I wouldn't say it allows them to dominate other classes, but there's no question that they don't need EscapeArtist.How about removing Samurai's Escape Artist skill? What do they need it for? They have a fair amount of tankiness, damage, and a movement speed buff already; this skill seems to allow them to dominate over all classes. Samurai is the better Ninja.
c12095 There was also an issue with MortalWound or was this fixed?
Some of these still have my opinion insert but:
Paladin:
Increase Pray's cd to 10s.
For cleric:
Pray:
Cd: Change to 10s (currently 6s
(heals for 250)
Chant:
cd: Change to 15s (from 8s)
(heals for 350)
Group heal
cd: Change to 15s (currently 10s)
(heals for 210)
Ampul
Cd: change to 15s (currently 10s)
Also change the healing radius from 10 blocks to 6 blocks because it is an instant cast.
(heals for 200)
Fullheal:
Cd: Change to 25s (currently 15s)
(heals to full)
Although this seems like a very large nerf it is dearly needed. Cleric is currently a support class but unless you are a samurai they are almost impossible to beat. They can either out heal your damage until you run out of mana or just be able to outheal your damage entirely, while slowly, but surely beating you to death. They are currently almost un-beatable for anything other than a samurai.
It is currently in game atm, was it removed for a short period of time though? I remember not being it on cleric's list of skills for a while.I thought Ampul was broken still, how long ago did you check it?
For cleric:
Pray:
Cd: Change to 10s (currently 6s)
(heals for 250)
Chant:
cd: Change to 15s (from 8s)
(heals for 350)
Group heal
cd: Change to 15s (currently 10s)
(heals for 210)
Ampul
Cd: change to 15s (currently 10s)
Also change the healing radius from 10 blocks to 6 blocks because it is an instant cast.
(heals for 200)
Fullheal:
Cd: Change to 25s (currently 15s)
(heals to full)
Although this seems like a very large nerf it is dearly needed. Cleric is currently a support class but unless you are a samurai they are almost impossible to beat. They can either out heal your damage until you run out of mana or just be able to outheal your damage entirely, while slowly, but surely beating you to death. They are currently almost un-beatable for anything other than a samurai.
No... Revive will stay a cleric skill.I think that revive should go to bloodmages instead of clerics. It would take like half the health of the bloodmage to revive the person and the name would be changed to something like resurrect.
Don't touch the mana cost, that would get ugly. Look at the cool downs instead.I second this motion, with the tankiness Clerics have, they either need an increase on cooldowns, or the mana cost on heals needs to up; if it isn't the heals, then something with the 2 invulns they have.
Agreed. 40 sounds good.macura
Honestly, Group Heal should be something like a 45 second cooldown given how damn potent it is. I'd also increase it's mana cost to about 40 or so from 20. In the even that a combined 2100 health could be aoe healed without hindering the much of the cleric's mana is beyond overpowered, especially seeing as it can currently be done every 10 seconds. Group Heal needs a nerf for sure.
Something needs to change, they currently have.No... Revive will stay a cleric skill.
Yes they did. I am adamant that Clerics should NOT lose revive. That is a token skill of the class.Something needs to change. Also clerics didnt bring people back to life. A healer that works will dark magic would be far more likely to bring someone back to life.
If I'm not mistaken, revive's cooldown is 30 seconds and it's warmup is 10 seconds, with the aid of a red flower. Although in my view, the skill revive seems too powerful using only the aid of a flower.Can someone confirm how long the warmup is on revive?
Then instead of getting rid of revive I'd up its warmup to 20 seconds giving people more time to cancel it and definitely increase the cooldown from 30 seconds which doesn't seem accurate whatsoever.If I'm not mistaken, revive's cooldown is 30 seconds and it's warmup is 10 seconds, with the aid of a red flower. Although in my view, the skill revive seems too powerful using only the aid of a flower.
I'd prefer a 15 second warmup and 60 second cooldown.Then instead of getting rid of revive I'd up its warmup to 20 seconds giving people more time to cancel it and definitely increase the cooldown from 30 seconds which doesn't seem accurate whatsoever.