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#1 Kanuak

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Posted 15 June 2012 - 07:59 AM

What do you think about protector moveset?
Do you think we were nerfed again or improved?

Vital stab lasts long less time now and it was probably the only way to keep at bay stealth homethrust abussers.
I remember when it used to last long one minute with few skill points and dna, even if it didnt do much damage.
22 seconds sukas and kruxena are capable of soccerkick permastun as fast as lighting.

Nevertheless taunt cry has increased in range is not of much help since they can always keep away from range and get close easily, is very rare to catch a stealthed player with that skill

Restoration is now a skill very point dependant, i always kept it like level 1 cause is only capable of healing yourself and not other comrades, besides healing increase wasnt that much. now i have to spend much more points on this skill if i want it to make it work fine.

Broken morale has been improved a little.

Shield fortress has also been improved along Shield mastery and aegis of protection that have increased in power and it helps in raids but is utterly useless anywhere else since normal blocking would be enough even against nightmare mobs

Sacred hand definitly has a great boost, shame its cooldown time has been increased a little.

Instant spiritual intensification is not that much of a change, and I dont see the point of boosting max 24 targets, in battlefields a single high level prot could handle all the defense a team could need.

About restrain Restraint Recission is not instant anymore which is a shame considering some classes, like tempest, can cast more that 1 slow down so get rid of one and inmediatly are affected by the other one.

Hands down; lesser party heal is really really usefull right now, provided keeping in mind prots low mana pool, which limits its use as well as new lowblow/onslaught cooldown. Yeah those are good and turn prot into an AoE for solo but how much time can you hold the mana draining as a prot. Everyone knows prot mp is considerable lower than other classes.

What do think about prots now with this new skill change?

Edited by Kanuak, 15 June 2012 - 08:02 AM.

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#2 Dess

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Posted 15 June 2012 - 10:10 AM

I think its way to much, now prots can get close too 100% block chance wich is insane. Making prots inmune to AA might erradicate rads again so when you wanna raid youll find none arround.
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#3 Chardane

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Posted 16 June 2012 - 01:07 AM

Overall its a good change. We don't really have crowd control, rush or ranged attacks so at least make us a little hard to kill. In raids it's much desired.

I am fond of these changes. I think the moving of some of the bonuses from DNA t oskill is also a good move.

I would give some of the block rate up if we can have an HP passive buff. It too damn expensive to get good HP on a tank.

And Dess I want my name in your Sig for no reason at all. I ask, now, feel free to refuse.

Edited by Chardane, 16 June 2012 - 01:07 AM.

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#4 Dess

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Posted 16 June 2012 - 03:11 AM

Overall its a good change. We don't really have crowd control, rush or ranged attacks so at least make us a little hard to kill. In raids it's much desired.

I am fond of these changes. I think the moving of some of the bonuses from DNA t oskill is also a good move.

I would give some of the block rate up if we can have an HP passive buff. It too damn expensive to get good HP on a tank.

And Dess I want my name in your Sig for no reason at all. I ask, now, feel free to refuse.

Yeah id rather have a pasive HP buff also, its quite silly any class can have the same HP as tanks, some even more.

And welcome to my sig char! :P
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#5 Chardane

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Posted 16 June 2012 - 02:30 PM

And welcome to my sig char! :P


Yay :glomp:
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#6 Fudd

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Posted 17 June 2012 - 10:41 AM

I would have made a protector if HP was easier to get without spending mallpoints on a pet/costume and armor. So, some HP buff would be really nice in my opinion...
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#7 Dess

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Posted 18 June 2012 - 12:27 PM

It would be needed imh. I find it funny that all the time i find casters or DPS class with as much HP as my prot or even more. Whats the point of a tank if any class can do that? And its not like prots dont need to +30 theyr things to tank, they need to spend as much malls like any class to do that.
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#8 Kanuak

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Posted 18 June 2012 - 06:17 PM

I think its way to much, now prots can get close too 100% block chance wich is insane. Making prots inmune to AA might erradicate rads again so when you wanna raid youll find none arround.


Surely getting that block chance is insane and only thinking about tanking raids makes the situation even worse, but I think about the fact it only works in normal worlds. Radiants would still be requiered in battlefields and gvg since 80-90% attacks there are skill based...

And skills pierce through shields like a knife to butter making block rate useless...

Besides I was wondering... If you cast Broken Morale on a Sin or SR, does it have same effect as Vital Stab DoT or they are capable of stealthing while affected?
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#9 Chardane

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Posted 19 June 2012 - 12:59 PM

80% Block Rate Cap.

And its not like prots dont need to +30 theyr things to tank, they need to spend as much malls like any class to do that.


