I thought the idea was to CREATE CHANGE in the game... to even out the classism due to perceived usefullness. Mages a lil less squishy... rogues a lil less crit-heavy... warriors high rate of kills so people don't think tanks "slow them down"
Isn't this StS's stated goalthe goal In response to user feedback?
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I really think that STS should implement skill swap outs for PVE and PVP, I use all of my skill points currently on just 5 skills, not all of them maxed and five maxed passives. Imo it is a great build that works well in pve and pvp, but if you add skill mastery. If i want to master skills i have to drop something, so it doesn't seem worth it.. If you give us the option to have a swap out for PVP then people can make the most of these skill mastery points. My two cents.
thank you very much...
at the moment trap's bleed damage, and magma's ignited damage can only be dealt by one person at one time,
this made those two works negatively in pve, because enemies scaled with number of parties, but only one player can deal the bleed/ignite damage
in numbers, let's say 4 equally geared rogues running a pve map each rogue can deal bleed damage by 20hp/sec, then there is an enemy that usually have 200hp in solo, become 800hp in 4 man party,
but bleed effective dps doesn't increase from 20hp/sec, even though there are 4 players using trap in the map, because it simply doesn't stack between players
same with magma's ignite, in solo play, we can easily ignite all enemies in a group, because they got ignited even when hitting us, but in a full party, each enemy can only be ignited once at a same time by the party, meaning in both case, even if we are able to ignite all enemies in a single group, the total effective dps is equal with that of a solo play. it become useless even though it is a party buff...
always milking, no service
AL IGN: Extrapayah/Extraparah/Extrajelek
Support Shared Pet Stable Please!
Ojh g ghjjhgf
can u please increase the level for the availability for mastery (like mastery is only available for lv41 and above) , lv26 rogues with arcane with be far more op if they had the mana recover heal pack, it will make them impossible to defeat them in a 1 vs 1 match
Can you make a way for it to be easier for non-plat users to get plats?
~Seavveed
updted atm?
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So I dont know if this has been touched on but one thing I hate about pvp is how quickly you die or how quickly you kill.
I wish pvp was more like a boss battle where it took a little bit more time and strategy to win. What if every players HP were multiplied times ten when you spawn in pvp map so its a longer drag out battle and requires even more strategy. I mean cmon, in duel one shot or two shots in a second and you win....its too quick imho.
Nice I guess :/
Rogue
Just my opinion:;
Shadow Storm Mastery: Increase the effective AOE range of Shadow Storm by 0.25m per point, and increase the maximum number of targets by 1 for every 2 points.
- As I observe AOE radius impact 6m is not working atm. Its useless to put mastery point on this skill if you cant fix the basic problem. Good if fixed.
Shadow Veil Mastery: Buffs allies inside Shadow Veil an additional 0.25 Damage per point
- Not worthy of any mastery point, if we use pet that has more 10% additional damage. You might want to give us another option.
Shadow Piercer Mastery: Shadow Piercer now heals for an additional 0.5% of players max health per point. This effect stacks with the Shadow Absorption Upgrade.
- If I'm not mistaken +10 mastery skill upgrade for this will add 5% additional heal point. I suggest 1% per mastery level, a total of 10% additional heal point will worth the sacrifice 10 skill points. But will be most awesome if you add chance to replenish mana per hit.
Razor Shield Mastery: Reduces damage taken with Razor Shield active by 1.0% per point
- Its good but will do best if you can increase a bit range/diameter of razor shield.
Noxious Bolt Mastery: Increase DoT length 0.4 seconds per point, and DoT tick damage by 1.0% per point
- Fair and cool.
Entangling Trap Mastery: Reduces Cooldown of Entangling Trap by 0.25 sec per point
- Just maybe can add a stun AOE if activated or stepped; will be no more useless in pvp.
Combat Medic Mastery: Medic packs now also replenish 0.33 Mana per point, per character level
- This is pretty awesome, mana is like oxygen for rouge. I just have no idea on how much mana it can give.
Aimed Shot Mastery: Reduce Mana cost of Aim Shot by 2% per point
- Good but better if you can add additional minus armor to prey for like 0.5% per level.
I know I'm extremely late but I just wanted to give my input and some ideas behind the rogue masteries
Shadow Storm Shot
This is a rogue's most useless skill in every game mode to date. The mastery does nothing to improve it or make it see any use. The subskill that increases the range of SSS is enough. The mastery shouldn't increase the range too.
Instead
SSS Mastery increase base damage by 5% per level. 50% with 10 levels.
This allows SSS to at least deal as much damage as an uncharged Shadow Piercer and would allow the move to see more use in builds. Because the main problem with SSS is that it hits like a feather duster.
Entangling Trap
While cooldown reduction is nice an dandy it's pretty miniscule in usefulness. Since we can proc another trap instantly.
Instead
Entangling Net has a +2% chance to pull enemies in PvE.
First off this move is made for PvE. Second off, it's used for one thing and one thing only. Pulling mobs. Increasing the chance of pull would greatly increase traps usefullness.
Last edited by Legallyblonde; 03-06-2016 at 11:06 PM.
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