#61
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#63
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Another fun puzzle! The only problem is basically everyone is maximized by a small list of overpowered abilities:.
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..
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#65
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Shaman with spell haste
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#66
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Here's a terrifying prospect: magicians with ensnare
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#67
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I'll take selos for my warrior, thanks
I just wanna run fast
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#68
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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
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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. | ||
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#70
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pull back FD Snared mob stands still, ripe for the picking Go ogre for maximum results. | |||
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