Only radiant and Protectors have to spend mall points to do raids. Other classes can do raids with +0 gear, Protectors and Radiants don't have a choice.

Most expensive class without a doubt is protector, then radiant. It is compulsory for these two classes to have good gear to actually do raids.

Edited by Chardane, 19 June 2012 - 12:59 PM.

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#10 Dess

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Posted 19 June 2012 - 11:24 PM

80% Block Rate Cap.



Only radiant and Protectors have to spend mall points to do raids. Other classes can do raids with +0 gear, Protectors and Radiants don't have a choice.

Most expensive class without a doubt is protector, then radiant. It is compulsory for these two classes to have good gear to actually do raids.

Char i ment to to tank, all classes have to reinforce the same to get the HP to tank, mystic, prot, sin, etc. To tank high lvl places you need to be mall whored. One would expect prots needed less malls to tank than casters since its the only thing they can do but nopes.

And as rads, sure if you wanna solo heal yeah, but a rad with +10-15 foc and jewels enchanted with skill crit its still good for raids. SUre you wont solo heal, but you can allways take 2-3 rads. Imh rads are the cheapst class to make effective, just effective.

Also i agree, tanks ans rads are not meant to be alts, whole party depends on them and they need good gears, same as we are also forced to buy aeds while other ppl just cry for ress while we are spaming heals.....
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#11 Fudd

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Posted 20 June 2012 - 11:35 PM

my 85 rad is a alt and its quite good, hah! Now gimme your +30 LW staff
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#12 Kanuak

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Posted 03 July 2012 - 10:58 AM

Hey and talking about new skill set I think is worthy to talk about the new changes:


1. Soccer Kick Success Rate Adjusted
- Before : Damage Success rate 95%, when successful , buff elimination success rate @ lvl 1 : 60%
- After : Damage Success rate @ lvl 1 60%, when successful, buff elimination success rate : 100%

Well it really doesnt matter since in general strategy you must have at least 10 soccer kick fillers to cover you it would be like

01. physical blessing
02. hp- mp recovery up
03. Fighting will
04. hp/mp up
05. Strenght/Mind/Constitution up
06. Skill crit/phys crit up
07. long/short range def up
08. Skin of stone
09. Shield of Aegis
10. Quick attack
11. shield fortress
12.
Spiritual intensification


2. Block Defense formula fix
- Before : (Final Damage - Block Defense) x 2 + CAD
- After : (Final Damage x 2) + CAD - Block Defense
can anyone explain this?
Im not really sure if blocking was nerfed or improved


3. Vital Stab DoT bugged - Fixed.
Why it was bugged?, doing less DoT damage than expected? is it worthy to rise now? still duration sucks as I posted before to be a crucial strategy against kruxena physical attackers

Edited by Kanuak, 03 July 2012 - 06:05 PM.

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#13 Dess

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Posted 03 July 2012 - 11:42 AM

It was nerfed, prots used to block 2x on crits
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#14 Kanuak

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Posted 03 July 2012 - 06:12 PM

It was nerfed, prots used to block 2x on crits



Gravity, you hate prots, dont you?

Edited by Kanuak, 03 July 2012 - 06:14 PM.

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#15 Kanuak

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Posted 03 July 2012 - 06:14 PM

http://images4.wikia...m_blog_post.jpg

Edited by Kanuak, 03 July 2012 - 06:15 PM.

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#16 Dess

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Posted 03 July 2012 - 06:44 PM

Gravity, you hate prots, dont you?

Dont we all?? Mall whores made us useless :)
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#17 Kanuak

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Posted 07 July 2012 - 08:24 PM

So everything will end up like this:


Chain Slash: Basic attack skill; 1 one skill point to unlock other attack skills. Fast, weak, cheap damage, good choice if you have higher skill crit% than physic crit%


Vital Stab: it used to be VITAL to strategies against meele players, preventing SIN and SR restealth combo and WL ZERK fear+Recover Sit combo. With only 4 points you could get like 30 secs DoT and full points gave like 1 minute.
Now that it was nerfed to miserable 16 seconds at level 10 this skill fell beyond useless as you are practically open to series of barrage attacks. I dont recomend this skill but if you really have trouble against PKs take it to level 6 so DoT time becomes longer than Cooldown time


Dire Hit: one skill point to unlock onslaught


Onslaught: 10 skill points if you wanna try solo grinding prot. If not, dont even put a single point


Will of Fighting: 1 skill point, soccer kick filler


Quick Attack: it used to be an invaluable skill when prot skills were all single target; it was WAY better to turn attack speed 1.0 your weapon with average physcal crit% instead of wasting mp on single skills, but now that onslaught and low blow are AoE this is skill is not a must to rise since you will be using Skills much more rather than your normal blow.
Consider to rise it if you are a RAID tank since it will give ya higher chances to activate you weapon enchant skill.
Dont forget you char has already default -0.1 for wearing gloves.


