing target staying inside the radius of the effect. There are perhaps some serious concerns with something like this in PvE. (or any healing buff)

Priest::Sleep - 2 sec cast (holy tree) - Puts the target to sleep for 6 seconds. Any damage will break the effect. Sleeping targets regenerate health slowly. I picture a short duration poly with a longer cast and a greater spell school being locked risk. The cool thing about this is that since shadow priests rely so heavily on DoTs, something like this wouldn't be THAT dangerous for them. (like say a more reliable fear would be =p) Old school players probably recognize this a bit. ^^

Priest:: Penance - 1.5 sec Cast. Afflicts the target with penance for 8 seconds. While that target is healed, you gain mana equal to 25% of the healed amount. Another twist on the whole healing debuffs/buffs thing whatever.

Priest::Berserk - Friendly buff. 2min CD. 3 second cast - shadow. Friendly unit is immune to all crowd control effects and has its damage dealt and received increased by 10% for 8 seconds. Shrug.

Lock:: Death & Decay - 1.5 sec cast, 60 sec CD. All hostile units in the targeted area are randomly afflicted by Afflction effects including Curse of Agony, Corruption, Sypon Life, and Seed of Corruption. I imagine something the size of blizzard and the average target receiving 2 debuffs.

Lock:: Atrophy - Causes your curse of weakness and curse of tongues to also reduce the rage, energy, and mana regeneration rate of the target by 25% for 12 seconds.

Lock:: Curse of Tongues and Weakness are now on Diminishing returns. With only 2 classes able to remove these effects while most other CC effects have other means of removal (shifting, escape artist, interrupting the cast of the CC, felhunter dispel), these two abilities are too spammable.

Warrior:: Shrug Off - Removes all movement impairing effects. (30 second CD) While this seems pretty ridiculous, consider that things like hunter traps, poisons, frost chills can all be nearly immediately reapplied.

Warrior::Disable - Melee Range - 30 Rage - Roots the target in place for 5 seconds. Target's ranged and casting speed is reduced by 15%.

Rogue:: Shadow Knives - 3min CD - You may attack your target as if it were in melee range at up to a 20 yard distance. Your attacks do 75% of their normal damage, and this damage is shadow not physical. How cool would it be to see a rogue stabbing the air and doing damage to a guy 20 yards away? ^^

Rogue:: Lethal Wound - Bleed effect. 80 Energy. Wounds the target fatally that deals increasingly more damage until the target leaves combat. Rogues (and warriors) really get to play with the whole in-combat vs ooc thing, why not explicitly make it ability related.?

Rogue::Shroud - 60 Sec CD. Grants the rogue stealth for 3 seconds. Usable anytime. Debuffs and damge over time effects are not removed but their effects are suspended during Shroud. Besides allowing for some stupid combos, increases survivability and allows for greater use of openers.

And I'm bored of doing that now...

I shall return with updates and lessons learned playing on GameOver's new 5s team. Until then, go watch WSVG. ^^ I'll leave the reporting and editorializing of the WSVG events to others as doing so just really depresses that I'm not there playing.

I still don't think our battlegroup sux =p
AND we aren't battlegroup 6, we're BG5 (and yeah we wouldn't be 1400 on BG9*)

* Copyright Nimch 8/24/07

10 comments:

Goretongue said...

I feel bad saying it, but your rogue ideas are more than lackluster.

Anonymous said...

As a player of a warrior and a rogue, I can tell you that shadow knives and shroud are ridiculous (I would eat warriors with those - Think cs shiv gouge shroud garrote rupture evasion shadow knives + blade flurry... That's a lot of armour-independant damage with evasion being the only "5 minute" cooldown blown), and that disable has the potential to be ridiculous... But I think the high rage cost makes it somewhat balanced. Shrug off is less overpowered (If gnomes can do it almost as often, why not non-gnomes?)

Anonymous said...

