Warlord

Rub

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I readed some TL reports yesterday ( cause i was bored ) And saw in a hero or warrior (or both but i couldnt find an armsman one :p , well on VN boards ) for a suggestion to change the warlord line cause its underused cos of the sharing timers or whatever, and they said its under discussion and they're open for suggestions. So i came with the idea to make a warlord line myself :) . Well anyway here it is:

ML lvl) Name( ? means no name yet): Description - Duration - Recast - Nr. for sharing timers

1) Siege Master: reduce all siege timers (load/aim/fire) by 30% - Passive - / - /
2) Bolstering Battlecry: heal power, fatigue, and health by 10% of max
(PBAoE shout) - / - 5mins - 1
3) Cowering Bellow: all enenmy pets insta die (Brittle Guards have 50% chance to die from this) (PBAoE shout) - / - 5mins - 2
4) Resillient Will: Next hit/spell has 25% more chance to miss/being resisted - 30secs - 5mins - 3
5) Guided Strike: next attack from nearby allies has +15% chance to crit - 30secs - 5mins - 3
6) Summon Stone Archer: Summons a 'pet' archer on GT that can't move an can atk ppl within 2000(bolt range?) and a minimum of 1000(1000 less than bolt range) range for 1dmg the atk goes through BT and Brittle Guards u get a special pet window if u summon the 'pet' - 10mins - 10mins - 4
7) Break Barrier: Single target BT remove spell that isnt used when target has PBT or no BT at all - / - 5mins - 2
8) ? : AoE insta cast spell that reduces the cast speed with 20% purgable and doesn't interupt - 2mins - 5mins - 2
9) ... Guard: Summons a 'Brittle Guard' that absorbs one insta CC spell and then dies, u still get immunity timer (everyone in group gets such 'Brittle Guard) - 10mins - 10mins - 5
10) Barrier of Anti - Magic: a group BT that absorbs 1 hit of a spell that does dmg but doesnt absorb a hit from insta cast dmg spell - 10mins - 10mins - 6

If any of these is OP with something else or on its own then it can be replaced with this:

?) Orb of Endurance: Font of Power but for end, is casted at the caster's GT but can only destroyed with the spymaster ML4 (Sabotage) bcose it will be cast to help the assist tank train so it isnt destroyed before the tank train can arrive - 15mins - 15mins - 7

Some things have stayed some things made a bit better but most is changed its a kind of counter against almost everything that made casters better with ToA. Pls give comments or ask questions if u want to.
U think this will become something or shall i play DAoC in my dreams with this 'new' ml line?
 

Righthandof

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Rub said:
3) Cowering Bellow: all enenmy pets insta die (Brittle Guards have 50% chance to die from this) (PBAoE shout) - / - 5mins - 2


think about bds/sms. this is way too op.


Rub said:
4) Resillient Will: Next hit/spell has 25% more chance to miss/being resisted - 30secs - 5mins - 3


25% lol.. so you ask to have Dirty tricks as an ml4?

Rub said:
6) Summon Stone Archer: Summons a 'pet' archer on GT that can't move an can atk ppl within 2000(bolt range?) and a minimum of 1000(1000 less than bolt range) range for 1dmg the atk goes through BT and Brittle Guards u get a special pet window if u summon the 'pet' - 10mins - 10mins - 4


make it maximum of 1350 range.

Rub said:
8) ? : AoE insta cast spell that reduces the cast speed with 20% purgable and doesn't interupt - 2mins - 5mins - 2


this already exists, banelord ml1


Rub said:
9) ... Guard: Summons a 'Brittle Guard' that absorbs one insta CC spell and then dies, u still get immunity timer (everyone in group gets such 'Brittle Guard) - 10mins - 10mins - 5


way too op. perhaps self only


Rub said:
?) Orb of Endurance: Font of Power but for end, is casted at the caster's GT but can only destroyed with the spymaster ML4 (Sabotage) bcose it will be cast to help the assist tank train so it isnt destroyed before the tank train can arrive - 15mins - 15mins - 7


paladins have a hard time finding groups already, this would just make it even more unbalanced.

