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Endurance Heal / Regen Style Spell

Posted:
Wed Jul 19, 2006 12:34 am
by Kiff
I posted here since theres really no need to clutter the other thread with the on going argument. . .
When i posted the idea, i envisioned an endurance heal with the intent of healing a warrior / rogue / monk's endurance after they have been rezzed. Not with the intention of being a endurance battery so every melee class can disc everytime they pop.
Make a CH style spell for endurance, say 9k, and then slap a long recast on it, so we aren't expected to chain it on people after wipes . . . probably more laong the lines of a few key classes.
No one can argue the fact that on a raid if a Warrior / Monk / Rogue dies, they are pretty much up shit creek for endurance and their ability to use discs, for pretty well the rest of the night, depending on downtime. On events that require total burns on mobs, this can proove to be pretty devastating. Especially Warriors, and as the baisis of there aggro and ability to tank a Raid mob succesfully is based off there endurance, i see it being a very handy utility.
The idea was posted to create and endurance tap tied to a panther style spell. I see that working excellently also. Proc and endurance tap for 150 or 200 endurance, maybe even with a small DD portion attached to it.

Posted:
Wed Jul 19, 2006 3:13 am
by Brohg
I'd be lying my ass off for the rest of my EQ career if something like what you said first were implemented. "Sorry, it's down." "Oop, just used that 1/2 hour ago, sorry."
"Slap a long recast on it" means "slap a long recast on" US, the shaman. Seriously you'd volunteer to lose an entire spell slot for that? And in no way would that keep us from becoming total bitches to the melee classes, anyhow. I don't see how it possibly wouldn't.
Endurance regen is not to be addressed by buffs, or heals, or anything except intrinsics to the system itself. People need to stop trying to solve problems that aren't theirs, trying to make martyrs of one class to another.

Posted:
Wed Jul 19, 2006 3:42 am
by Ungkor
The melee game is tuned around limited endurance. If anything needs to change, it needs to come from the endurance system itself, not an external change that places additional responsibility on a class that is already multitasked to the brim.
If SOE wants some sort of "after rez" endurance fix, they can give melee an AA to CH their endurance once per hour and only when an rez icon is present or something.
Re: Endurance Heal / Regen Style Spell

Posted:
Wed Jul 19, 2006 6:47 am
by Veril
Re: Endurance Heal / Regen Style Spell

Posted:
Wed Jul 19, 2006 9:14 am
by Ughbash

Posted:
Wed Jul 19, 2006 9:28 am
by Beafly
Re: Endurance Heal / Regen Style Spell

Posted:
Wed Jul 19, 2006 9:30 am
by Beafly

Posted:
Wed Jul 19, 2006 9:31 am
by Scalia

Posted:
Wed Jul 19, 2006 9:40 am
by Grimnar
Re: Endurance Heal / Regen Style Spell

Posted:
Wed Jul 19, 2006 9:42 am
by Ughbash

Posted:
Wed Jul 19, 2006 9:48 am
by Scalia

Posted:
Wed Jul 19, 2006 9:49 am
by Ughbash

Posted:
Wed Jul 19, 2006 9:56 am
by Scalia

Posted:
Wed Jul 19, 2006 9:58 am
by Beafly

Posted:
Wed Jul 19, 2006 10:17 am
by Fenier

Posted:
Wed Jul 19, 2006 10:19 am
by Jeis
Re: Endurance Heal / Regen Style Spell

Posted:
Wed Jul 19, 2006 10:21 am
by Macnair

Posted:
Wed Jul 19, 2006 10:49 am
by Grokii
Re: Endurance Heal / Regen Style Spell

Posted:
Wed Jul 19, 2006 10:55 am
by Samanna
Re: Endurance Heal / Regen Style Spell

Posted:
Wed Jul 19, 2006 10:56 am
by Ughbash

Posted:
Wed Jul 19, 2006 11:00 am
by Ughbash

Posted:
Wed Jul 19, 2006 11:58 am
by Beafly
Ok, we're both half right Ughbash.
.
According to the good folks at TSW you regen the same endurance per tick standing as you do sitting. However, movement (including combat) lowers this rate. I couldn't find any hard numbers other than a max end regen aa'd Warrior gets 33 tick not moving and not swinging.
Also noted that they can do a sort of endurance cani dance by turning off attack at the end of a tick and turning it back on at the begining of the next one.

