Chab
Well-known member
So at first like most, when seeing the new Feats I asked "Where's the melee dps buffs?" or, "Where's the melee version of Trick Shot?". I gave it some thought, as nice as it'd be it's sort of unrealistic. The timer for Trick Shot starts as soon as you tumble. Ranged, which can just tumble and continue using actives, can get off probably 3-4 attacks before its over. Melee, will have to tumble out, tumble in, and depending on the animations of the attacks, might be able to get off 2-3 if lucky. I don't believe the Living Shadow Dark Gift or Shadowdancer's Improved Imbuement makes a difference. Yes, you could just increase the duration. Then the ranged mains complain. So, I came up with what i think can be the start to buffing endgame Melee DPS.
Reworking Fury of the Wild and Adrenaline. How? Make it the same as Shiradi/Hunts End, almost.
A few years ago, the melee meta shifted from THF + Adren, to TWF + Cutter. Which is why I believe that this would be a valid change. So, where do we start? First, look at the two. Adrenaline, including its upgrades is 225% bonus damage with an increase in 16 critical threat range. Hunt's End, has no upgrades and is 250% bonus damage with it being an auto crit. Now yes, with Adren you can obviously prep it with an attack like you used to with Hunt's End, and with most, crit profiles, +16 range will still auto crit, however i think it just makes sense. But as I said, a majority of players are using Cutter at endgame so that is irrelevant. Here we go:
Get rid of the Adren/Cutter multiselector in T1, keep Cutter the way it is.
You could argue they could make another Epic Strike to use, or make it closer to Pin. If anything, I think they could reduce to cost to 1 point and make it a flat 30% + 3 additional range. But I don't want the trees to be too similar.
Change the T3 "Fury Selector" multiselector.
I don't think this should be too hard to change around, i think they can do something like this:
Furious: +1/2/3 Strength while Raging. Rank 1: Cutter effect from Quick Cutter increased to 2d6. Rank 3: The effects of Ram's Might and Animal Growth spells cast on you are doubled. Note: Does not apply to the Ram's Might item enhancement.
Spirit of the Beast: +2/3/4 attack bonus. Rank 1: Cutter effect from Quick Cutter increased to 2d6. Rank 3: The effects of Ram's Might and Animal Growth spells cast on you are doubled. Note: Does not apply to the Ram's Might item enhancement.
Change the T4 "Top Dog" option, to Adrenaline.
Now yes, you'd get it a bit later in comparison to Hunt's End. I don't see any T3's to get rid of, MAYBE, Embrace The Pain. Also, this is about Endgame DPS, not the leveling process. They can just keep it real simple:
Adrenaline: Melee Attack, Deals +250% damage. +20 Critical Threat Range (Automatically Crits.) Cooldown: 9 Seconds. "Make your enemies feel your adrenaline with a single blow"
Now you're probably wondering, "What about all the Trip stuff?" Easy, Change it to Stunning, Sunder, Assassinate or Highest of any Tactical Feat DC.
I don't see anyone using Trip at endgame, maybe I'm in the wrong groups. But I feel like most people would not miss this if it was changed. So, how do we do that? Working our way up:
Change Savage Takedown in T1
Like above, just change the DC of whatever Tactic they may choose for this. The name can obviously change depending on the tactic, but heres an example:
Sundering Strikes: +1/2/3 Sunder DC's. Rank 3: While wearing Medium or Light Armor, additional bonuses to +3 to Sunder DC's.
Next, The Great Leveler DC. I'm sure you can guess where I'm going with this but:
Change it to whatever Tactic they choose to replace Trip
It's that simple, I don't know what there is to explain.
Then there's Core 4: Be the Whirlwind: Using any of the feats Trip, Improved Trip, or Whirlwind Attack, or Quick Cutter causes a whirlwind of force to burst from you striking nearby enemies for 1d10 bludgeon damage per character level. Scales with 200% Melee Power. Improved Trip also causes all affected enemies to be tripped unless they succeed at a balance check (DC equal to Improved Trip). Which requires just a tad more work:
Remove Trip/Improved, Insert Other Tactics.