i liked it btw :)
 

Rub

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Righthandof said:
1)think about bds/sms. this is way too op.
2)25% lol.. so you ask to have Dirty tricks as an ml4?
3)make it maximum of 1350 range.
4)this already exists, banelord ml1
5)way too op. perhaps self only
6)paladins have a hard time finding groups already, this would just make it even more unbalanced.
i liked it btw :)
1)why u think i putted it into this? :twak: and think about the things it shares timers with and it will only affect 1 caster in a party methinks, that PBaoe shout doesnt has much radius
2)ok maybe its too much but its only the first hit not the full 30secs remind that
3)i dont know anything about range thingies only played an armsman in RvR
4)didnt know that
5)its only insta CC but if its OP still make it self only and there can only be 1 such guard active
6)can be but pala's can choose warlord also m8 then there's only 1 ability that cant be used, the first warlord line where lots more cose of sharing timers or almost doing nothing
 

Rub

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Lomme said:
don't touch warguard imo :p
magic dmg hurts more than melee imo

or maybe change the current ml8 ability with warguard
 

Righthandof

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the biggest problem is the warlord line is meant to counter banelord attacks.(10% damage on bl, 10% heal on wl, 25% extra damage on bl, 25% extra absorb on wl..) its hard to change warlord line to be more usable without getting banelord line even more op than it is now.
 

Rub

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Righthandof said:
the biggest problem is the warlord line is meant to counter banelord attacks.(10% damage on bl, 10% heal on wl, 25% extra damage on bl, 25% extra absorb on wl..) its hard to change warlord line to be more usable without getting banelord line even more op than it is now.
but as it is underused atm it doesnt help anything imo
 

Righthandof

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Rub said:
but as it is underused atm it doesnt help anything imo

its pretty good for solo tbh, counters good the evil blademaster/champ banelord line :) ive been warlord for a month and enjoyed it pretty much.. som + battler charge + ml10 and nothing can touch you in melee.. only prob is its not group friendly at all, but for solo, its ok.
 

Rub

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Warguard stays m8 it became the ml8 ability and i want to make the line more group friendly and most of the counteratks to banelord stays now warguard is back

and the line it is atm being used with solo'ers doesnt help at all imo banelord ppl r much wanted in groups
 

elbeek

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Leave the warlord line alone or wait till you have done some rvr before you make ridiculous claims to change it eh?
 

Demon2k3

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i've done some rvring myself and i got an ml8 warlod. the ml2 ability is great since it heals alot , also the ml3 one. the ml 4 one are also great. the ml5 are so-so bcz it's not that usefull with an extra chance to crit. the ml6 one are the greatest tho, saves me loads of end after that ability. and ml 7 i haven't tried yest, not ml8 one.

so the one that could need changing are ml5 warlord ability.
 

Straef

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Righthandof said:
think about bds/sms. this is way too op.
Something overpowered to counter overpowered pets then, good ;p
 

kirennia

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Righthandof said:
think about bds/sms. this is way too op.

Just thought I'd put in.....you do realise this would effect animist, sorcs, cabbies, thergs, chanters, druids too right? It's not all one sided. Maybe if it were 25% instead of 50% it'd be better.
 

Raven

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Rub said:
magic dmg hurts more than melee imo

take a look at the 1.81 patch notes then.
Warlord is pretty much fine as it is atm, maybe some things shouldnt share timers with others, but i am still very happy i dropped useless battlemaster (for a hero) and went warlord.
 

occy

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Raven said:
take a look at the 1.81 patch notes then.
Warlord is pretty much fine as it is atm, maybe some things shouldnt share timers with others, but i am still very happy i dropped useless battlemaster (for a hero) and went warlord.

im not ;(
 

Manisch Depressiv

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Rub said:
magic dmg hurts more than melee imo

or maybe change the current ml8 ability with warguard

So what, we will get 15% more magic resists and a magic resist shout. With AoM5 Armsman will be almost immune for a short amount of time, just for what is needed to come close to a caster, shout a pet off, slam the caster and 2-shot him (Yes, Kagato, I know you are not able to 2-shot casters).
 