Posted:
Wed Jul 19, 2006 12:16 pm
by Unmei
The change in endurance regen between "active" and "doing nothing" isn't huge, but it's noticable. I forget the exact number, but I want to say it's like 9 pts per tick.
Ughbash: What is your arguement for the fact that a monk, which is not a tank class, nor, really a snaring class, should be able to do both of those tasks (one of which is undoubtedly a 'primary' task) in addition to his usual primary DPS/pulling role, without being penalized for it in some fashion? How is a nonstandard class stepping up to do these things, but not flawlessly a "game flaw"? Justify your points please. ;P
(To present an analogous situation: What would you monk think if a rogue could do all those things at the cost of endurance?)
Edit: Aditionally, since you seem desperate to compare Crippling Strike to ranger AA snare. Well, let's see. Which of these classes could snare already? Rangers already have a snare that costs mana. One would think that getting a whole new ability that you never had before, you'd be pleased to have it, rather than complain about the restriction...

Posted:
Wed Jul 19, 2006 12:17 pm
by Grokii
I'm not wanting to bash you Ugh... (get the pun?)
But, I think a couple expansions back when monks could use disc "whenver they became available" with a little planning some monks were probably complaining that there was almost no strategy. Now you have multiple skills and can really mix it up picking and choosing how to play your character, but you want it back like it was before... enough endurance to do everything with a little planning.
Granted, at a certain level of gear you have wizards that can chain nuke and clerics can chain certain heals, but in general mana casters can't spam cast their spells indefenantly. Melee classes are used to spamming 'kick' and monks 'flying kick' and whatnot, and only limited on the cooldown of the disc/skill, all the while getting DPS from autoattack that dwarfs what a caster an put out with melee attacks.
/rant on
My point? None really. I'm not going to say X class needs more endurance regen and Y class is fine. I'm not a developer, I don't play those classes, so my opinion really means nothing. That said, my opinion is that any melee class shouldn't be able to spam cast all of their skills. Hell, I say get rid of cooldown timers for the most part and link anything not auto-attack to endurance. Then balance the endurance regen and cost of skills so it is balanced. Now it comes down to player choice/skill instead of throttling melee classes dps/utility solely on cooldowns.
It'd mean a melee class could be god for 3 minutes, and then regen for the next however long before they can do it again. Of course, that's the wizard's manaburn model and the developers didn't like 6 wizards running around trivilizing content. So that's probalby why we are smack dab in the middle. Skills cost endurance, give you enough abilities so you can't do them all and have to choose which, but have cooldowns so you can't burn 'em all at once.
Ok, rant over.

Posted:
Wed Jul 19, 2006 1:22 pm
by Ughbash

Posted:
Wed Jul 19, 2006 2:02 pm
by Finori

Posted:
Wed Jul 19, 2006 2:43 pm
by Unmei

Posted:
Wed Jul 19, 2006 3:03 pm
by Beafly

Posted:
Wed Jul 19, 2006 3:12 pm
by Ughbash

Posted:
Wed Jul 19, 2006 5:16 pm
by Unmei

Posted:
Thu Jul 20, 2006 1:29 am
by Jaraman

Posted:
Thu Jul 20, 2006 7:40 am
by Fenier

Posted:
Thu Jul 20, 2006 11:46 am
by Ughbash

Posted:
Thu Jul 20, 2006 12:08 pm
by Ughbash

Posted:
Fri Jul 21, 2006 3:25 pm
by Tugela

Posted:
Fri Jul 21, 2006 8:40 pm
by Brohg

Posted:
Sat Jul 22, 2006 2:02 pm
by Aruman

Posted:
Sat Jul 22, 2006 2:26 pm
by jdthomas

Posted:
Sat Jul 22, 2006 4:03 pm
by Brohg

Posted:
Mon Jul 24, 2006 4:30 am
by Tugela