Hostage Negatiations

Discussion in 'Light Fighters' started by ARCHIVED-Crippled, Apr 26, 2012.

  1. Hostage Negotiations is a joke.
    Hostage Negatiations
    Utility ability Offensive Target
    Range: 2 Cast: Instant
    Refresh: 5:00 Level: 51
    Taken Hostage:
    Stuns the Rogue and their offensive target for 10 seconds. Rogues and offensive targets that are affected rapidly regerate health.
    Ok for one this ability only works in combat and behind the target. When you use it on a enemy it stuns you and it for 10 seconds and instantly regenerates both to 100% hp. So please tell me what good this ability dose me if it was like 30 seconds I might use it but 10 seconds is a bump in the road. Yes group members can attack the mob yet it continues to heal so pointless.
    Honestly Silius when the devoplers decided to put this in the game again did they even spend 5 mins trying to come up with one situation where this could be usefull cause I can't name a single one.
    Blackjack last 50 seconds and can be used out of combat and dosen't make a rogue useless for the duration.
    Snaring Flechettes last 10 seconds and is a 90% snare. Dose not break on hit
    Blinding flechettes apply a 99% accuracy debuff for 4 seconds and make the mob unable to hit.
    Ploy last for 6 seconds and prevents the mob from attacking.
    Clout 6 second stun
    Blinding Flash 6 second stun or until damage is done
    So if I have all these below lvl 50 abilities that do not take me out of the fight for 10 seconds nor heal the mob to 100% hp why would I use this ability. And how how the heck is this an upgrade for any rogue or better yet why would they use it when all the other abilities dont screw them over. Next time before you try to do something to a class please spend like 5 mins before messing with them cause this honestly wasn't worth your time.
  2. Crippled wrote:
    +1
    I fail to see why this was given to us also, we have CC abilities that are rarely used 50+, it's all about Dps for a Rogue past that point.
    I appreciate the attention but seriously reconsider what you actually give us.
    High Damage Per Second is what any Rogue strives to achieve after level 50+.
  3. I have been losing sleep over this ability recently, so here are some thoughts:
    Lasts for 45 seconds
    Small dot on the target as fear eats at their resolve to live
    Broken if mob is hit by someone (same as sorc / bard sleep and mez etc)
    Rogue unable to assist in combat while holding a hostage
    The success / failure rate should be tied in to a person's dagger skill, and it should only be useable if 2 daggers are equipped
    Only mobs that don't care about their fellow mobs should be immune - i'm thinking undead mobs and dragons who show no fear
    Holding a hostage generates a considerable amount of hate on the rogue
    Re-useable every 3m
  4. Ghostchild@Seradon wrote:
    I have been losing sleep over getting this ability!! lol, it was transformed into a nice Dps ability and then all of the sudden changed back to CC and given to us...why? :(
    We don't want it in any form...why would a Rogue stay out of combat to CC a mob in a raid situation when you have Psi's, Sorcs, bards, Rangers, Druids and so on that can do the job?
    We already have Blackjack which is a solid CC that we can use out of combat plus darts to keep something mezzed continuously while out of combat, we are not a CC class and do not want anymore CC abilities! :)
    The Epic weapon fix and Damage increase Silius has mentioned that he has been working on will be much appreciated I am sure but the Dev's can keep their CC abilities and use it on classes that will appreciate them and use them more than us Rogues. :)
  5. Looks like a self heal for the rogue, lol. Silly Devs, Rogues aren't healers.
  6. Kilsin@Telon wrote:
    Leave the dps to the dps-ers mate, your class is much more useful as CC.
  7. Apparently the underworld (the H word is filtered) is currently experiencing a bit of a frosty period as I got to agree with the rogues on this one.

    This could be useful if, and only if, it worked on otherwise unmezzable mobs and then only if it lasted significantly longer. The original idea for HN was just about workable but this is just useless. The times when you need an add mezzed for 10s is situational even in the most optimistic times.
  8. This ability is so bad I can't even understand how it got developed in the first place. Utter waste of time.
    1) It heals the mob back to 100%, whats the point?
    A raidleader would kick us out of the raid if we used it. Or in group/solo content mob 100% hp > rogue 100% hp anyways. Rogues RELIES ON STEALTH TO BURST THE MOB TO LOW HP, EVEN THEN HE STRUGGLESS TO COMBAT CUZ HES SO SQUISHY.

    2) It does NOT heal the rogue.

    3) rogue supposed to be dps character not CC

    Make it a DPS ABILITY FOR GOD'S SAKE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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