Some other professionals made this kind of thread and while I first thought that the document was self explanatory, it seems that a good amount of players have trouble to read it.
Excel file can be found here. If link doesn't work anymore, go to http://forums.anarchy-online.com/sho...d.php?t=562460.
Index
- Overview
- Auras changes
- Reverse knockback
- New Nemesis nano
- New Special Actions
- Other nanos
- Questions/Concerns/Comments (Post #2)
- Summary of Feedback (Post #3)
1. Overview
I always thought it wasn't fair for keepers to be excluded from active nano casting while we still had to focus on nano for our buffs/auras. Especially as we didn't get anything else unlike shades. We have the same amount of perks as other professions but no nanos to cast in fight and only 1 extra special attack.
All this made the keeper profession really passive. Especially at low levels as you don't have as many perks as you do at 220. Some players like that relaxed gameplay though and turning keepers into casters after all these years would have been very odd.
Developers really got that and gave us (what I believe to be) the best of both worlds. We won't be real casters as we still won't have to pay attention to our nanopool while getting more buttons to use in fight but we'll be now more vulnerable from nano debuffs.
So what did they give us? First, we'll be able to `unleash` our auras. When we cast our auras, we get a special effect locking that aura line for some time. Second, we'll get more special attacks (like wrath/fury) based on and locking sneak attack or dimach. Last, we'll get the long-awaited get-over-here/grappling-hook/reverse knockback action as a new nano. It will `pull` the target to the keeper.
Other changes are more about number balancing, as a good amount of nanos won't stack anymore, and requirements, which were a bit too high.
2. Auras changes
First, our lines are getting changed. We will now have 4 stacking auras with defined `roles`: Resist, Healing, Offensive and Defensive. Imminence aura will be split in two (AAO and AAD), Enervate will go to the Resist line, etc.
The second big change is that we'll be able to `unleash` our auras to get a special effect at the cost of locking that aura line for some time. Please note that for Offensive and Defensive auras, the `unleashed` part doesn't stack with the regular buff.
Third, the temporary buff of all auras will now last 60s and refresh faster (20s for all but ward and heal/nano auras).
Last, our auras won't stack with other professions anymore. Ward conflicts with engineers, Barrier conflicts with engineer and soldier, Imminence conflicts with bureaucrats, Vengeance conflicts with soldier, etc.
The Resist line will provide various resistances (duh) to the whole team. The `unleash` effect will remove debuffs it gives resistance to from the whole team. The different kinds of auras are: Root/snare resistance (20% resistance, 15s lock on best one), Blind resistance (20% resist, 10s lock), Stun resistance (20% resist, 10s lock), Initiative debuffs resistance (20%, 10s) and Fear resistance (100%, 10s).
The Healing line won't change much except that it will now tick every 10s for both heal and nano auras. The `unleash` effect is a team (nano) heal worth 10 ticks with a 3 mins lock.
The Offensive buffing line is now either Vengeance (add damage) or Revenge (AAO part from imminence). The `unleash`effect is a 10s self add damage or AAO buff with a 2 mins cooldown.
The Defensive buffing line is almost the same as we have now. Imminence (minus the AAO), Ward or Barrier. Like the offensive counterpart, the `unleash` effect is a 10s self buff (AAD or blockers or reflects) with a 3 mins cooldown.
Imminence will include the AAD from Fear resistance aura (15 AAD) and our last Parry/Riposte buff (12 AAD). The `unleash` effect id 3x the AAD for 10s.
Ward will also provide a special attack blocker now.
Barrier will provide good reflects but not as good as from engineers/soldiers auras. The `unleash` effect stacks with the aura or any other reflects buff. It means that you will keep RRFE even if you use the aura and get 44% reflects on top of it for a total of 74% reflects. (66% without RRFE.) The downside is that you won't get any other benefit from that aura if you have RRFE or are teamed with a soldier/engineer.
3. Reverse knockback
Keepers will get a new nano called Clarion Call. It will pull the target to the keeper and taunt it (scaling with level). 20m range, 30s cooldown and the target will be immune for 30s preventing another keeper to steal it from you *P.
4. New Nemesis nano
This put a nano on both target and keeper and if the target attacks the caster, it gets rooted. If he's wielding a ranged weapon he will also take damage.
5. New Special Actions
Keepers will now have 4 special actions (instead of 1) locking 2he, Melee Energy, Sneak Attack and Dimach. 2he and Melee Energy ones are in the same line but others aren't so you can have 3 at the same time.
The 2he/Melee Energy ones are our current Fury/Wrath nanos. There won't be sided versions anymore and they will only do damage (no more healing). 10s lock instead of 15s now.
The Sneak Attack one will snare your target for 5s scaling on your Sneak Attack skill. 30s recharge, can't use the regular Sneak Attack special during that time.
The Dimach one will do damage and heal yourself. 2 mins lock, scales from your Dimach skill, can't use the regular Dimach during that time.
6. Other nanos
- Melee initiative buffs:
- melee initiative will be removed from 2he buff so we'll get a new line instead.
- won't stack with other initiative buffs.
- 2he buffs:
- no more melee initiative nor HP buffs.
- Pure 2he buffs.
- Parry/Riposte buffs:
- no more AAD on last one (added to imminence)
- whole line will also buffs dimach
- Fast Attack buffs:
- Sneak Attack amount raised to match Fast Attack.
- No more AAO nor damage (added to appropriate auras).
- Strength/Stamina/Agility buffs:
- Agility raised to match other skills.
- First 2 nanos can be cast on others (+15 and +25).
- Still stack with Essence.
- Evades buffs:
- won't stack with other evades buffs anymore but will give more.
- Procs:
- all our procs are now on a 20% chance.
- Our reaper procs will now heal a fixed amount instead of a % of damage done.
- Damage type will now match your weapon.