Request for change to Intimidation Skill

kukov

Dalayan Beginner
With the implementation of Fear enabled in every zone, the skill Intimidation has become near worthless unless soloing in a wide open area.

I don't believe any Rogue, Bard, or Monk will use it while grouping any more. There's too much that could go wrong with the random fear effect. It's a recipe for disaster really.

I realize it makes sense from a roleplaying perspective, but shouldn't the functionality of the skill be reconsidered?

The other effects are useful in a group (causing the mob to attack faster but lose defense, or causing them to go on the defensive and do less dmg) and as such, a good tank and his group could make use of these advantages by countering the mob's actions.

I just feel as though the skill is no longer useful in a group and as such, should have the fear component either removed, or make it fear only (so as to be useful and more reliable while soloing).

Thanks for your time.
 
Awesome, thanks Wiz.

I had a couple near disasters with this skill since Fear was enabled and was going to suggest this myself.
 
Well, right on then, I didnt quite know about the whole debuff part of it.. i only thought it had the fear component..
 
Just throwing out an idea, maybe replace the fear aspect w/ a like .1 second stun. I don't think this would be to much of an impact just an idea to keep the skills flavor.
 
If it's a stun that produces little aggro that'd be neat. I'd be content with just how it is minus the fear really though.
 
Arvistel said:
Just throwing out an idea, maybe replace the fear aspect w/ a like .1 second stun. I don't think this would be to much of an impact just an idea to keep the skills flavor.
I like that idea because one thing with fear is that it stops them from casting. So if you are fighting a cleric mob about is about to CH themselves and no one has the ability to stun then the use of intimidation with a 1 second stun would be all that is needed.
 
As much as I like the idea of playing with Fear on intimidation, especially when it goes off at an inopportune time, the removal is appropriate for group and soloing standpoints. The stun component is a great idea, I support this product and/or service.

The addition of stun to the table of effects intimidation has will be very welcome, and extremely useful. As it stands now, and even when the stun is put in, the other effects of intimidation are negligible to the point that the skill is really only used to generate aggro. I'm curious if the other effects could be looked at to create more utility. The two effects, aside from fear, are:

Pressure (%t looks pressured): No idea what affect this has on the mob; spell parser lists "Pressure" as "Bind Sight." I assume this is a failure of the parser's ability to read the spell and pressure actually has an effect on it. Would it be possible to make the spell landing text a bit more descriptive, so players have a better idea of what just happened. ie, "%t looks pressured and attacks carelessly with abandon" Rather than %t looks pressured: wow intimidation just did something, but no idea what. Pressure would be the ideal effect for intimidation (the objective result for using the ability) by causing the mob to fear for it's life and, breaking it's concentration of the fight, open itself up for attack and lower damage output. Perhaps this is already what it does, but as stated I've not been able to learn exactly what this effect does through parsing or duels.

Defensive (%t goes on the defensive): Spell parser reads "Decrease Dexterity by 50, Increase Agility by 50." This effect is pretty nifty and a nice balance to what I assume pressure does. My only suggestion would be to add a very small melee slow component (~5%)

Both of these effects are very short in duration, perhaps 15-25 seconds at most. Would it be possible to see the durations increased to a minimum of 30 seconds, OR have the chances of these effects processing increased? As they are currently, I can tell virtually no difference in my dps, or my tanking ability, while soloing mobs when these effects go off.

As a balance to the positive effects of intimidation, there's already a counter effect in place: Intimidation can backfire and the mob will "Lash out in anger" which, from what I can tell, is like a mini rampage; the mob will strike players within melee range (or perhaps like rampage, the top 3 on the aggro list including the monk) for one combat round. (As a side note, I can't count the times people ask what the hell "lashes out in anger" means, in groups and raids. Leading me to believe not many people currently use the skill, or I'm just unlucky with the random number generator and fail often. :toot: ) To balance any tweaks added to the other effects, this intimidation backfire could be increased as well, perhaps the mob automatically striking the intimidator multiple times. Or adding a slight debuff to the player; I tried to intimidate this mob, but it absolutely failed and the mob in turn intimidated me, thus wavering my attacks/defense.

Thoughts/opinions?

edit: I knew I forgot the third effect of intimidation: Insecurity (%t looks insecure) Parser says "Lowers Dexterity by 50." This is "Defensive" without the mob gaining a bonus to agility. This is an unnecissary effect, I think it should be removed and have pressure/defensive effects tweaked (especially give pressure a new name; pressure sounds like the mob is on a deadline to get that project to the jefe grande on time, or else he's going to lose his hawaiian shirt day priviliges.) Combined with such a short duration, the lack of potency of these effects is incredibly negligible. I'm not going to sucessfully land an insecurity and then not intimidate the rest of the fight, for fear of accidentally landing a defensive. Or land a defensive and then hammer the skill like mad to hope for a pressure/insecurity. As I said, the skill in it's current form is a tool to generate extra aggro. It should present more utility to groups/raids.
 
Oddly enough if it's a tool to generate aggro, it's being used by the wrong classes: Rogue, Bard, and Monk. In group situations most of those probably don't want aggro. :) I think the aggro is just a byproduct of the debuffs.

I like the ideas Hikage has (because well...they'd add more utility/functionality), but I'm still standing by my original statement.

If fear is removed and nothing added, I'm happy. :)

By the way, will there be an announcement made when fear is removed so we know when it's safe to use in groups again?
 
I am pretty srue pressured is a -50 Agi debuff. I can't wait to see this skill revamped. I am not sure if their is any kind a of agro in the skill alrdy but possibly agro+ for us bards who have suicidal tendancies?
 
Intimidation and Severe Intimidation are now short-duration slows, of 25 and 40% respectively (Severe is very rare and really only works on greens and LBs).
 
Wiz said:
Intimidation and Severe Intimidation are now short-duration slows, of 25 and 40% respectively (Severe is very rare and really only works on greens and LBs).

Awesome. :)

EDIT: I have a few more questions... Will this slow be stackable? If not, could it be made to NOT overwrite shaman or chanter slows? Even if the shaman or enchanter slow is less than 25% or 40% I think most would prefer this short duration slow did not overwrite them.
 
kukov said:
Awesome. :)

EDIT: I have a few more questions... Will this slow be stackable? If not, could it be made to NOT overwrite shaman or chanter slows? Even if the shaman or enchanter slow is less than 25% or 40% I think most would prefer this short duration slow did not overwrite them.

The only slow it would overwrite is drowsy really.
 
Fair enough. By the time Intimidation comes into play, a shaman or enchanter would be beyond using that anyway.
 
Ok so just making sure, this has been implemented then? (My computer went into a coma and i havn't been able to play for a week or so)
 
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