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![]() By simply moving existing abilities between classes (not the best way to redesign, but the quickest), what would look most balanced and interesting? I think:
*Wizard: take all Enchanter mana-related spells. Take Magician bolt-type spells and Burnt Wood Staff. *Magician: take Enchanter "Rune" line (including clickies). Take all Druid fire-type spells from Level 29+, because it doesn't make sense for Druids to have fire magic. Take damage shield potion from Shaman, turning it into a no-rent lore summon spell, and triggering on pets when handed to them. Holgresh Elder Beads, Reclaim Energy clickies, and Ro's Breath potion changed to Magician and Wizard only. *Ranger: take Shaman pet spells up through Level 50 and Druid "Allure of the Wild" (Druids quickly replace that spell with Call of Karana and already have Beguile Animals beforehand, so they don't really need it). Take Kinesthetics and Duelist disciplines from Rogue, and Deftdance discipline from Bard. *Druid: take Cleric heal-over-time spells and Shaman Level 55 pet. Slightly increase heal amount of Nature's Touch, because it's silly how Chloroblast is the same mana efficiency (more efficient when accounting for less fizzles, since it's a lower level spell). *Paladin: take Cleric "Symbol" line, giving Paladin a stronger and more needed identity as HP buffers. Take Weaponshield discipline from Ranger. *Cleric: change Divine Light spell to 300 mana, which somewhat reduces the sting of losing their heal-over-time spells (but of course they already have the insanely powerful Complete Heal; they'll be fine). *Shadowknight: take resist debuff line from Magician and Malo from Shaman, giving SK's a necessary raid role (unresistible debuff). Take Counterattack and Deadeye disciplines from Rogue. Change Ivandyr's Hoop to be common drop SK-only Level 46 item with unlimited charges and 12 second recharge time. Move Shadownight pet spells to Necromancer (aka, deletes them from this class, for balance and so Rangers are uniquely the melee class with pets). Move summon corpse to Necromancer, making that ability uniquely theirs. *Rogue: take Monk feign death, allowing this class to more appropriately be the stealthy pullers. Decrease defense and parry skillcaps, reinforcing how they should be the worst tanks of the melee classes. *Shaman: add Double Attack and increase offense/weapon skillcaps. Shaman being the best melee caster makes sense, especially since they already facetank when soloing. The loss of their pet when soloing is made up for here. Take Eagle Strike skill and Ashenhand discipline from Monks, because they don't use that shit anyway. In summary Buffed: Wizard, Paladin, Ranger, Shadowknight, Druid Approximately same power level: Rogue (but better at soloing now), Magician, Necromancer, Warrior Slightly Nerfed: Cleric, Shaman, Bard Moderately Nerfed: Enchanter, Monk
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