#52
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In fairness atone can take a few casts to work (though having it on clicky helps).
I saw a robe wearing cleric CCing disco once, he did so well a newcomer to the group started raging at the 'lazy enc' for not using a pet! | ||
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#53
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Mage - Root
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#54
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Just gonna change the idea of the thread to what would make the classes more interesting/balanced by altering a few things:
Cleric --> change Complete Heal to have a long recharge + significantly long delay on how often it will work on the same target (which counts for ALL Clerics casting on someone), change the "Abjuration" line to be the major focus of the class: short-duration spells that block physical attacks, or reduce the maximum damage someone can take from a hit, or reduce % of damage taken, or heal for a small amount from every hit taken Shaman --> change Canni line to be continuous over several ticks (less annoying spamming), moderately increase melee capability of the class, reduce the mana cost of low level Slow spells (they are rather inefficient at those levels) / remove pets and Bear form, remove Chloroblast and replace with a lower level version of Torpor that heals for half as much (not stacking with Torpor) Druid --> improved healing capability (move the high-end healing spells to somewhat lower levels, significantly increase effectiveness of Chloroblast, change Nature's Touch to a 500 cost version of Complete Heal), gain summonable Wolf and Bear pets - similar in power level to what were the Shaman pets, improve the "fixed duration" animal charm line, gain Bear form line: HP + AC buff when active, moderately increase the mana regen of Treeform line / remove Fire damage spells (really makes no sense for the class to have fire magic), remove the ability of animals to wield weapons Rogue --> gain Feign Death, make Poison line much easier to craft and carry around (inventory items being stackable up to 99 per slot!), change Assassinate ability to not be random but rather activatable with long recharge timer / lose Double Attack and slightly increase recharge time on Backstab (double backstab becomes "dual backstab", must wield 2 daggers, bitches) Ranger --> gain low level Wolf pets, improve Archery damage (items being stackable to 99 per slot also greatly helps with carrying arrows around, and arrows could also have a chance of being retrievable from corpses) Monk --> change the attack skills so they be chained together (thus increasing the DPS of the class) and add a stun effect to one of them, give the class an aggro reduction "Evade" ability that functions the same as it does for Rogues / lose Feign Death, reduce the tanking ability of the class by a small-to-moderate amount (partially from base stats and partially from what gear they have access to) Paladin --> improve Bash so that it does a large amount of damage - using the Shield's armor class as the damage modifier, change the weapon itemization of the class to focus on strong one-handed weapons, improve the damage-absorption and Yaulp line of spells Shadowknight --> change the weapon itemization of the class to focus on two-handed slashing weapons, make Scythes able to hit 2 targets at the same time when used by SK's, change their Lifetaps to be very close range but much faster casting and able to hit 2 targets at the same time, change "Harmtouch" to be able to hit 2 targets and self-heal for half of the damage amount dealt, change various other spells to be able to hit 2 targets / remove bash, remove pets Warrior --> change Berserk mode to increase base damage dealt rather than doing "Crippling blows", add "Crippling blow" as an actual skill with moderately long recharge that causes a short snare effect, increase taunt effectiveness Wizard --> change Harvest to an instant ability that makes your damage spells far more powerful for a short period of time - without drawing additional aggro or counting as additional damage for "Kill Steal" purposes (the extra damage could also be capped on single targets for Raid purpose), give the class more "Bolt" spells - long range + light of sight damage, gain the Fire DoT's that Druids previously had (with the added -10 resist mod that Wizard spells have) Mage --> change Monster Summoning line to be short-duration pets that can be active at the same time as Elemental pets, remove reagent cost from pets, remove the "50% exp taken if not outdamaged" aspect from pets while soloing, change the high level Elemental pets so they still have the same characteristics as the pre-50 pets, change the Epic to summon short-duration pet (multi-colored!) that can be used alongside a normal Elemental pet and make it somewhat easier to obtain / remove the Malo line because it doesn't make any sense on this class, remove "Bolt" spells Enchanter --> greatly increase the mana cost of the Charm line and change "complete heal" effects on pets to a max of 5k healing, reduce slow line by 5% so that Shaman are clearly the best for this ability Necromancer --> make the epic look better (what a disgrace!) and also cast faster Bard --> add the melody function so that twisting songs doesn't have to be such a button-spamming chore / for some reason they were made to be tankier when the "hybrid class buffs" were implemented in late Velious - I would not add that
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#55
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Mage root
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#56
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I think if SK got sneek, there would be a lot fewer monks on the server.
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#57
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I’d like if bards got a low resist higher lvl Mez that cost mana.
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#58
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Quote:
https://wiki.project1999.com/Water_S...f_the_Forgiven -Mcoy | |||
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#60
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Mage root please
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