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Post by Finwen on Mar 3, 2015 22:58:55 GMT -5
I would love to let me brainstorm a bit. ? ENCHANTER: My suggestion is to create a niche' for them as a massive rune ability. Combo this with a greatly increased NPC only haste. It might make charming an npc not as risky all the while keeping them relevant in dps for the server. Playing off of this idea, the ability to DC a trash mob in say Tacvi would greatly improve their desirability. As far as balancing other classes, it's a pretty rough thing to take on. Monks avoidance use to be their thing, so it would make sense that they can avoid attacks better than plate. Just need to be careful not to buff it too high as to replace tanks completely. I would love to see them be able to tank / off tank in a pinch. Pretty much any class that isn't plate right now has a hard time taking a hit through GoD, and it just gets worse the further in you go. Pull agro by accident you have zero chance to react before you get summoned and one rounded. Increasing the AC softcap is the obvious easy choice, but is it the right one? I'm very much at a loss on this topic, thoughts are all over the place.
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Post by Atrayas on Mar 3, 2015 23:18:48 GMT -5
I thought about upping the minimum level on direcharm for enchanters when i revamped there spells but I just thought it might be to powerful. I'll let zephyr and pryme get a word in on that and see what they think.
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Post by thorpa on Mar 3, 2015 23:46:04 GMT -5
I thought about upping the minimum level on direcharm for enchanters when i revamped there spells but I just thought it might be to powerful. I'll let zephyr and pryme get a word in on that and see what they think. Still...ok but what about the rest of everything they do? I love the option to charm without worrying I get tunnel vision and die especially on a boxing type server.
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Post by Atrayas on Mar 4, 2015 1:17:01 GMT -5
I have already significantly buffed the lvl 70-75 enchanter spells. I cant do much more without making them completely overpowered. One thing I was looking into though was giving there illusions some different effects.
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Post by daerath on Mar 4, 2015 5:00:17 GMT -5
Monk dps is still between 2k and 4k unless you have your 1.5 and then it rockets up, but only for the duration of that effect, and then there is a 2-3 minute cool down. Our tanking really could be bumped up a bit, or instead bump up combat regen or something else. I can do some more parsing this weekend and get a better picture with several weapons.
How about making slow or stun not totally useless in Time and GoD? I don't even bother casting slow anymore because the target is almost always immune to changes in attack speed. Same for stun. I see a stream of messages stating that the target is immune to this effect.
Make some things slowable or partially slowable. Remove the absolute stun resist and make some things stunnable, but resistant.
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Post by zephyr on Mar 4, 2015 8:30:10 GMT -5
I would like to see dire charm level raised. It isnt going to change a raid fight too much and would make them more fun to play. The rune idea is good too.
I could look at modifying slow and stun on non raid mobs. I may need to leave some unstunnable just to prevent crazy mass pull tactics.
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taid
Noobie
Posts: 47
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Post by taid on Mar 4, 2015 9:18:10 GMT -5
iirc, enchanter's 1.5 has a 1.5k rune and aoe confusion triggered after the rune. would it be possible to bump up the rune a little? 1.5k rune really doesn't mean much when GoD mobs are punding you.
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Post by pryme on Mar 4, 2015 10:20:10 GMT -5
I would love to let me brainstorm a bit. ? ENCHANTER: My suggestion is to create a niche' for them as a massive rune ability. Combo this with a greatly increased NPC only haste. It might make charming an npc not as risky all the while keeping them relevant in dps for the server. Would be easier to just make Dire charm work on any level.
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Post by Finwen on Mar 4, 2015 11:54:15 GMT -5
Maybe to help survivability non tanks could get a custom AA that procs a rune when they get hit. Make it a 5k rune with an internal CD of 20-30 seconds. The idea is that if they get agro they actually have a chance to use one of their de agro tools before going splat. The one problem I see with that idea is it's geared towards Tacvi lvl mobs, and might easily overpower non GoD content.
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Post by Tynnonium on Mar 4, 2015 12:50:26 GMT -5
I don't really see an issue with overpowering casters in previous content. Plate and some chain wearers (BER at least) are overpowered in previous content already. If I can pull all of PoEa and kill it in a single swoop (or 2 pulls), there's really no reason they shouldn't be able to do the same or something close to it. Group utilization will remain the same, with the exception that if they pull aggro on a train they might not die.
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keptiz(away from pc)
Guest
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Post by keptiz(away from pc) on Mar 4, 2015 13:59:41 GMT -5
That is one of things I though might be an issue with the summoning trash mobs, I don't think root rotting or snare kiting trash is nearly as big of a deal as mass pulling.
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Post by thorpa on Mar 4, 2015 18:39:17 GMT -5
I'm still thinking a massive rune ability is awesome. I'm thinking as large as 10-15k. As it is right now the only reason to play an enchanter would be personal attachment to the class.
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Post by Finwen on Mar 4, 2015 18:40:49 GMT -5
I'm still thinking a massive rune ability is awesome. I'm thinking as large as 10-15k. As it is right now the only reason to play an enchanter would be personal attachment to the class. With mobs having the capability of dropping a 75k hp warrior in under 2 - 5 seconds, a massive rune would need to be in the 30 - 50k range. I do like that direction, it would need to have a CD so as to not replace healers. Single target 40k rune w/ a group version of 20k rune. This is of course ignoring all the other classes that need attention, especially considering chanters already got a bit reworked to be more useful.
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Post by thorpa on Mar 4, 2015 23:09:09 GMT -5
I'm still thinking a massive rune ability is awesome. I'm thinking as large as 10-15k. As it is right now the only reason to play an enchanter would be personal attachment to the class. With mobs having the capability of dropping a 75k hp warrior in under 2 - 5 seconds, a massive rune would need to be in the 30 - 50k range. I do like that direction, it would need to have a CD so as to not replace healers. Single target 40k rune w/ a group version of 20k rune. This is of course ignoring all the other classes that need attention, especially considering chanters already got a bit reworked to be more useful. Thanks! Agreed that's a good benchmark. What happened to make them more useful?
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Post by Finwen on Mar 5, 2015 0:00:01 GMT -5
The GMs did some extensive spell adjustments a bit ago.
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