This post has been edited 1 times, last edit by "sleze" (Apr 25th 2015, 1:49am)
SPA is really the ONLY good offensive skill s/d has(yes, i know you want to make it full support, but don't take away my SPA :P ). it has already been nerfed. the ranged stun is, imho, one of the best parts of this class.Snake Poison Arrow - Change it to a player targetable buff that increases movement speed by 50% and lasting 20 seconds (stackable with POTs)
Cast Time: Instant
Cooldown Time: 2 seconds
Impact: Would be a great nice-to-have but not really unbalancing. Useful in SW.
interesting mechanic. only really usable for SW...maybe increases the targets crit rate while putting detection on? costs the s/d 5% mana per second? (max 20 sec on another player, max 1m on the s/d)Elven Eye - Change it to a player targetable buff that gives the target Detection lasting 20 seconds
Cast Time: Instant
Cooldown Time: 2 seconds
Impact: Make the scout/druid VERY valuable in SW but not making HIM OP
YES, YES, AND MORE YES.Devour Blood - Remove the trigger cooldown (binds it to Vamp Arrow cooldown)
Cast Time: n/a
Cooldown Time: n/a
Impact: Every 10 seconds players would receive a nice Mana buff. Could be OP when combined with Efficiency Guidance
This is a great idea. +1. Considering my 3k buffed wisdom gives me a whole 1.5k PA...and it's not even base PA, so no modifiers iirc.Focus - Flip it around: Instead of giving you Pattack from wisdom, give you wisdom based on 30% of pattack.
Cast Time: Unchanged
Cooldown Time: Unchanged
Impact: Stacking any wisdom on a scout druid is worthless. This would give the scout/druid a TON of MR and make his heal regens hit very nicely. Could be OP
keep the original group buff aspect. then it can turn into a group healing buff.Archer Blessing: Change it to a player targetable buff that increaess received healing based on the heal bonus of the scout/druid (similar to and stacking with D/Wd briar shield) lasting 12 seconds
Cast Time: Instant
Cooldown Time: 2 seconds
Impact: Make a group's healer(s) heal for much more. Also useful in SW to assist in healing gates. Would require scout to spend full time to keep a single group buffed.
Ancestor's Blessing: Change it to a player targetable buff that increases mattack based by 30% of the scout/druid's mattack lasting 12 seconds
Cast Time: Instant
Cooldown Time: 2 seconds
Impact: Uber buff to mages provided that the scout/druid is equipped with mage gear. If buffed to 120K Mattack, would a 40K mattack buff to the mages be unbalancing/too OP? Would require scout to spend full time to keep 2 players buffed.
would have to have 2 full sets of gear to be viable to switch between these skills. interesting idea, but i'm not sure how practical it would be to bring a s/d for full support, especially if they can only spam the buff skills.Soul Blessing: Change it to a player targetable buff that increases pattack based by 30% of the scout/druid's pattack lasting 12 seconds
Cast Time: Instant
Cooldown Time: 2 seconds
Impact: Uber buff to wardens/rogues using the scout's normal equipment. If buffed to 120K Pattack, would a 40K Pattack buff to the physical DPS be unbalancing/too OP? Would require scout to spend full time to keep 2 players buffed.

Ancestor's Blessing: Change it to a player targetable buff that increases mattack based by 30% of the scout/druid's mattack lasting 12 seconds
Cast Time: Instant
Cooldown Time: 2 seconds
Impact: Uber buff to mages provided that the scout/druid is equipped with mage gear. If buffed to 120K Mattack, would a 40K mattack buff to the mages be unbalancing/too OP? Would require scout to spend full time to keep 2 players buffed.
would have to have 2 full sets of gear to be viable to switch between these skills. interesting idea, but i'm not sure how practical it would be to bring a s/d for full support, especially if they can only spam the buff skills.Soul Blessing: Change it to a player targetable buff that increases pattack based by 30% of the scout/druid's pattack lasting 12 seconds
Cast Time: Instant
Cooldown Time: 2 seconds
Impact: Uber buff to wardens/rogues using the scout's normal equipment. If buffed to 120K Pattack, would a 40K Pattack buff to the physical DPS be unbalancing/too OP? Would require scout to spend full time to keep 2 players buffed.
for reference, here is the fix i typed up a while ago: S/D fix .
