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  #61  
Old 04-02-2019, 10:44 AM
24kanthony 24kanthony is offline
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Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
Why is that? FD, hide and CoSs can do a lot of what FD/sneak does.
SK would end up being able to get past see invis on the way to FTE spawns and bring them back with a huge HP pool.
  #62  
Old 04-02-2019, 10:46 AM
Rimitto Rimitto is offline
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I'd give poison making to enchanter.
Let's be real here, THROW is easily the best overlooked enchanter ability... imagine it but upgraded [You must be logged in to view images. Log in or Register.]
  #63  
Old 04-02-2019, 10:48 AM
Raev Raev is offline
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Another fun puzzle! The only problem is basically everyone is maximized by a small list of overpowered abilities:.
  • SHD/PAL: Defensive Discipline
  • RNG/BRD/ENC/SHM/MAG/WIZ: Feign Death
  • NEC/DRU: Complete Heal
  • CLR: Lich or Cannibalize
  • WAR: Stun
  • MNK: Root. You could also argue this for Magicians.
  • ROG: Summoned Pet. You could also argue this for Wizards.

Also Feign Death for enchanters is far superior to complete heal. You can debuff faster on raids, exit bad charm breaks, and make ridiculous assist aggro pulls with Rapture.
Last edited by Raev; 04-02-2019 at 10:50 AM..
  #64  
Old 04-02-2019, 11:07 AM
Cen Cen is offline
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Bards with feign death or invis to undead [You must be logged in to view images. Log in or Register.]
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  #65  
Old 04-02-2019, 11:24 AM
Maschenny Maschenny is offline
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Shaman with spell haste
  #66  
Old 04-02-2019, 12:32 PM
Cen Cen is offline
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Here's a terrifying prospect: magicians with ensnare
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  #67  
Old 04-02-2019, 12:33 PM
polishanarchy polishanarchy is offline
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I'll take selos for my warrior, thanks

I just wanna run fast
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  #68  
Old 04-02-2019, 07:07 PM
Zuranthium Zuranthium is offline
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Quote:
Originally Posted by Raev [You must be logged in to view images. Log in or Register.]
Another fun puzzle! The only problem is basically everyone is maximized by a small list of overpowered abilities:
  • SHD/PAL: Defensive Discipline
  • RNG/BRD/ENC/SHM/MAG/WIZ: Feign Death
  • NEC/DRU: Complete Heal
  • CLR: Lich or Cannibalize
  • WAR: Stun
  • MNK: Root. You could also argue this for Magicians.
  • ROG: Summoned Pet. You could also argue this for Wizards.
Feign Death doesn't matter for Wizards, does nothing to increase their actual numbers. Giving them the Epic mage pet or Complete Heal would be the biggest boost.

For many of those other classes Feign Death definitely isn't a top pick either, only for Enchanter and Bard.

Mage, I would go with Complete Heal. Shaman, I would go with Epic mage pet - DPS is DPS, and they don't need more mana generation or C-heal.

Biggest boost for Rangers would also be Epic mage pet, as they are a DPS class and have mana to cast it.

Rogues/Monks/Warriors on the other hand, have no mana, so they can't cast the abilities you tried to gave them. Best boost for Rogue would probably be Aggressive or Precision discipline to increase DPS.

Warrior, it's got to be Largo's Absonant Binding at the top of the list. Huge aggro generation, snare, slow, and even some debuff all at the same time. Giving them the "Block" skill from Monks would also be strong, increasing their raw tanking ability if aggro generation isn't as much of an issue.

Monk could go many ways. Largo's Absonant Binding is amazing for general group play or soloing, but they could pick up "Defensive discipline" and be a Raid tank. Or they could pick up "Aggressive discipline" for a DPS-oriented role on raids. Or they could just pick up "Parry" for more overall avoidance, as that would even be enough to tank for most Raid content (depending on gear).
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  #69  
Old 04-02-2019, 08:24 PM
Ennewi Ennewi is offline
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Warriors: Summon

A ranged ability that would give the class more of a fighting chance to (re)establish aggro, along with a reliable means of interrupting casters and saving other party members. Differing from NPC summon, the player version would be usable pre-50 but not without having a failure rate similar to mend or feign death, being especially high early on. Warriors would only be able to summon at or below a certain health percentage, initially being much lower than that of NPCs (97%), with 30% hp being the lowest threshold, making it both dangerous and difficult to increase the skill. However, the health percentage threshold would increase with levels, as would the ability's minimum/maximum distance range, until finally matching NPCs at level 60. In addition to graying out ranged attacks, the ability would also expend a percentage of (yellow bar) endurance with each use, requiring casters to "zing" the Warrior. Raid targets would be immune or extremely resistant to the ability.
  #70  
Old 04-02-2019, 11:51 PM
Jauna Jauna is offline
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Quote:
Originally Posted by 24kanthony [You must be logged in to view images. Log in or Register.]
I think if SK got sneek, there would be a lot fewer monks on the server.
Snare (level 22 or higher)
pull back
FD
Snared mob stands still, ripe for the picking

Go ogre for maximum results.
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