c12095
Holy Shit!
- Joined
- Jun 22, 2011
Paladin:
Reckoning - Current range of 10 blocks, change to 7. Currently instant cast, change to .5-1 second warmup (.5 if possible).
Basic Attack - Currently a max of 67 with Diamond 80 with Gold. I suggest lowering to 60 with Diamond 75 with Gold.
Samurai:
Bleed - Current 196 damage (Tooltip states 186) Damage needs to be corrected. I suggest reducing the current damage to 160
MortalWound - Currently does 184 damage without armor (Tooltip states 108 over 20) Damage needs to be corrected. When target is wearing armor damage is severely reduced, Dreadknight took 52 damage fully armored. I suggest turning this into True Damage, and reducing the damage to 100-120. That way Casters will be hit less, because they refuse to wear armor half the time, and it will be worth something for armored targets.
One - Currently last 20 seconds, CD of 45 seconds. I suggest take the time it last to 15 seconds, and bump the CD up to 50 seconds.
Ninja:
Health Pool - Current max health is 900 Slight increase, HP per level is currentlt 5, increase to 5.5 making their total health 930.
Runeblade:
Health Pool - Current max health is 810 Slight increase, HP per level is currently 3.5, increase to 4 making their total health 840.
Bard:
Health Pool - Current max health is 836 Slight increase, HP per level is currently 4, increase to 4.5 making their total health 870.
Disciple:
Basic Attack Fist - Current Fist damage is set to 57, I suggest reducing to 45, there is no reason to be unprepared and still able to deal that much damage at any point.Basic Attack Stick - Current Stick damage is set to 60, I suggest reducing to 50, they are able to toe to toe too well for a healer hybrid.
Basic Attack Fish - Current Fish damage is set to 61, I suggest reducing to 55, they are able to toe to toe too well for a healer hybrid.
Basic Attack Blaze Rod - Current Blaze Rod damage is set to 70, I suggest reducing to 60, this is far too much damage for a healer hybrid to deal, its more than some warrior classes and they posses more CC than others.
Bandage - Currently cost 9% mana, with a 1-2 second CD (too short to really tell) and heals for 150 health. I think the mana cost is fine if other spells gain a higher mana cost, this spell is currently too spamable due to the minuscule mana cost of most of their spells. I would increase it's CD to 5 seconds, or reduce it's healing to 100.
Smite - Currently cost 11% mana, with a 5 second CD and deals 115 damage. I think that Smite deals far too much damage for it's CD. Again, the mana cost would be fine if the Disciple had other spells that would lower their mana pool a little more in a fight, but just like Bandage, is currently too spammable. I would increase the Smite CD to 10 seconds to account for their large CC and sustainability.
ForcePush - Currently cost 3% mana, cost 3.5 stamina, 5 sec CD, deals 78. This is pretty ridiculous, by the time the target reaches you again you can instantly push them away with no form of recoil to yourself. I suggest a 9-10% mana cost, a 8-10 second CD, and a reduction in damage, I would reduce the damage of this spell to about 40-50, seeing as Armor does reduce it's effect damage.
ForcePull - Currently cost 3% mana, cost 3.5 stamina, 5 sec CD, deals 74. Same as ForcePush. I suggest a 9-10% mana cost, a 8-10 second CD, and a reduction in damage, I would reduce the damage of this spell to about 40-50, seeing as Armor does reduce it's effect damage.
Charka - This honestly makes me pretty sad, Chakra cost 3% mana, has a 5 second CD, is an instant cast, and heals for 100 health while removing negative affects to all party members. This spell needs a much large mana cost, 7-10% (Bard takes 12% but i'm accounting for Wisdom regeneration). Charka also needs a higher CD, I would say 10 seconds to keep that in line with Bard Charka.