But I am a support class. While I am primarily D/S and D/Wd, I also play S/R and Wd/S when the group needs DPS buffs/debuffs. As of right now, Scouts are wannabe DPS. IMO, it would be better to be a real support class than nothing at all.If you wanted to be a support class you would have never picked Scout in the first place! Why would they try to recreate the class when they can't even be bothered to fix it?
The only fix that matters to a scout class is their DPS. This would only confuse the issue even more and insure that the Scout class would never be fixed.
2nd Tier, huh? And here I thought my suggestions for pattck/mattack buffs could possibly be OP. What if, instead of pattack/mattack, the buffs were phys/magic crit rate or phys/magic damage increase?The changes would not make it a viable support class against other support classes. There are other classes that do these things far better now. Creating a second tier support class out of Scouts would be their ultimate kiss of death. R/S is a far better DPS class than S/R and has buffs to match.
If you really believe that Scout's DPS should be fixed and everyone does you should concentrate on that. Management has for the past 5 years done everything in their power to nerf the Scout class DPS and keep them from being a useable class. To open up another option to them to kill Scouts off permanently (in this case by turning them into a low level Support character) only insures that the DPS will never be fixed.
Would make it like a sprint with shorter cd and more utility(sprint doesnt stack with pots) in exchange for 10 second shorter duration, personally I dont like this, I think the current skill is good enough, kinda fits with the druid class lore i would keep it that way.Snake Poison Arrow - Change it to a player targetable buff that increases movement speed by 50% and lasting 20 seconds (stackable with POTs)
Cast Time: Instant
Cooldown Time: 2 seconds
Impact: Would be a great nice-to-have but not really unbalancing. Useful in SW.
ok why not, although only use in instances i can think of is gc and in siege since it only removes fear you'll prob get hit again if you are thinking about going into a bunch of flame towers so i dont see this been too strong.Unbinding Magic - Add Fear Removal to List
Cast Time: Unchanged
Cooldown Time: Unchanged
Impact: Useful in SW and in some instances
not a fan of giving detection to others, idea. I'll rather see the skill been this way:Elven Eye - Change it to a player targetable buff that gives the target Detection lasting 20 seconds
Cast Time: Instant
Cooldown Time: 2 seconds
Impact: Make the scout/druid VERY valuable in SW but not making HIM OP
considering my previous proposition on elven eye i think this skill should be kept the same, if the scout were able to proc it every 10 seconds he would never run out of mana and the crit buff would last a full minute all the time, maybe too strong of a synergy.Devour Blood - Remove the trigger cooldown (binds it to Vamp Arrow cooldown)
Cast Time: n/a
Cooldown Time: n/a
Impact: Every 10 seconds players would receive a nice Mana buff. Could be OP when combined with Efficiency Guidance
huh i like the idea of swapping it around, but 30% of pa seems way too much. if you think at standard siege gear with like 100k pa you get 30k wis before hero and everything wich is more then any healer has. I think if you made pa give healing power it would be much more balanced and have better synergy with the rest of the kit. i would make itFocus - Flip it around: Instead of giving you Pattack from wisdom, give you wisdom based on 30% of pattack.
Cast Time: Unchanged
Cooldown Time: Unchanged
Impact: Stacking any wisdom on a scout druid is worthless. This would give the scout/druid a TON of MR and make his heal regens hit very nicely. Could be OP
personnal opinion here, but i dont think gates healing needs more help in siege, might as well bring a p/wl instead. I think increase healing based recieved on your gear is hard to implement and judge. Here are 2 suggestions i think would fit better.Archer Blessing: Change it to a player targetable buff that increaess received healing based on the heal bonus of the scout/druid (similar to and stacking with D/Wd briar shield) lasting 12 seconds
Cast Time: Instant
Cooldown Time: 2 seconds
Impact: Make a group's healer(s) heal for much more. Also useful in SW to assist in healing gates. Would require scout to spend full time to keep a single group buffed.