Righthandof

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Manisch Depressiv said:
slam the caster and 2-shot him (Yes, Kagato, I know you are not able to 2-shot casters).

lol? even gimp 2h pallies like me can easily 2-shot casters :p
 

Deepflame

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Magic damage is supposed to hurt more than melee, that's the whole idea behind it. Otherwise casters should get studded armor, get the same interupt code as melee/archers and get more HPs. :p
 

Rub

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Eeben said:
Dont take my warguard away :(
it isnt :p

Manisch Depressiv said:
...shout a pet off, slam the caster...
that pet shout run away thing never worked with me, and how much doesnt slam get purged??

Raven said:
...i dropped useless battlemaster...
maybe it's useless for soloing but im talking for groups, battlemaster is nicer for a group then warlord imo

Elbeek said:
Leave the warlord line alone or wait till you have done some rvr before you make ridiculous claims to change it eh?
I just dont rly like the warlord line as it is atm and made my own 'new' line(wich prolly wont get in the game imo) and asking ppl what they think of it im not making ridiculous claims to change it, lol.
 

elbeek

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Rub said:
I just dont rly like the warlord line as it is atm and made my own 'new' line(wich prolly wont get in the game imo) and asking ppl what they think of it im not making ridiculous claims to change it, lol.

Before you "suggest" your own version of the warlord line, why not run a poll asking those that actually use it wether or not it needs tweaking?
 

Lomme

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i like it the way it is :p maybe tweak the 10% chance to crit etc, kinda sucks that it only works for 1 attack
 

Kagato

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Manisch Depressiv said:
(Yes, Kagato, I know you are not able to 2-shot casters).

Do grow up.

As for the thread starter, there is nothing wrong with the Warlord line at all, its perfectly fine as it is and much stronger then some of the other ML paths out there.

If I could customise the line myself, I might change a couple of the abilities to be minor, self only, passive effects. But that would just be greedy and not really necessary.

Guided strike, resilient will and cleansing aura could probably do with a little tweaking if you were to be picky, but all paths have their near-useless abilities. Again personally i'd like them to be reduced in effect and changed to be self only passive. But again it would probably make the line as a whole to over powered.

Defending Martyr is a good idea, just poorly implemented, back in old frontiers when every tank had FA2 it was quite handy when used right as a group heal, now though its simply suicide to even try, and 30 minute timer? madness. I'd like to see that ability changed slightly but thats all.

More realistic suggestions would be to have the cowering bellow effect not resisted so much, and perhaps do 1 damage to pets so it can kill brittle guards, as currently even when they run away they still intercept the attacks. Either that or nerf brittle guards.

Guided strike and resilient will should stay up until they actually work until the duration runs out, currently you can pop guided strike, fail and its gone instantly, even though its not gone anywhere near its duration. If it actually stayed till you did critical hit it would be nicer. Same in reverse for Resilient will.

Cleaning Aura is ok but extremely siturational for a high ml ability, it would be more useful if you could pop it before a dot lands, or again reduce the effect and make it self only passive.

Im not sure on the best way to fix Defending Martyr without making it over powered, perhaps reducing it to 50% of your hits rather then 90% would be a start.

Leadership I have heard is bugged, I CBA to test it as I normally use warguard but I do know that when I do try it I don't really notice any damage differance. It could do with tweaking.
 