This one to me is a bit more tricky. The WWA/QC portion makes sense to keep. The Active Feat/Attack part might be a little harder to figure out. This is one where I think they need to pick a Tactic to go off of, or let it be any. Sadly, I believe because of this part it makes assassinate not viable here. Given it's a more rage focused tree, it does make sense. Here's a version that includes using any Tactic:
Be The Fury: Using any of the feats Stunning Blow, Stunning Fist, Sunder, Improved Sunder, Whirlwind Attack, or Quick Cutter causes a whirlwind of force to burst from you striking nearby enemies for 1d10 Bludgeon/Slash/Pierce (Determined by Weapon used) Damage per character level. Scales with 200% Melee Power. The Attack used has additional benefits:
Stunning Blow/Fist: Causes enemies in AOE range to be stunned, unless saved
Sunder/Improved Sunder: Causes enemies in an Extended AOE range to be sundered, unless saved OR: Causes enemies affected to be Cowered
Whirlwind Attack/Quick Cutter: Causes enemies affected to be knocked down, unless saved
Closing this out:
While I don't think this will entirely solve the DPS gap, and I do believe Ranged should be tuned down. I think this might be able to close that gap a bit. Don't get me wrong, I like the new melee feats. +1W when centered for all weapons and Temp HP based on Melee Power x3 is sweet. But take Endgame High Skull Raid Comps for example: You look at the DPS, it's all ranged. No matter the raid nowadays, if it's an old one, a new one, full group or shortman. The DPS 99% of the time, is all Ranged. I'm not saying or asking for all of the sudden the meta shifts to only Melee DPS, but variety would be nice. Also I do take into account that everything post Fire Over Morgrave (past 2 years) has been relatively anti-melee. In terms of both mechanics and Boss Attacks. If they dropped enemy fort bypass, that would be awesome. Aside from that, I think Melee is in a fine spot defensively when geared out.
I hope people take the time to read this, and let me know your thoughts. Maybe it gets seen by the right person, and Melee see's some DPS buffs soon. While I am not sure if this may be the right way to approach this, I think it may be a start. Maybe we do get a melee version of Trick Shot added at some point, who knows.
Stay Centered, Stay Raged, Stay Stronk, Go Bonk.
Reworking Fury of the Wild and Adrenaline. How? Make it the same as Shiradi/Hunts End, almost.
A few years ago, the melee meta shifted from THF + Adren, to TWF + Cutter. Which is why I believe that this would be a valid change. So, where do we start? First, look at the two. Adrenaline, including its upgrades is 225% bonus damage with an increase in 16 critical threat range. Hunt's End, has no upgrades and is 250% bonus damage with it being an auto crit. Now yes, with Adren you can obviously prep it with an attack like you used to with Hunt's End, and with most, crit profiles, +16 range will still auto crit, however i think it just makes sense. But as I said, a majority of players are using Cutter at endgame so that is irrelevant. Here we go:
Get rid of the Adren/Cutter multiselector in T1, keep Cutter the way it is.
You could argue they could make another Epic Strike to use, or make it closer to Pin. If anything, I think they could reduce to cost to 1 point and make it a flat 30% + 3 additional range. But I don't want the trees to be too similar.
Change the T3 "Fury Selector" multiselector.
I don't think this should be too hard to change around, i think they can do something like this:
Furious: +1/2/3 Strength while Raging. Rank 1: Cutter effect from Quick Cutter increased to 2d6. Rank 3: The effects of Ram's Might and Animal Growth spells cast on you are doubled. Note: Does not apply to the Ram's Might item enhancement.
Spirit of the Beast: +2/3/4 attack bonus. Rank 1: Cutter effect from Quick Cutter increased to 2d6. Rank 3: The effects of Ram's Might and Animal Growth spells cast on you are doubled. Note: Does not apply to the Ram's Might item enhancement.