I would keep it as it is since i suggested to not change the cd of devour blood earlier. I know i skipped an elite, but i want to talk about the 2 other elites together.Efficieny Guidance: No change (but affected by the Devour Blood proposal)
Cast Time: Unchanged
Cooldown Time: Unchanged
Impact: Every 10 seconds, group would be flush with rage/focus/energy. Could be unbalancing/OP
Soul Blessing: Change it to a player targetable buff that increases pattack based by 30% of the scout/druid's pattack lasting 12 seconds
Cast Time: Instant
Cooldown Time: 2 seconds
Impact: Uber buff to wardens/rogues using the scout's normal equipment. If buffed to 120K Pattack, would a 40K Pattack buff to the physical DPS be unbalancing/too OP? Would require scout to spend full time to keep 6 players buffed.
This post has been edited 1 times, last edit by "pachat93" (Apr 25th 2015, 7:12pm)
Personnally i think making s/d a support class makes total sense, it's a mix between a healer and a dps, support seems pretty fitting. i'm not saying to make all the scouts support classes, but i think s/p and s/d are well fitted to be supportive.
let's look at the propositions,Would make it like a sprint with shorter cd and more utility(sprint doesnt stack with pots) in exchange for 10 second shorter duration, personally I dont like this, I think the current skill is good enough, kinda fits with the druid class lore i would keep it that way.Snake Poison Arrow - Change it to a player targetable buff that increases movement speed by 50% and lasting 20 seconds (stackable with POTs)
Cast Time: Instant
Cooldown Time: 2 seconds
Impact: Would be a great nice-to-have but not really unbalancing. Useful in SW.
Actually, it would be superior to sprint in that the s/d could keep it on himself (and a small group) indefinitely.
not a fan of giving detection to others, idea. I'll rather see the skill been this way:Elven Eye - Change it to a player targetable buff that gives the target Detection lasting 20 seconds
Cast Time: Instant
Cooldown Time: 2 seconds
Impact: Make the scout/druid VERY valuable in SW but not making HIM OP
cooldown; none
cast time: instant
effect: give X crit to scout and target player for 60 seconds, cost 1% mana per second per player with the buff
so basically you give 400 crit to everyone in the group as long as you have mana or 60 seconds if you are able to keep your mana up
Is it OP to give a couple of non-scouts detection for 20 seconds?
considering my previous proposition on elven eye i think this skill should be kept the same, if the scout were able to proc it every 10 seconds he would never run out of mana and the crit buff would last a full minute all the time, maybe too strong of a synergy.Devour Blood - Remove the trigger cooldown (binds it to Vamp Arrow cooldown)
Cast Time: n/a
Cooldown Time: n/a
Impact: Every 10 seconds players would receive a nice Mana buff. Could be OP when combined with Efficiency Guidance
I don't think the issue of a scout with endless mana is the problem. I think the unbalancing part would be others.
huh i like the idea of swapping it around, but 30% of pa seems way too much. if you think at standard siege gear with like 100k pa you get 30k wis before hero and everything wich is more then any healer has. I think if you made pa give healing power it would be much more balanced and have better synergy with the rest of the kit. i would make itFocus - Flip it around: Instead of giving you Pattack from wisdom, give you wisdom based on 30% of pattack.
Cast Time: Unchanged
Cooldown Time: Unchanged
Impact: Stacking any wisdom on a scout druid is worthless. This would give the scout/druid a TON of MR and make his heal regens hit very nicely. Could be OP
cast time: instant
duration: 15 min
effect: while focus is in effect converts 10% of physical attack into healing power.
small explaination: say in a run s/d should get about 200k pa during burns -> 20k healing power. current endgame healers have about 35k healing power so it makes s/d heals relevant without been on par with a full healer. I prefer giving healer power then wis as wis increases the mana pool wich makes elven eyes more costly. also, i believe devour blood gives a flat amount of mana back so bigger mana pool would inderectly reduce it's efficiency.
The difference between a scout with 30-40K wisdom and a real healer with it is that they can't equip a staff and, to get the level of pattack to get that much out of the buff, he couldn't use healing gear with healing bonus. Someone could do experiments but I think the heals would be noticeable but limited WELL below that of a real healer.
personnal opinion here, but i dont think gates healing needs more help in siege, might as well bring a p/wl instead. I think increase healing based recieved on your gear is hard to implement and judge. Here are 2 suggestions i think would fit better.Archer Blessing: Change it to a player targetable buff that increaess received healing based on the heal bonus of the scout/druid (similar to and stacking with D/Wd briar shield) lasting 12 seconds
Cast Time: Instant
Cooldown Time: 2 seconds
Impact: Make a group's healer(s) heal for much more. Also useful in SW to assist in healing gates. Would require scout to spend full time to keep a single group buffed.
