Huh. My QP never works in Epic, I assumed it was related to the 1000+ hit points rule. I don't know how it compares to Assassinate as my rogue only hit 20 the other week.
I am clearly doing it wrong. Moar wiz pl0x!
Apples to tomatoes.
I play pure versions of both classes. I can, on virtually any of my end game toons, dominate the quest if I choose to play that way. Instead, I try to play in a way that gets other people involved in the quest/kills/action. It's no different than someone deciding they have to hog the ball in a sports game. I like to have the power to dominate in case we get in trouble, but it's rarely necessary to exercise every time you see a mob. Quit grouping with quest hogs, and that will solve your fun problem. Believe me, at some point, you're going to be glad someone pulls out a QP when appropriate.
People who QP all the time in full party's are one trick ponies.
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There's also extra xp from traps disabled.
I will agree that rogues could use some work, but can we please refrain from making everyone exactly the same, that is incredibly boring and uncreative.
Last edited by Saravis; 11-13-2013 at 03:09 PM.
Sometimes nerfs are warranted. Giving everyone a no fail six second instant kill would ruin the game. Just like every party a QP monk joins.
My solution is to increase the timer to a respectable amount. More than the rogue ability because they have requirements and much much less survivability. Assassinate rogues have limiting splashing as well due to the nature of the skill and lower DC's. Rogue assassinate is what 20 seconds? Double it to 40 for monks and it would still be a great skill. Power word kill is 210 seconds but at range.
Monks and Rogues are far from being similar classes, they shouldn't have similar abilities like same cooldown on their insta-kill ability.
I don't play epic level Rogues so I can't comment on the Assassinate DC and the ways to increase it, but if it's a weak ability (i.e. min maxers can't make it work in EE content) then it should be made stronger.
also to be fair a rogue can kill 2 targets with 1 assassinate.
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I, unfortunately, devolved in trying to highlight why QP isn't the be all and end all that everyone is making it out to be.
Obviously a week isn't feasible, but 6 seconds? It should probably be at least 60 seconds, though.
Conversely assassins can death attack at any time, provided they study their target for 3 rounds. So, if they apply the same time scale they apparently used for monks, assassins should get it on every attack that gets sneak attack damage and should attack approximately 100x faster than they do now.
QP should not have a shorter cooldown or a higher DC than a rogue's signature ability. Make QP a 20 second cooldown, which is 5 seconds longer than assassinate's cooldown, and find a way to get rogues a max assassinate ability about 10 higher than what is possible for rogues right now. It would also be nice if rogues didn't have to sneak around and not attack to raise their assassinate DC either, because how fun can it really be to click one button every 15 seconds?
The longer QP cooldown will benefit monks because they will have an opportunity to use their ki on something other than insta-killing, which is something people have been clamoring for in this thread.
No class ability should be so good it trivializes what other members of the group are doing. The key here is to get QP a little more under control but not nerf it into uselessness. When QP is adjusted, and frankly we all know it's going to happen, assassinate needs to be improved because this shouldn't be an either/or.
I don't care what happens as longs as monks get nerfed.
Shade was right the entire time.
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