Styles, revised.

Wiz

NOT DONATING *EVER*
This is a change that is being brought in and thus is up here for discussion. First of all, three fundamental changes are being made.

A) How much endurance styles use is now based off a % of your BASE (unmodded by stats and +endurance items) endurance for your level. This is so that lower level styles will not be able to be maintained forever at higher levels, without making them useless when you get them.
B) Endurance buffs (such as Rejuvenation) will now decrease how much endurance styles use, rather than helping you regenerate faster. For example Sihala's Gift will reduce endurance use in styles by 35%.
C) All items that give +mana will now give the exact same amount of +endurance.

All styles have thus have their endurance use revised, and the numbers tweaked for many. The changes are too many to list here.

In addition, the following styles have been revised/changed

WARRIOR:

- Driving attack now generates more hate.
- Serpent Blades replaced with Living Shield <Decrease Damage; Increase Hate; Increase Mitigation>
- Unyielding Stance mitigation increased to 20%.
- Vindicator's Stance mitigation increased to 12%.

MONK:

No changes.

PALADIN:

- Guarding Blade's use as a tanking style considerably improved.
- Empathic Guard replaced with: Lady's Shield <Add AE Hate Proc>

ROGUE:

- Shadowing Stance increased to a much bigger hate reducer.
- Deadly Precision changed to <Increase Accuracy, Damage> and has a much larger impact on DPS than before.

RANGER:

- Blade Guard's use as a tanking style considerably improved (Yes, in the same way as Guarding Blade, this is not some weird typo)
- Twisting Edge replaced with Relentless Parry <Auto-Parry All Attacks until Exhausted>

SHADOWKNIGHT:

- Leaching Hand changed to no longer be an extreme style (it still uses massive endurance though.)
- Loathing Guard changed to a flat 20% avoidance bonus.
- Soul Consumption replaced with Terror Guard <All Enemies Striking Shadowknight are Mesmerized until Exhausted>

BARD:

- Focused Blade's impact on DPS improved.

BEASTLORD:

None.
 
/s 4

Wahoo! Looks great for rangers.

Edit: Looks like this gives stamina stat increasing AAs a better use :D
 
How long will it take to regen stamina without rejuv/type spells?
What level will Terror Guard mez up to? and how long a duration?
 
It won't take too long, you get double sitting.

Terror Guard mezzes any level for 15 ticks, but keep in mind that's pre-mitigation.

Uncanny Dodge is fine as it is, it has uses in PVE even if most people are too stupid to figure them out. ;)
 
Wiz said:
A) How much endurance styles use is now based off a % of your BASE (unmodded by stats and +endurance items) endurance for your level. This is so that lower level styles will not be able to be maintained forever at higher levels, without making them useless when you get them.

Shouldn't characters with more STA be able to use the styles longer? most realistic way could be taking into account a character's STA and weight, but it might be getting too overcomplicated =/

Wiz said:
C) All items that give +mana will now give the exact same amount of +endurance.

*drool profusely*
 
Polkan said:
Wiz said:
A) How much endurance styles use is now based off a % of your BASE (unmodded by stats and +endurance items) endurance for your level. This is so that lower level styles will not be able to be maintained forever at higher levels, without making them useless when you get them.

Shouldn't characters with more STA be able to use the styles longer? most realistic way could be taking into account a character's STA and weight, but it might be getting too overcomplicated =/

Wiz said:
C) All items that give +mana will now give the exact same amount of +endurance.

*drool profusely*

Endurance is based off level base + a mod of STR/STA/DEX/AGI. The level base is what the % is calced off, so the better your stats, the longer you can stay in a style.

And the +endurance thing turned out meh, seems our client is too old for +ENDURANCE, so it will have to wait until we upgrade.
 
Yesterday, stamina regen was at 2% per tic (on my rogue) While sitting down. Could this be raised to say.. 4% sitting? :(
 
The only thing that worries me about this change is the stamina bug. If it hits you, you're pretty much screwed for a little bit of time. Before, it wasn't a huge issue because you merely regened it in under a minute, but now, it takes much much longer.

At any rate, I like the changes. I can keep up flurry much longer, so that I don't have to continually switch out and let my endurance build back up, to then put it back on, while killing a raid mob. And, when the mob is dead, and I'm out of endurance, it seems only fitting.

I'm pleased with the changes, other than the minor inconvenience I mentioned.
 
I can barely stay in non-base style for 20 seconds, excluding Frenzied and Vindicator, before having to switch out or become exhausted. Strangly I can stay in Frenzied MUCH longer then I could with the old system but everything else drains like 3/4 a yellow per tick with 305 to all physical stats and Ancient rejuv. i thoguht I was getting the Stamina drain bug everytime I switched to a new style. ;(

Also assuming +mana added to stamina wouldn't that give Knight classes massively more stamina then warriors at high levels due to almost all their gear having a mana bonus?
 
Wiz said:
And the +endurance thing turned out meh, seems our client is too old for +ENDURANCE, so it will have to wait until we upgrade.

Was nice to dream with that for a while ;(

BTW, only used my monk for a while, but looked like I could stay at least 4 times longer using the /s 11... not that I complain at all :lol:
 
Duma said:
Also assuming +mana added to stamina wouldn't that give Knight classes massively more stamina then warriors at high levels due to almost all their gear having a mana bonus?

Rochelle (my warrior) doesn't have much +MANA gear either =(. Grr.

Leanna
 
Duma said:
Also assuming +mana added to stamina wouldn't that give Knight classes massively more stamina then warriors at high levels due to almost all their gear having a mana bonus?

No, just look at how most high end plate items are (and chain/leather too for that matter). They're usually shared with mana using classes, and therefore have mana.
 
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