was directed to this thread from safehouse to speak of rogue poisons
a) resists way too high, especially for the one shot only poisons
b) one shot only poisons need to become stackable
c) why should it take an hour just to farm the 1 regentx2 make 1 one shot only poison thats trivial mid 200 and will be resisted if used?
d) dd and dot damage on poisons need to be upped 5x, for both one shot and proc poisons, if for no other reason but because of the extreme rarity of the regents that only we can use and only benefit us, but also for there high resist rates
e) if you gave every class an apply poison skill(even though this skill is meaningless to proc poisons), there could possibly be a market for some* of these poisons and a reason to actually make them, though of course alchemy will forever warp any kind of possibly market poisons could ever have.
f) there should be new versions of one shot and proc poisons, from slows snares and debuffs, to dots nukes and deagro procs, there are tons and tons of poisons out there that could be useful, but aren't for a variety of reasons, i'm sure you've heard them all including the ones i've written in this post already.
g) there needs to be more vendor bought regents to make poisons.
h) the regents that drop off of mobs need to drop way way way WAY more often then they do currently(ie the hour to make a single one shot dose comment^^).
i) to go with g and h, the regents that drop off of mobs can be for making poisons that are stronger then those of there vendor counterparts. ie, vendor bought poison makes a 400 dd proc or a 50% slow for 40 seconds, farmed regent versions make a 800 dd proc or a 60% slow for 60 seconds. to further, our most used slow is spine break, its vendor bought, 50% slow(and snare) lasts 40 seconds. there are 2 more versions of it greater from farming green conned mobs for hours, only difference is they last for 80 seconds and 120 seconds, same resists, and all can fade after a second. there should be a min set duration on some of these, with exception of it being overwritten by a greater slow(it also gets overwritten by a greater snare...sk and nec, but i'm pretty sure overwrites dru and rng, don't know about other classes snare)
j) to go along with what was said in i about spine break, there are also versions of poisons that are just slow and just snare. the snare is vendor bought spirit of sloth. the slow is a proc from regents fished up in nadox i believe, 35% slow. though i've only used that slow proc one for small session...made a stack...i didn't notice a difference between slowed and unslowed verson of that mob when it procced. j is just informative =-)
if you go to safehouse you'll see many discussions with even more input on rogue poisons and how worthless they are right now. its a shame how neglected they have been, as poisons would be the only utility a rogue would ever need(no more mez screw ups plz, was an idea from a chanter that we get it!) if poisons got fixed then dev's could focus on our other needs, dps and stealth, not meaning to rant on a tradeskill board about those but they too have been greatly neglected.
and another idea, traps would be a better idea if they were tradeskill based. could be both shm and rog made, or a combination of both. could be used by the majority of classes, but each possible trap made have a certain classes tag. ie, rogues could use any possible trap, wizards could use magical dd traps, paladin's stun traps, sk/nec lifetap/dot type traps etc. these would be based on poisons and alchemy, as you would need both for a finish product...or i spose either or. lots of idea's to make these traps usable in this game, as they currently are not in the least bit.
end of post.
late edit
and above all else, this tradeskill issue should be kept far and away seperate from our other class needs, as we have much more pressing issues then poisons.
a) resists way too high, especially for the one shot only poisons
b) one shot only poisons need to become stackable
c) why should it take an hour just to farm the 1 regentx2 make 1 one shot only poison thats trivial mid 200 and will be resisted if used?
d) dd and dot damage on poisons need to be upped 5x, for both one shot and proc poisons, if for no other reason but because of the extreme rarity of the regents that only we can use and only benefit us, but also for there high resist rates
e) if you gave every class an apply poison skill(even though this skill is meaningless to proc poisons), there could possibly be a market for some* of these poisons and a reason to actually make them, though of course alchemy will forever warp any kind of possibly market poisons could ever have.
f) there should be new versions of one shot and proc poisons, from slows snares and debuffs, to dots nukes and deagro procs, there are tons and tons of poisons out there that could be useful, but aren't for a variety of reasons, i'm sure you've heard them all including the ones i've written in this post already.
g) there needs to be more vendor bought regents to make poisons.
h) the regents that drop off of mobs need to drop way way way WAY more often then they do currently(ie the hour to make a single one shot dose comment^^).
i) to go with g and h, the regents that drop off of mobs can be for making poisons that are stronger then those of there vendor counterparts. ie, vendor bought poison makes a 400 dd proc or a 50% slow for 40 seconds, farmed regent versions make a 800 dd proc or a 60% slow for 60 seconds. to further, our most used slow is spine break, its vendor bought, 50% slow(and snare) lasts 40 seconds. there are 2 more versions of it greater from farming green conned mobs for hours, only difference is they last for 80 seconds and 120 seconds, same resists, and all can fade after a second. there should be a min set duration on some of these, with exception of it being overwritten by a greater slow(it also gets overwritten by a greater snare...sk and nec, but i'm pretty sure overwrites dru and rng, don't know about other classes snare)
j) to go along with what was said in i about spine break, there are also versions of poisons that are just slow and just snare. the snare is vendor bought spirit of sloth. the slow is a proc from regents fished up in nadox i believe, 35% slow. though i've only used that slow proc one for small session...made a stack...i didn't notice a difference between slowed and unslowed verson of that mob when it procced. j is just informative =-)
if you go to safehouse you'll see many discussions with even more input on rogue poisons and how worthless they are right now. its a shame how neglected they have been, as poisons would be the only utility a rogue would ever need(no more mez screw ups plz, was an idea from a chanter that we get it!) if poisons got fixed then dev's could focus on our other needs, dps and stealth, not meaning to rant on a tradeskill board about those but they too have been greatly neglected.
and another idea, traps would be a better idea if they were tradeskill based. could be both shm and rog made, or a combination of both. could be used by the majority of classes, but each possible trap made have a certain classes tag. ie, rogues could use any possible trap, wizards could use magical dd traps, paladin's stun traps, sk/nec lifetap/dot type traps etc. these would be based on poisons and alchemy, as you would need both for a finish product...or i spose either or. lots of idea's to make these traps usable in this game, as they currently are not in the least bit.
end of post.
late edit
and above all else, this tradeskill issue should be kept far and away seperate from our other class needs, as we have much more pressing issues then poisons.
Comment