After feeling something wasn't right with how much HP Dragon Rage is said to take on use in the skill description, I ran a quick test. Without taking any damage myself, three Dragon Rage attacks took off all but a sliver of a HP bar section, one of eight (this is with all hits, not just the third double hit taking extra HP off). One eighth is 12.5%, so it's pretty obvious that each Dragon Rage hit is taking about 4% HP off per hit, not the 2% that is stated in the skill Description. I didn't play Reaver early on, when there was the issue with Dragon Rage and Rampage. Was this one of the changes made, and the description wasn't updated? Or is something horribly wrong here?
Is Dragon Rage Supposed to Consume 4% HP on Use?
#1
Posté 21 mai 2015 - 04:38
#2
Posté 21 mai 2015 - 04:42
I strongly recommend reading this:
http://forum.bioware...mbat-mechanics/
Now, obviously some data there is a bit outdated, but it actually mentions Dragon-Rage. The actual loss is more likely 5%.
#3
Posté 21 mai 2015 - 04:51
I strongly recommend reading this:
http://forum.bioware...mbat-mechanics/
Now, obviously some data there is a bit outdated, but it actually mentions Dragon-Rage. The actual loss is more likely 5%.
Wow, the cost reduction that Ring of Pain gives Dragon Rage is rather weak. Anyway, if the cost was actually 5%, three swipes of Dragon Rage would take off more than one eighth of my health bar, but it doesn't. Three swipes take just under a full 1/8th bar, meaning total HP consumption is less than 12.5%. So either the supposed 5% cost is wrong (why the heck would the wiki list 2% if it's not the correct amount, especially if it's not even the original value?), or the cost reduction from Ring of Pain is active at all times, even when it's not being used.
#4
Posté 21 mai 2015 - 05:29
Well... it could be 5% per swing... but its 5% of current HP.
I'd like to see that variable down to 3% personally... and I'd like to see Dragon Rage working 100% in conjunction with Rampage.
I honestly cannot see why Dragon Rage does not work in synergy with Rampage. Makes no sense to me...
I'd also like to see Ring of Pain changed from a Cast @ area to a Cast and sustain 'aura' around the PC him/herself. Reaver is really supposed to be a mobile kinda-glass bulldozer druffalo meatgrinder... why are we trying to choke-hold it into place?
Would love to hear what Luke has to say on this? I know the suggestion was offered up to be re-work for the SP... but never saw any love.
#5
Posté 21 mai 2015 - 05:43
Well... it could be 5% per swing... but its 5% of current HP.
I'd like to see that variable down to 3% personally... and I'd like to see Dragon Rage working 100% in conjunction with Rampage.
I honestly cannot see why Dragon Rage does not work in synergy with Rampage. Makes no sense to me...
I'd also like to see Ring of Pain changed from a Cast @ area to a Cast and sustain 'aura' around the PC him/herself. Reaver is really supposed to be a mobile kinda-glass bulldozer druffalo meatgrinder... why are we trying to choke-hold it into place?
Would love to hear what Luke has to say on this? I know the suggestion was offered up to be re-work for the SP... but never saw any love.
I believe that one of the reasons for this change was that the synergy was overpowered. But the AW still has 30% barrier from fade shield, so go figure...
#6
Posté 21 mai 2015 - 05:50
I believe that one of the reasons for this change was that the synergy was overpowered. But the AW still has 30% barrier from fade shield, so go figure...
I can't really see how it would be 'overpowered'.
Reaver has literally no defensive spell. Its overwhelming Offense is the only thing to keep it alive......
And we can't factor promotions into this equation... because ANY unit obtains godlike survivalability when you have 100+ promotions in all stats.
#7
Posté 21 mai 2015 - 06:00
I can't really see how it would be 'overpowered'.
Reaver has literally no defensive spell.
Wut? Combat roll? War Horn? Block and slash? Pommel Strike?
#8
Posté 21 mai 2015 - 06:05
Wut? Combat roll? War Horn? Block and slash? Pommel Strike?
I see your comment and raise you ohk archer.
Combat roll is an evasion skill, not a defensive skill.
Every other warrior class can generate giant amounts of guard (even if it its kinda useless atm) in short amount of time... reaver cannot do this effectively.
Nor do I want them to be a 'guard generator'... I'd like to see them get a passive introduced that grants them damage resistance per kill (or half that variable if a teammate makes the kill in range ~3m/5m) As well as having Rampage+Dragon Rage functionality... and in my wildest dreams having RoP attached to their feet as an aura rather then a fixed in place spell effect.
