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Is Dragon Rage Supposed to Consume 4% HP on Use?


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#26
Its Waffle Time

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Think I'd rather the Reaver start with heal on kill or hit or something.

I like the fact that you're open to consideration on things Luke... but I don't feel like adding a passive that you have an Active for... works?

 

changing Aura of Pain (see wot I did there) into a Lady's Wrath format skill (Keep it as a stamina drain, but just attach it to the feet so it moves with you) would work really well...

 

I really think the Reaver would become 'more' unique from the Vanilla or other classes with a passive that granted damage resistance up to say 50%, 5% per kill>each stack tick lasts 10-15 seconds, renews entire stack on a new kill. This promotes constant reckless Rampage (I did it again)


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#27
Its Waffle Time

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We should change the Title of this thread to 'Open discussion on possible changes to Reaver' lol



#28
Thadrial

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Think I'd rather the Reaver start with heal on kill or hit or something.

Honestly more ranged defense or a permanent speed boost as a passive maybe would be perfect for balance. with my gear atm I have almost 50% heal on kill and I don't even have the best stuff. heal on hit could only be for regular attack and we all know how often a good reaver uses normal attack lol



#29
Its Waffle Time

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Honestly more ranged defense or a permanent speed boost as a passive maybe would be perfect for balance. with my gear atm I have almost 50% heal on kill and I don't even have the best stuff. heal on hit could only be for regular attack and we all know how often a good reaver uses normal attack lol

Virtually never...maybe one swing in 20 Dragon Rages if I have to waste it with Rampage to generate some HP because I haven't been able to kill.

I've got the purple Dragons... and a heal 10% belt + a 5% HoK ring.... I still think the Reaver needs some individual identity from the Vanilla skill layout



#30
Thadrial

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Virtually never...maybe one swing in 20 Dragon Rages if I have to waste it with Rampage to generate some HP because I haven't been able to kill.

I've got the purple Dragons... and a heal 10% belt + a 5% HoK ring.... I still think the Reaver needs some individual identity from the Vanilla skill layout

Well yeah ideally they would change all the skills for vanilla classes at least a little bit to freshen them up. I'd say the reaver is one of the more unique classes. I would really like a ring of pain that follows you, and I wish war horn was a howl that you could use faster. I love the reaver a bit too much  :wub:



#31
ProperWarhawk

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I don't think a heal on hit is needed for the her. Many of her abilities get better as she loses health. Giving her a heal on hit/death kinda takes away from how she is played and really shortens the learning curve, to much if you ask me. All that is needed is the mob block. The OHK from archers are fine. (Everytime I die from it, is due to myself or a team mate making a mistake. And by mistakes I mean triggering it and not unliving it or zigging when I should have zagged)

#32
BreakJohn

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i don't mind if they give the reaver heal on hit/kill, that would only serve to make my reaver insanely more powerful. no more need for HoK rings or weapons. take off that heal on kill and add crit damage, crit chance or attack rings. same goes for the weapon, anyone using HoK with the new schematics can just go full damage. either way this buff would be insane for the reaver, and would push the reaver a little farther from being so gear dependent.



#33
Its Waffle Time

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Well yeah ideally they would change all the skills for vanilla classes at least a little bit to freshen them up. I'd say the reaver is one of the more unique classes. I would really like a ring of pain that follows you, and I wish war horn was a howl that you could use faster. I love the reaver a bit too much  :wub:

Has to be my favourite SP warrior class... being a Godtank is fun... but a 2H reaver? Nothing beats the MAYHEM!



#34
Angelus_de_Mortiel

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Think I'd rather the Reaver start with heal on kill or hit or something.

 

I love the openness on communicating this, but I cannot stress this next point enough: Do not give the Reaver Heal on Hit. Built in Heal on Kill would be more ideal, as she should be getting the kills. Heal on Hit would have too little reward without much risk, which is against the whole motif of the Reaver: Risk vs. Reward.

 

TL;DR: Heal on Kill, yes. Heal on Hit, no. Hell no.



#35
Laforgus

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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?

 

I wonder why maths follow me even on this place... i thought i was safe...



#36
ArtistInHiding

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Think I'd rather the Reaver start with heal on kill or hit or something.

I think i'd actually like to see the Reaver have some sort of passive that you can talent to, that the more damage they take, the higher their defense becomes.  Like as more of their blood is spilled they go into a rage able to shrug off hits that should kill them.... or some sort of guard passive (like the mage's passive that barriers them when they get low health)


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#37
Innarra

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Reaver isn't for the timid. Easier with a few warrior promotions to have some added hp and melee defense to feel safer a toe to toe fight on Perilous though. I'd play a few games with Katari and Lego before you take the Reaver for a spin. Don't be so quick to dismiss her as a good character class though!

 

Sure, she's a glass cannon like the Archer. That's what makes her fun! Hi risk, hi reward!