1. When shot hits a target, has a chance to give party members in a range of 100 a shield equal to your healing power for 10 seconds cannot be triggered again for 30 seconds. -> synergy with focus, helps in siege/boss fights to keep ppl alive, same purpose as the original skill = help ppl take less damage.
2. when shot hits a target, has a chance to have a heal party members for X in a range of 100. cannot be trigered again for 10 seconds.
-> basically you get a mother earth fountain every 10 seconds -> good synergy with focus, allow you to use scout skills in a supportive way in fights.
Overall, you suggest some thing different than I did...but they are still good and so if they were implemented, I would be perfectly happy with them. The secondary aspect of my suggestions is that none of them are breaking new ground WRT buffs from a software coding perspective. All of them are based on other things already coded into the game (increase mattack, detection with a short duration, sprint that is targetable).Quoted from Sleze
Ancestor's Blessing: Change it to a player targetable buff that increases mattack based by 30% of the scout/druid's mattack lasting 12 seconds
Cast Time: Instant
Cooldown Time: 2 seconds
Impact: Uber buff to mages provided that the scout/druid is equipped with mage gear. If buffed to 120K Mattack, would a 40K mattack buff to the mages be unbalancing/too OP? Would require scout to spend full time to keep 6 players buffed.
Soul Blessing: Change it to a player targetable buff that increases pattack based by 30% of the scout/druid's pattack lasting 12 seconds
Cast Time: Instant
Cooldown Time: 2 seconds
Impact: Uber buff to wardens/rogues using the scout's normal equipment. If buffed to 120K Pattack, would a 40K Pattack buff to the physical DPS be unbalancing/too OP? Would require scout to spend full time to keep 6 players buffed.
here is what i dont like about it, those 2 skills dont have much synergy together and with the rest of the elites. Unless you make the hole thing about been hybrid like s/m, i think you should stick to 1 type of gear. So far it seems like a great idea to build s/d with a bunch of physical attack and i think those skills should go in that direction. here is what i think
for the new ancestor's blessing:
make it so your permanent damage reduction applys to party members for 30 seconds everytime it is triggered, keep the rest the same.
so basically you make the skill give 10% damage reduction to your party and reduce the agro of your next action. I think it goes well with the idea of a class that is here to help the rest of the group survive through the fight with cleanses and heals already.
for the new soul blessing:
make archer's blessing raid wide and if the target has poison snake arrow bleed on it, has a chance to increase physical attack and magical attack of party members within range of 100 by 10% for 15 seconds, cannot be triggered again for 15 seconds. -> not quite sure if the pa/ma increase part is balanced or not, might have to change the durations a bit if it turns out to be too strong.
It feels like it would really cement s/d in the role of a support class that trives in longer fights where it helps party members survive with off heals/shield/damage reduction, help the dps do sustain damage by long term buffing their crit and pa and have more use of their ressources through devour blood. Meanwhile keeping a scout playstyle spending your time shoting arrows at the boss. In siege it would be in between a dps and a healer with a range stun and ability to help your guild in fights through buffs, heals, debuff removal and some damage.
let me know if you like the changes i'm proposing to the original suggestion![]()
The highlights are: Replace a bunch of skills with buffs that have insta-cast/2 second cool down but only last 20 seconds. That means the scout would have to be constantly active managing the buffs of others and, if the scout isn't there (dead or somewhere else), the buffs go away.Not gonna lie to you Sleze, still can't bring myself to read that much text ^.^
However skipping the skills themselves, I certainly can agree with the change that you are suggesting of making S/D a better support class if nothing else, as it would go along the lines of other healer secondary support classes.
Example: M/D, Ch/p, K/p, W/p
are all widely used support classes, while some others like Wl/p may not be as used but still offer nice support skills.
And with that i'll quote this opening written by Pachat since I think it sums up the reasoning as to why this is a exceptional suggestion:
"Personnally i think making s/d a support class makes total sense, it's a mix between a healer and a dps, support seems pretty fitting. i'm not saying to make all the scouts support classes, but i think s/p and s/d are well fitted to be supportive."