- Felis Menari aime ceci
#9
Posté 21 mai 2015 - 06:11
Before the patch fixing the DR+Rampage madness, the Reaver could spam their strongest ability with no cooldown and remain invincible for the duration of Rampage. it WAS overpowered.
#10
Posté 21 mai 2015 - 06:19
Before the patch fixing the DR+Rampage madness, the Reaver could spam their strongest ability with no cooldown and remain invincible for the duration of Rampage. it WAS overpowered.
I don't think that is an issue with the skills themselves and their interactions, but their numbers instead... But I'll concede some of your point and argue for a 1/4 to 1/2 effect of Rampage applied to Dragon Rage. If its a 1/2 effect, thats covering half the cost with a net gain of 5% (before healing%).
#11
Posté 21 mai 2015 - 06:22
Using Ring of Pain was your first mistake.
#12
Posté 21 mai 2015 - 06:31
Using Ring of Pain was your first mistake.
Using it isn't a mistake. Allowing it to stay in its pitiful current incarnation- now thats the mistake.
- Felis Menari aime ceci
#13
Posté 21 mai 2015 - 06:34
Why would you want to confine yourself to such a small area anyhow? Dragon rage, Warhorn, Combat roll and Rampage will give you all the abilities you need to be successful in perilous.
- Innarra et kaileena_sands aiment ceci
#14
Posté 21 mai 2015 - 06:36
Why would you want to confine yourself to such a small area anyhow? Dragon rage, Warhorn, Combat roll and Rampage will give you all the abilities you need to be successful in perilous.
You've clearly not read any part of what I would like RoP turned into...
- Angelus_de_Mortiel aime ceci
#15
Posté 21 mai 2015 - 07:51
I see your comment and raise you ohk archer.
Combat roll is an evasion skill, not a defensive skill.
Every other warrior class can generate giant amounts of guard (even if it its kinda useless atm) in short amount of time... reaver cannot do this effectively.
Nor do I want them to be a 'guard generator'... I'd like to see them get a passive introduced that grants them damage resistance per kill (or half that variable if a teammate makes the kill in range ~3m/5m) As well as having Rampage+Dragon Rage functionality... and in my wildest dreams having RoP attached to their feet as an aura rather then a fixed in place spell effect.
I really agree with this 100%. The Reaver stinks as is imo. And why is that? All the D strats I see work fine and the class is powerful on waves 1 to 4 but then it all falls apart on wave 5 most of the time, at least for me and other pugs I've observed. Once there is less cover and a greater chance for attacks from all angles you a fubared and die real quick. You are working with health only with no margin for error. Over extend one rage attack caught waiting for rampage cool down? Dead.
I'm willing to bet that the Reaver gets some kind of defensive buff sooner or later because I don't see many people playing them these days,
- lJustAlexl, Robbiesan et Felis Menari aiment ceci
#16
Posté 21 mai 2015 - 08:14
I really agree with this 100%. The Reaver stinks as is imo. And why is that? All the D strats I see work fine and the class is powerful on waves 1 to 4 but then it all falls apart on wave 5 most of the time, at least for me and other pugs I've observed. Once there is less cover and a greater chance for attacks from all angles you a fubared and die real quick. You are working with health only with no margin for error. Over extend one rage attack caught waiting for rampage cool down? Dead.
I'm willing to bet that the Reaver gets some kind of defensive buff sooner or later because I don't see many people playing them these days,
Agreed, the Reaver needs some cover to mitigate ranged attacks—at the least. I'm probably pushing it but I'd like for her to build guard on hit.
- Felis Menari aime ceci
#17
Posté 21 mai 2015 - 08:21
Agreed, the Reaver needs some cover to mitigate ranged attacks—at the least. I'm probably pushing it but I'd like for her to build guard on hit.
Think I'd rather the Reaver start with heal on kill or hit or something.
- Robbiesan, AwesomeBabyLion, Felis Menari et 11 autres aiment ceci
#18
Posté 21 mai 2015 - 08:33
Think I'd rather the Reaver start with heal on kill or hit or something.
That works for me also! Actually, preferable. Well played sir. I'll be watching you. ![]()
#19
Posté 21 mai 2015 - 08:37
I think it would be much more survivable and perfectly balanced if every melee mob in the game would stop blocking dragon rage like its a measly flail of the arm. I mean come on, I get staggered by a tiny little sword after swinging with my super awesome amazing dragon claws?
Pretty sure I read a post recently where Luke mentioned they're working on tweaking how melee mobs block. This would be a nice buff without actually buffing the reaver KIT. The upcoming fix to the archer turn and shoot for 1000+ damage will help a ton as well.
I'd argue the Reaver is the most overpowered Vanilla character once you get BiS gear, right now. If blocking and the turn and shoot are fixed, not sure she'll need a buff at all.