 

Get some heal on kill items. I have 31% HoK on my Reaver.  (Dragon Maul, + 2 HoK unique rings) I don't even need to use Rampage (it helps when you're in real trouble vs a horde of enemies on zone 4 of Ferelden Castle)

 

She could use a bit of buffage on the defensive side (got a nice adjustment in the last few Friday balance reviews, though buffs to abilities I never use like Devour and RoP). Perhaps she could receive the increased base HP adjustment the Katari got a while back? She doesn't need guard on hit, that'd be ridiculous, but a bump to hp might help make her a bit more viable in the community. If you really wanna go crazy and stir up the pot, get rid of Challenge (does anyone ever take that on any character?), and replace with To the Death! Reaver would be unstoppable and ridiculously pwnz0rs anything.

 

I'd just hope they fix Rampage, so it would work with DR all the time. Sometimes it's a bit hit or miss if you get the healing per swing. Sometimes it only negates the hp cost of DR.



#38
akots1

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IMHO, builds with ring of pain and devour are either for threatening exclusively or for people with 100+ promotions, especially in cunning. I tried one myself after the buff and could not stay alive on perilous. Of course, L2P is an issue here but I am doing mostly reasonably fine, especially on host, with traditional build (rampage, war horn, dragon rage and mighty blow or combat roll; MB is preferable to CR off host) and two purple HoK rings.


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#39
Drasca

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take off that heal on kill and add crit damage, crit chance or attack rings. same goes for the weapon, anyone using HoK with the new schematics can just go full damage. either way this buff would be insane for the reaver, and would push the reaver a little farther from being so gear dependent.

 

Already do, you're actually better off with critical damage bonus rings because it is more important your targets die before they can fight back, than to try to heal the often lethal damage they do to you. Chip damage can be healed with rampage + warhorn, but there's plenty of times where damage is lethal, so it is better to be the one killing.



#40
Courtnehh

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Think I'd rather the Reaver start with heal on kill or hit or something.

Hit pls

 

Already do, you're actually better off with critical damage bonus rings because it is more important your targets die before they can fight back, than to try to heal the often lethal damage they do to you. Chip damage can be healed with rampage + warhorn, but there's plenty of times where damage is lethal, so it is better to be the one killing.

I took your advice on those crit damage rings a couple months back, it's awesome.



#41
Hellsteeth30

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I still have her at level 15 from my first emotional runs with her about 28 promotions ago.

I have superior equipment now though.

Wave 5 was guaranteed watch from the fade.

Run out stuff to kill and ye be dead homie.

Maybe an increase in survivability in say resistances BEFORE killing things begins. It's closing the range that causes the problems.

#42
yarpenthemad21

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Avvar and reaver are in many places very similar. Maybe avvar is aoe oriented, reaver single target but general idea is the same. If you give them space/barrier/good pulling/etc they will just kill everything on sight.

Both lacks defense, for both of them their offense is their defense. Reaver is made around selfheal, avvar more around damage reduction and guard generation.

But

Reaver for now has 2 major "problems" which avvar don't have at all.

First it's those ninjas with blocking. They make dragon rage useless sometimes.

Some good ability which just kill those enemies with very low health. Lady Wraith on Avvar is a great tool for it. Ring of pain could be made for it but not in current state.

Synergy with fear on reaver is strange. From one side great synergy on passive sides, auto crits, which boosts everything pretty much. From other sides running around in panic enemies are annoying to hit with dragon rage.

Maybe ring of pain should reduce speed of enemies? Or even closing them in radius?

 

As for the buff for reaver. Luck is planning some change in guard, so it should effect all warriors aside from reaver. Reaver is the only warrior with only one (and very poor) guard generator + it has the same health pool as avvar pretty much. Heal on kill or heal on hit would be quite cool here because it won't change her to some tank but will promote her playstyle (aggressive made around killing).

Maybe even some sort of death siphon? (but lower, like few % of health and stamina). 


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#43
capn233

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Dragon Rage should break enemy swords in half.

 

Maybe even some sort of death siphon? (but lower, like few % of health and stamina). 

 

Actually the latter would be pretty cool.  But then again I don't have decent stamina gear. :ph34r:



#44
DrKilledbyDeath

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If the reaver just didn't lose HP from a blocked dragon rage life would be fine.



#45
DrKilledbyDeath

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Honestly more ranged defense or a permanent speed boost as a passive maybe would be perfect for balance. with my gear atm I have almost 50% heal on kill and I don't even have the best stuff. heal on hit could only be for regular attack and we all know how often a good reaver uses normal attack lol

No you don't, you're looking at something wrong. Dragon maul + 2 superb HoK is just over 30% and the gear doesn't get better than that.

 

Edit: I should probably elaborate because I know why you think you have more. I would assume you have healing % gear, either an armor upgrade or the belt, or both. Healing % just changes your HoK by that %. So for example, I have a 10% HoK ring, I have a 20% healing belt. This isn't 30% HoK, it is 10% and 20% of that 10% added, bringing HoK up to 12%.


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#46
Thadrial

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No you don't, you're looking at something wrong. Dragon maul + 2 superb HoK is just over 30% and the gear doesn't get better than that.