Physical Blessing: 1 skill point, soccer kick filler


Survival Instinct: one point to unlock stone of skin, the reason to rise this is skill is not the fact it cannot be erased, (thats why you have soccer kick filllers) but to rise long range defense which is not that easy to get through armor and skills. worthy to rise if you are a RAID tank cause taking short range defense as far as posible produces a visible damage change, according to some sources, since Bosses blow hit for much more points (3000-6000 damage).


Skin of Stone: 1 point soccer kick filler, worthy to rise for same reasons as survival instinct


Taunt: 1 skill point to unlock taunt cry, rise to level 10 if RAID and lose aggroo easily


Taunt Cry: great skill worthy to rise level 10 for several reasons: 19 meters destealth, pull avenger mob during GvG battlefield, pull mobs strongest battlefields, pull Domi Pets, usefull for grind, solo and Tanking.
Just keep in mind this is a horrible PvP skill cause Sins and SRs aware its range and therefore keep away, but a great GvG battlefield skill since you can catch them out of guard cause the more the people the more difficult to keep track on all and may be unaware of your position, or you just can keep taunting at a flag during battlefields to stop unexpected captures


Shield Strike: if RAID tank not worthy a single point, if PvP and PvE solo grind is usefull, can be rised to achive the 3 secs duration or top 10 to get the 93% success rate.


Low Blow: worthy to rise to level 10 for several reasons: highest skill damage out of all making it usefull for PvP, rise aggroo making it usefull for grinding parties and RAID tank, max 6 targets making it usefull for solo PvE grinding


Restrain Reseccion: Not that great as a PvP skill, some classes like tempest even have two slows to affect you, but as GvG battlefield skill is very usefull to clear annoying attacks like lithyfing and lightining restrain but definetly a horrible nerfed skill; It must be rised to level 5-6 to give it a decent cooldown time and preferably to level 9-10 to give it a decent success chance. I still cannot understand why is only PvP skill, is not overpowered by any means.


Restoration: Nerf hurts this skill a lot; 1 point was more than enough on this skill since it only heals yourself but now that its duration is skill point dependant, is up to you to rise this skill to level 10 to increase its lenght and therefore the healing or keep it level 1 just like auxiliar recover.


Sacred Hand: a bit nerfed because of cooldown is not that great anymore, still a great skill, usually worthy to take to level 10 on all escenarios except RAID tanking, because its supossed rads are covering your butt with their healings so you can focus on defense and shield skills.


Lesser Party Heal: Handsdown, awesome, similar to sacred hand recommendation, keep in mind prots mana pool is low so you will suffer a terrible mp draining which is worse now with the MP recover nerf


Shield Mastery: this rise your raw block rate so this is skill is a level 10 must in RAID tanks since you will often recieve 4000-6000 hp hits from bosses so is crucial to stop as much damage as you can. not very usefull in PvP and battlefield since shield doesnt block skills. level 1 to unlock shield of aegis


Shield of Aegis: similar to shield mastery and one the most useless buffs to cast on your teammates. rise it for RAID only. 1 skill point to unlock shield fortress.


Shield Fortress: Awesome skill in PvE and RAIDS since you need to block as much damage as you can. Rather useless skill in PvP battlefield, cannot stop magic attacks, doesnt affect long range attacks, and even meles like Sins and Zerks wil try to hit you with skills rather than normal attacks.


Spiritual intensification: take it to current top level 9, always keep it on top to prevent soccer kick. no further discussion about this wonderfull skill except for the fact it buffs 24 targets.
Why the heck do you want to buff 24 targets like you were the only damm prot around or like it had a long cooldown?


Broken Morale: Doesnt work on Bosses so it doesnt deserves a single point if RAID tanking; good on solo PvE and moderate useful in GvG battlefield weakining mele attackers. Still dunno if this skill can keep Sins unstealthed...

Edited by Kanuak, 07 July 2012 - 08:39 PM.

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#18 Dess

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Posted 07 July 2012 - 11:09 PM

Taunt: 1 skill point to unlock taunt cry, rise to level 10 if RAID and lose aggroo easily

If?? I can guarantee that you will lose aggro in raids if you dont put 10 skill points in this agaist mall whores. Some ppl are imposible to hold aggro in grind/farm without it at lvl 10 and youll have to keep targueting diferent mobs with it also.

Dmg keeps getting higher and higher but taunts remain the same.....
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