- Robbiesan aime ceci
#20
Posté 21 mai 2015 - 08:57
Having guard is useless as a lot of damage boosting is linked to lost health. Some damage resistance and stagger resistance though would be helpful as well as small heal on hit even without rampage. It's dragon rage, for god's sake. How come every one and their second uncle including a stray dog bumping in can block/interrupt that. I'm not talking about knockouts. She also desperately needs Turn the bolt passive and her Bear mauls the wolves is at the very end of skill tree and its the "other" skill tree. IMO, she is greatly cunning/critical dependent. Which makes War horn and Deathblow essential for not very promoted people and BMtW unreachable or barely reachable by lvl 20. Also, maybe some kind of elemental resistance passive might help.
Otherwise, yes, her damage output is unmatched IMO. But the game has no cover and her combat roll is very lag-sensitive. Thus zone five and most of castle map are completely barrier caster-dependent for her.
- Robbiesan et Proto aiment ceci
#21
Posté 21 mai 2015 - 08:59
I would say heal on hit if it comes to that, The reason? Once again the last wave. Unlike your standard mook battles where there are plenty of enemies to keep the health high you are dealing with boss that take a longer time to kill, can deal out huge damage or disable you. My fav way of getting killed as the reaver is the Dc or his other jump out of ground henchman stun locking me for a few attacks and that is all it takes before death. Or, the spawn of 4 archers attacks you at once while you are dealing with the boss. To go along with that if i am not mistaken you have no way to shed aggro at all so if there are a band of archers and the boss and you have a stealth rouge or one of these 50% less aggo on them you are screwed,
- Robbiesan et Felis Menari aiment ceci
#22
Posté 21 mai 2015 - 09:16
I would say heal on hit if it comes to that, The reason? Once again the last wave. Unlike your standard mook battles where there are plenty of enemies to keep the health high you are dealing with boss that take a longer time to kill, can deal out huge damage or disable you. My fav way of getting killed as the reaver is the Dc or his other jump out of ground henchman stun locking me for a few attacks and that is all it takes before death.
I personally don't think heal on hit would really help that much, and doesn't really fit the character imo. What percentage would you give? 5%? Maybe if it had a skill like lady's wrath that could do some AEO damage and as a result increase heal on hits / heal on kills impact. (Lady's Wrath OP in real life and in DAMP)
I would assume any Heal on Hit that is added would only work with auto-attacks/non dragon rage abilities. Heal on Hit isn't really gonna help with the situation you described above. How many auto attacks are you really using on the Reaver once you get Dragon Rage/Rampage anyway? In my experience, very few.
Devours buff was really, really good. Its actually solid now. That tracking though, still misses a ton for me. Probably a L2P thing but it does get you killed if you whiff one too many times.
As Akots1 mentioned Turn the Bolt and BMTW would be great additions, probably even greater than any heal on hit.
#23
Posté 21 mai 2015 - 09:17
Think I'd rather the Reaver start with heal on kill or hit or something.
Heal on hit would be really good on the Reaver (not sure if too good, but it's a co-op game so I won't complain either way), but also worth looking into the blocking mechanic. Maybe have the third Dragonrage attack go through blocks (the double handed claw attack). If mobs decide to go block spam then you won't be able to take them down while they are blocking your path and you are getting pincushioned by the archers.
Maybe a weaker "Turn the Bolt" passiv too?
Maybe make each Dragon Rage hit cast Earthshaker with upgrade? . . . Okay, amma stop now =3
#24
Posté 21 mai 2015 - 09:22
- Proto aime ceci
#25
Posté 21 mai 2015 - 11:26
I think it would be much more survivable and perfectly balanced if every melee mob in the game would stop blocking dragon rage like its a measly flail of the arm. I mean come on, I get staggered by a tiny little sword after swinging with my super awesome amazing dragon claws?
Pretty sure I read a post recently where Luke mentioned they're working on tweaking how melee mobs block. This would be a nice buff without actually buffing the reaver KIT. The upcoming fix to the archer turn and shoot for 1000+ damage will help a ton as well.
I'd argue the Reaver is the most overpowered Vanilla character once you get BiS gear, right now. If blocking and the turn and shoot are fixed, not sure she'll need a buff at all.
Yeah it was on last week's stream. They kept getting blocked by the sword guys and Luke said they will have to fix that.
Yesterday I was playing Reaver to finish her to 20 since she was 4 levels away and blockblock block block for days. Scary stuff when your life is depending on hitting all while they are being stubborn and blocking. All it takes is one of them to block to stagger you.





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