Is wsvg live stream available for toronto? The only player i see on the site shows me the xecks interview over and over :D

Is the live stream somewhere else or were i just checking at wrong times?

Shaan said...

A bit too many buffs for warriors in my opinion, seeing as they already have quite good mobility with intercept. Shadow knives is too good. Shroud I like though. Disbelief sounds just like something paladins need.
I would suggest giving rogues Shrug Off instead.(Just with a bit more rogueish name, such as.. "Fade Out." or whatever :p.

Ive said...

Penance is overpowered for PVE if it can be cast on a friendly target. Cast it on the MT and you now have full mana.

Lethal wound would also have to be capped really low or it would be an unreal buff for rogues in PVE(a rupture that does more damage and never has to be reapplied? yes please!)

I love shroud, but it would need to be a longer CD OR cost some energy. Ambush > shroud > ambush > renatiki's CB evic with 120 energy would be too much burst, and the subsequent whining would move rogues too far in the direction of AP mages(if they kept the skill but nerfed other things) in that if someone survived the initial burst with more than 30% hp you didn't really have much for options during the rest of the fight.

Shadow knives would actually be a lot less overpowered in arena(except for 2v2) than it seems. I'd assume 15 seconds duration? That's really not bad considering you're doing 25% less DPS and (presumably) not able to apply poisons. It would give rogues something they need when they are focusing someone and the target blinks/intervenes/fear+curse of ex/etc... and the rogue is effectively CC'd, and out of the fight for too long(I.E. long enough for poisons to fall off and target to get healed from 1% to 100%). Shadow knives gives the rogue the ability to help finish off that target 10 yards away at 5% that you already have 5 points on.

Yes, it is OP in 1v1 vs warriors, prot pallies, and tank droods, but it is NOT game breaking(and "the game isn't balanced around 1v1" rite?). You have to realize that you're not going from 700 crit SS to full 1500 crits, you're going from 700 to ~1250 for 15 seconds. It would really bring back 5-8 effectiveness(that went away when warriors learned how to shout :P)

Blake said...

"Lock:: Atrophy - Causes your curse of weakness and curse of tongues to also reduce the rage, energy, and mana regeneration rate of the target by 25% for 12 seconds."
This would absolutely own rogues. Rogues damage is already limited by a steady energy gain (vs. mana which is not infinite, but can be used at any rate). Allowing locks to use a reapplable debuff that would slow down energy generation would destroy rogues. It would have minimal effect on casters since mp5 doesn't make up 100% of their effectiveness. It would slow warriors down a ton. If they weren't getting attacked it would keep a warrior from generating any rage and make them nearly useless.

"Lock:: Curse of Tongues and Weakness are now on Diminishing returns. With only 2 classes able to remove these effects while most other CC effects have other means of removal (shifting, escape artist, interrupting the cast of the CC, felhunter dispel), these two abilities are too spammable"

CoX should also be included in this. I can't count the number of times I've been CoX kited around pillars in nagrad or up and down the ramp in Blade's edge for 90% of my HP. If i ever get too close (sprint for example) they can just Amp curse (more often than i can sprint in fact) and fear me away. DR on CoX and CoT ftw

Oppo said...

hmm

"Improved shroud".

Rogues already got it in BC :D


That being said,
Lethal Wound is probably the best rogue move idea I've ever heard of.

as a dot it would break gouge / sap / blind, so you cannot expect to stunlock someone while having it do it's magic, but at the same time, if you are kept in combat do to some reason the tables turn very quickly, and this would go a decent way into evening stuff out where, say, the rogue is kited indefinitely after having his CDs blown.

Might need a little tweaking, but It's a very potent move that has so much possibility.

Good write up, raddy, some of your stuff seems a bit over-the-top but every now and then I find something truly original in here that I never thought about, thx.

Raddy said...

<3 oppo

I promise to be back to strats and drama now though ^^

Agrielle said...

You mentioned berserk for priests, why not just give a WC3 inspired inner fire?

huck said...

round five coin toss - heads!