Book 12: The Ashen Wastes Revisits the Champion
[15-Jan-2008]
Overview
Although the Champion was one of the first classes
to undergo the "Month of" design process shortly after LOTRO's launch, we
didn't yet have the wealth of feedback we've since received. In Book 12, we're taking
the opportunity to address some of the issues that have been voiced since LOTRO
went live. Since this is the second time we're looking at Champions, the update
won't be as involved as the full-on "Month of" updates that Guardians and
Burglars are receiving, but we hope to address most of the issues brought up by
the Champion community as well as giving them the tools necessary to fulfill
their class roles in LOTRO.
Choices
Currently, Fervour is the only choice of stance for
most levels. The Book 12 Champion update will include a new stance, available
at low levels. It won't be as all-out offensive as Fervour, but it will include
in-combat power regeneration as well as allowing the Champion to Block, Parry
and Evade, though at some penalty. In addition to the new stance, Glory is
going to get a small boost in effectiveness and will be available at
mid-levels.
These two changes should give Champions a good
choice of trade-offs in their stance selection between offense and defense.
Champion
Stances
Fervour
Fervour is the base Champion
stance and is the basis for all Champion balancing. There are no changes to
Fervour in this update.
Ardour
Ardour is intended
to fill the gap in the Champion's stances. The high cost of Champion skills, in
power and pips, really limits their ability to function without being in some
kind of stance. Fervour comes with severe penalties to the Champion's defense,
however, and Glory is only available
at higher levels. For most of the level range, Champions that needed some
defense but still wanted to be effective with skills were out of luck
Ardour is a new Toggle
skill exclusive from Fervour and Glory. It's gained at level 10, granting power
regeneration and fervor pip generation at a rate somewhat less than Fervour but
more than Glory (but with no inherent damage bonus). Parry and Evade defensive
skills receive a percentage based penalty rather than being de-activated as
with the Fervour Stance. The Block
skill is unaffected. The Ardour stance will also convert the Flurry skill into Ardent Flurry.
Ardent Flurry -This skill has the
same effects as Flurry, but is activated only on a monster defeat event and
lasts until the current combat ends. Switching out of Ardour stance converts
the Ardent Flurry buff to normal Flurry.
Glory
Glory is getting a few tweaks to make it a more effective
defensive stance for the Champion. It's been perceived to be too penalizing a
stance for Champions, and also comes very late in the level progression -- far
after the Champion is called upon for tanking duties.
Glory is now available at level 30 instead of
46. A Champion in the Glory Stance will generate Fervour pips over time, though
not as fast as in the Fervour or Ardour stances. The threat modifier has been
increased and the damage penalty has been decreased to help the Champion hold
the attention of enemies, but his power regeneration will be somewhat reduced
to help offset these changes. The Glory stance will also convert the Exchange of Blows skill into Glorious Exchange.
Glorious Exchange - This skill has the
same effects as Exchange of Blows, but is activated only on a monster defeat
event and lasts until out of combat. Switching out of Glory stance converts
Glorious Exchange into the normal Exchange of Blows.
Legendary
Skills
An almost universal complaint from Champions is
that their Legendary skills aren't all that, well, legendary, and we agree. As
a result, most of the Champion's Legendary skills are getting an upgrade
New Skills
Second Wind - This new skill is granted at level 14. It can only be used
after an enemy is defeated and will restore some of the Champion's Power. Second
Wind is intended to cover any shortfalls in power regeneration for Champions
that are utilizing Ardour or Glory.
Melee Critical Passive Traits - Champions will now be
able to train Tier 3 at Level 35 and Tier 4 at Level 46. The masters of
straight up melee combat no longer receive fewer passive melee traits than Lore-masters.
Legendary
Skills Upgrades
Fight On
Fight On
retains all of its previous functionality as an area of effect power drain, and
is a skill best used when the Champion needs to end a fight NOW. The Champion
will receive a substantial short-term damage bonus, but when the damage bonus
expires he'll be exhausted, with a substantial penalty to power regeneration
until the current fight ends.
Raging Blade
Raging Blade
adds an additional attack with all the damage numbers tweaked to give around a
15% increase in total damage. In addition, the Winds of the Storm trait will increase Raging Blade's maximum
targets to 10.
Ferocious Strike
The damage numbers for Ferocious strike have been increased
to give around a 5% increase in total damage. Ferocious Strikes from
dual-wielding Champions will see a substantial increase in damage to make it
comparable to damage from a 2-handed weapon using Champion.
Other Fixes
and Upgrades
Many other Champion skills have been changed to
make them more convenient to use, or just been given a boost in power to make
them more attractive choices to add to your hot bar. A few highlights are
making Sudden Defense easier to
activate when in Fervour stance, giving Hedge
the ability to remove Disarm effects,
and an upgrade to the old Shoot skill
to make it more effective than just auto-attacking at range.
Changed
Skills
Sudden Defense and Eldar's Grace
Both of these
skills have been upgraded in usability for Champions. There are no changes to
the skills themselves, but they can now be activated while in the Fervour or
Ardour stances. Sudden Defense and Eldar's Grace will suppress the defensive
skill penalties of these stances for the duration of the effects; then, when
the effects expire, the full effects of Fervour or Ardour will return.
A side effect
of this change prevents Sudden Defense from stacking with Eldar's Grace. If
both of these effects are activated, only Eldar's Grace will be in effect. After
it wears off, Sudden Defense will apply for the rest of its duration.
Hedge
The de-taunt
effects of Hedge have never worked to our satisfaction. We've decided to
completely change this skill to address another issue raised by Champions,
their vulnerability to Disarm. Hedge will no longer reduce the Champion's
threat but will instead remove the effects of being disarmed and grant a Wound
Resistance buff. The Champion will also be unaffected by disarm while the buff
is in effect. Hedge's power cost and cooldown has been increased.
Ire Skills
There are too
many cases where the Ire skills are seen to be ineffective, so we've increased
the amount of threat these skills transfer and modified their costs. These
skills transfer a percentage of accumulated threat; the later in combat they're
used, the more threat is transferred.
Ebbing Ire now transfers
significantly more threat than previously. Its power cost has been increased
and its Fervour pip cost has increased to 4.
Rising Ire now transfers a
moderately increased amount of threat. Its power cost has been increased, but
its Fervour Pip cost has been reduced to 2.
Shoot
Shoot
is a remnant from the time when there were no ranged auto-attacks. Champions still
have this skill, but in its current state it serves little purpose. Shoot has
been renamed to "Let Fly" and given a
damage bonus and a slightly increased range. (This will affect Guardians and
Hunters as well.)
Clobber
Clobber is
used as a reaction skill to interrupt an enemy's induction skills, but its long
animation time was interfering with this purpose. Clobber has been given a
faster animation for faster response time.
Sprint
Sprint will
now override all other effects that attempt to change the Champion's movement
speed. Effects that prevent any movement at all are not affected. While
we would like to think Sprint is used by Champions to heroically charge into
battle, we know that in practice it is largely used when fleeing from
overwhelming odds. This change will make Sprint more effective in escaping
fights by negating Hounding Fear and
other snares.
Heroics
This skill
drained a significant amount of power from the Champion, while in return the Champion's
fellowship only gained a limited amount of power -- in many cases, not enough
to even use a skill. The power cost for Heroics has been reduced and the amount
of Power granted to the Champion's fellowship has been substantially increased.
[Comments? Post them here!]