Quote:
Originally Posted by chilko
Spells:
- Army of One: Duration adjusted to 15 seconds. Cooldown 60 seconds. Mana Cost 220 to 300.
CLARIFICATIONS
About Army of One:
The skill as it is on live servers is just too powerful, it makes no sense to have a character that can run for the duration of an entire fight with 80% damage reduction with no penalty....
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This doesn't make any sense to me. Unless you guys are planning on reducing the duration of most CC's, then Army of One is
NOT overpowered because *ANY* level 1 CC protects you from an AO1'd knight. Again, on live servers the direct counter to any knight with AO1 on is any level 1 crowd control, ANY OF THEM, and AO1 is a level 19 ability. How is a level 19 ability that is directly countered by any crowd control at any tree level and any level of power points an overpowered ability? Unstoppable Madness, for instance, is a level 19 buff for Barbs that only has 1 direct counter that works after it is cast, Mindsquash, and there's only a 40-45% chance any single mindsquash can take it off.
Furthermore, in most fort battles I've been in, my AO1 either doesn't last the entire fight (I get mindsquashed), or it makes no difference because the enemy just ignores me until they have truly superior numbers and then I get gang-ganked. It seems perfectly acceptable to me that a knight in RO can run around with a damage protection this high up because the damage they do is so pathetic that they just get ignored in favor of taking down the truly important (and more vulnerable) classes (barb, lock, conju) in the fight.
If you guys want to change things around and still provide the same level of tanking for knights, thats fine by me. But your logic here is completely backwards, in my humble opinion. AO1 generally makes no difference in the outcome of a fight on the live servers, it never has in my experience. The only thing it is capable of doing is letting knights live towards the end of the fight, and *maybe* make a small difference as to who on the opposing side dies before they do. It has been this way because knight auras were mostly useless, and because of the low damage and slow speed of knights the enemy could safely ignore attacking the knights. Now you've made knight auras mean something in combat, but you take away potentially valuable tanking ability. This really seems backwards.
And of course, all of this is assuming you even managed to get AO1 off in combat. In my experience if I am caught without some major kinds of buffs up in a fight as a knight, I can generally be taken down very quickly by 1-2 barbs and some support classes. There are so many crowd control spells/abilities that prevent a knight from even buffing this one (darkness, confuse), that there's no guarantee you can even use AO1 in many fights.
Chilko, I'm just really baffled why you think this is an OP spell. Perhaps there's a language barrier preventing you from explaining yourself in great detail, but what you've said just does not hold water in my experience on the live servers.