 

Edit: I should probably elaborate because I know why you think you have more. I would assume you have healing % gear, either an armor upgrade or the belt, or both. Healing % just changes your HoK by that %. So for example, I have a 10% HoK ring, I have a 20% healing belt. This isn't 30% HoK, it is 10% and 20% of that 10% added, bringing HoK up to 12%.

My maul of the dragon has 24% and one super and one enhanced ring for 15% enchanced heal belt 10% bonus and battlemaster legs for 18% heal bonus. 39% x .28 is 10.92 + 39 is 49.92 so you're right. It's not 50%. also does two rings stack now? I thought they used to not be able to. Though I don't have 2 superb of anything atm. Am I wrong on how that adds up?



#47
CMDR FACE

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My maul of the dragon has 24% and one super and one enhanced ring for 15% enchanced heal belt 10% bonus and battlemaster legs for 18% heal bonus. 39% x .28 is 10.92 + 39 is 49.92 so you're right. It's not 50%. also does two rings stack now? I thought they used to not be able to. Though I don't have 2 superb of anything atm. Am I wrong on how that adds up?

Maul has 24%?  Is that right?  What do you have on it?  Mine is at 16% and I thought that was highest...Though I may have opted for other things over the heal.  Mine is at: 357 DPS, +28% attack, +14% crit chance, +16% HoK, +10 Str.  Fire rune.

 

Maul+rings= +36% HoK

Belt+armor= +47% healing bonus

 

36% x .47 = 16.92 + 36 =    52.92% heal on kill



#48
Thadrial

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Maul has 24%?  Is that right?  What do you have on it?  Mine is at 16% and I thought that was highest...Though I may have opted for other things over the heal.  Mine is at: 357 DPS, +28% attack, +14% crit chance, +16% HoK, +10 Str.  Fire rune.

 

Maul+rings= +36% HoK

Belt+armor= +47% healing bonus

 

36% x .47 = 16.92 + 36 =    52.92% heal on kill

yeah i got a haft and pommel that add heal on kill. the base heal on kill of my maul is 11% so I guess that's fairly low. i didn't add much damage to it at all stat wise



#49
CMDR FACE

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With decent gear the reaver is amazing.  Heal on kill would be a cool addition as I could use some different rings and it would really help newer players.  If you are new...Reaver gets much better.  Just keep playing and get some gear.  We all started out garbage too.

 

My Reaver:

As I posted above I'm at 52.92% heal on kill.  As such, I only use Dragon Rage as my main attack.  It's mapped to my right bumper and I just hold it down for maximum MAYHEM.  I don't even care about the health I lose from the power as I murder fast enough for it to not matter.

 

Other abilities...

Mighty Blow:  I use this to deal with pesky blockers and especially the shield guys.  This will also heal you with rampage, so that's a bonus.

 

Rampage: Bonus attack speed?  Yes please.  Damage bonus...also awesome.  You can switch to a regular attack for some healing; helpful vs dragon.  Dragon Rage used to grant health with this.  It no longer does.  You just do not lose health while using DR.  This is fine for me...I would prefer it this way.  I am worried that if it is changed back, the bonuses will go down from 20% back to 10%.  I activate this as often as it is available.

 

War Horn:  This is also useful for folks who are blocking you.  They stop that nonsense and run...so you can kill them.  Free crits is amazing...this speeds up cooldowns, so you can't go wrong. The upgrade deals 1200% damage to guard, which is huge when fighting the dragon.

 

Sure, you may catch a stray arrow and go down...or a mate may steal a kill that you needed...but overall, this is one of the most fun classes to play.

 

Also, I don't think devour can be blocked.  So that is another option...this is why I love fighting demons; they don't block.  I don't use devour as I am usually at high/full health and it would only do 100% damage.  DR does 200%.

 

 

How about letting Dragon Rage deflect arrows like the spirit blade?  Now that would be a nice bonus...

 

Maybe while Rampage is active get a reduction in projectile damage...or all damage?



#50
Laforgus

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Think I'd rather the Reaver start with heal on kill or hit or something.

 

I don't think Reaver needs more attack skill or abilities to drain more HP, i think the Reaver is great Damage dealer, and have enough arsenal to devastate an area if let alone.

 

Now we get to the "let alone part", Reavers need to survive more, she need more defensive abilities, it doesn't have to be a shield generator like Katari, but at least her defense  and resistance to damage should be improved, Adamant alone is not enough, Tamar needs defense against magic and ranged attacks as well.

 

Reaver symbolizes for his Dragon Rage and Rampage Build, no one on a sane state of mind will build her otherwise, so whats happens? Well a great Reaver will need a lot of points in the Bloodlust, so there will be no much points left to get for Assault tree, you could reach Adamant and Combat roll, but by the time you get Bear Mauls the Wolves, its already too late, or you just have to promote.

 

All this talk about HOH or HOK is useless, she doesn't need that thing, everyone who have used rampage to heal or just Dragon rage for free with 2 HOK Ring+Dragon weapons, knows that Firepower is already present.