Rub

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pretty much agree with u kagato but ur talking at the point of soloing the only rly useful thing in groups is warguard and the heal(not defending martyr lol this ability sucks, suicude like u said). and all things should be improved or as u say be passive self only( rly nice idea btw :) , tho some would end up a little bit op but other ml's make ppl op also imo) or just changed i mean look at Resillient Will 5%(wtf?? thats like nothing) that the next atk on u will miss on 5 min timer and shares timer with guided strike and cleansing aura it almost does nothing and it shares timer with 2 things. tho maybe energizing aura is nice also

Kagato said:
its perfectly fine as it is and much stronger then some of the other ML paths out there
wtf much stronger then some? ok it is stronger then stormlord, but banelord? convoker? spymaster? sojourner? perfecter? battlemaster? i mean its only stronger then 1 ml line imo

EDIT: i can understand everyone thinks what he thinks but it can use some improvement
 

elbeek

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Rub said:
wtf much stronger then some? ok it is stronger then stormlord, but banelord? convoker? spymaster? sojourner? perfecter? battlemaster? i mean its only stronger then 1 ml line imo

You have just proved that you know fuckall by this comment. Sojourner is a terrible ml line and you cannot compare Warlord with other lines that are not its direct competition. Your one man crusade "could" spoil a line that suits many so how about letting the people that "play" and "use" the warlord line pass judgment.
 

Void959

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I've been warlord for a long time and I love it, I agree that its more useful solo than in groups, but I don't think its as nearly underpowered as many people think, rather many people never give it a fair go, just look at how many minstrels are sojourner until they try WL.

There are a few things I would change though:

- Cowering bellow: Simply too buggy, it sometimes works perfectly, sometimes for only half a second and sometimes not at all. I always use rr5 over this where possible. Make it work consistently and its fine.

- Cleansing aura: Very low timer but still a bit too weak, especially against caster DOTs. Make it reduce the DOT by a fraction, say 20% rather than a fixed value and it would be useful against casters w/o being overpowered against assassins.

Guided strike/Resillient will: Make these slightly more effective to be on par with the banelord abilities.

- Energizing aura: Too low to be much use, especially in groups. Also I'm fairly certain from experience that is simply acts as a 1 point regen, rather than reducing everything by 20% as it suggests. If this is 1 point make it passive (although groups wouldn't benefit then), much longer duration, or make this 2-3 points and have it stack on top of normal endo regen.

- Defending martyr: Nice in theory but rarely ever useable. Make it usable below 90% health but its effectiveness reduced proportional to users health and it could come into fasion, lower timer to 15 or 20 mins also.

- Leadership: Again nice idea, but has hardly any effect in tests, raise the effectiveness so spells are reduced by 10-20% or so and it'll be a good ML.


As for timer sharing, I don't mind at all. It makes it more interesting to have an element and makes you think about which to use rather than just dumping 8 timers at the start of every fight.
 

Righthandof

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sojo isnt that bad tbh. well, its 0 but FZ makes up greatly for the loss.. at least its hell OP in an 1v1 situation.. FZ, than you can hit four 2h styles, and just land slam at the end for further 3... i guess its not that useful in groups tho.

to the formerly poster: energizing aura does stack with end chant, tested it on my pally.(styles take less endurance, endu regen gives the same -> much more endurance at the end of the fight)
 

Void959

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Righthandof said:
sojo isnt that bad tbh. well, its 0 but FZ makes up greatly for the loss.. at least its hell OP in an 1v1 situation.. FZ, than you can hit four 2h styles, and just land slam at the end for further 3... i guess its not that useful in groups tho.
I've found warguard alone to be better than FZ outright, I guess a higher DPS class would benefit more from FZ, but in situations where you're outnumbered, and in long fights warguard should be better for any class. Plus its on a lower timer, and not prone to bugging. The only time I miss FZ is against WLs, plus certain BDs and MOCers.
 

elbeek

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Void959 said:
I've found warguard alone to be better than FZ outright, I guess a higher DPS class would benefit more from FZ, but in situations where you're outnumbered, and in long fights warguard should be better for any class. Plus its on a lower timer, and not prone to bugging. The only time I miss FZ is against WLs, plus certain BDs and MOCers.

totally agree. FZ is pants now its on a 15 min timer, not to mention the los/terrain issues. Phaseshift is useless as are the detect/unmake crystal seed. The ONLY grp benefit Soj gives is water breathing, yet still Rub is trying to convince people that Warlord needs a make over.
 

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