Change the T4 "Top Dog" option, to Adrenaline.
Now yes, you'd get it a bit later in comparison to Hunt's End. I don't see any T3's to get rid of, MAYBE, Embrace The Pain. Also, this is about Endgame DPS, not the leveling process. They can just keep it real simple:
Adrenaline: Melee Attack, Deals +250% damage. +20 Critical Threat Range (Automatically Crits.) Cooldown: 9 Seconds. "Make your enemies feel your adrenaline with a single blow"
Now you're probably wondering, "What about all the Trip stuff?" Easy, Change it to Stunning, Sunder, Assassinate or Highest of any Tactical Feat DC.
I don't see anyone using Trip at endgame, maybe I'm in the wrong groups. But I feel like most people would not miss this if it was changed. So, how do we do that? Working our way up:
Change Savage Takedown in T1
Like above, just change the DC of whatever Tactic they may choose for this. The name can obviously change depending on the tactic, but heres an example:
Sundering Strikes: +1/2/3 Sunder DC's. Rank 3: While wearing Medium or Light Armor, additional bonuses to +3 to Sunder DC's.
Next, The Great Leveler DC. I'm sure you can guess where I'm going with this but:
Change it to whatever Tactic they choose to replace Trip
It's that simple, I don't know what there is to explain.
Then there's Core 4: Be the Whirlwind: Using any of the feats Trip, Improved Trip, or Whirlwind Attack, or Quick Cutter causes a whirlwind of force to burst from you striking nearby enemies for 1d10 bludgeon damage per character level. Scales with 200% Melee Power. Improved Trip also causes all affected enemies to be tripped unless they succeed at a balance check (DC equal to Improved Trip). Which requires just a tad more work:
Remove Trip/Improved, Insert Other Tactics.
This one to me is a bit more tricky. The WWA/QC portion makes sense to keep. The Active Feat/Attack part might be a little harder to figure out. This is one where I think they need to pick a Tactic to go off of, or let it be any. Sadly, I believe because of this part it makes assassinate not viable here. Given it's a more rage focused tree, it does make sense. Here's a version that includes using any Tactic:
Be The Fury: Using any of the feats Stunning Blow, Stunning Fist, Sunder, Improved Sunder, Whirlwind Attack, or Quick Cutter causes a whirlwind of force to burst from you striking nearby enemies for 1d10 Bludgeon/Slash/Pierce (Determined by Weapon used) Damage per character level. Scales with 200% Melee Power. The Attack used has additional benefits:
Stunning Blow/Fist: Causes enemies in AOE range to be stunned, unless saved
Sunder/Improved Sunder: Causes enemies in an Extended AOE range to be sundered, unless saved OR: Causes enemies affected to be Cowered
Whirlwind Attack/Quick Cutter: Causes enemies affected to be knocked down, unless saved
Closing this out:
While I don't think this will entirely solve the DPS gap, and I do believe Ranged should be tuned down. I think this might be able to close that gap a bit. Don't get me wrong, I like the new melee feats. +1W when centered for all weapons and Temp HP based on Melee Power x3 is sweet. But take Endgame High Skull Raid Comps for example: You look at the DPS, it's all ranged. No matter the raid nowadays, if it's an old one, a new one, full group or shortman. The DPS 99% of the time, is all Ranged. I'm not saying or asking for all of the sudden the meta shifts to only Melee DPS, but variety would be nice. Also I do take into account that everything post Fire Over Morgrave (past 2 years) has been relatively anti-melee. In terms of both mechanics and Boss Attacks. If they dropped enemy fort bypass, that would be awesome. Aside from that, I think Melee is in a fine spot defensively when geared out.
I hope people take the time to read this, and let me know your thoughts. Maybe it gets seen by the right person, and Melee see's some DPS buffs soon. While I am not sure if this may be the right way to approach this, I think it may be a start. Maybe we do get a melee version of Trick Shot added at some point, who knows.
Stay Centered, Stay Raged, Stay Stronk, Go Bonk.