Bobbleheadbob
Stone
- Joined
- Feb 4, 2013
- Location
- The Lone Star State
I'll start off by saying that I understand that Clerics are one of the tougher classes to kill, with their ability to heal. However, my suggestion is not intended to make the class any more powerful than it is now, but instead to create a little more versatility within the skills.
Currently when looking at the skills, every single ability is a heal of some sort besides Might and Smite. Clerics have so many heals that we end up only using a few of them and ignoring the rest. We currently have...
-Bandage
-Pray
-Ampul
-Chant
-Group Heal
-Full Heal
-As well as a single and group invulnerability
What I am suggesting is removing a few of the heals that tend to be ignored (bandage), and instead replace them with skills that give clerics more thought-provoking choices rather than just spamming heals.
One skill I was thinking of was an ability called Prayer- With a 3-5 second warm-up time this ability will "infuse" the players current weapon with 'holy power' allowing them to do increased damage to undead mobs (Zombies/Skeletons) for about 5-10 minutes. The damage increase would be about 50% increased melee damage and giving smite 50% more damage but increase the mana cost but 25%. The reason for this skill is due to personal experiences and talks with other clerics who understand how tedious it can be to fight mobs when they are in packs. Hoes just don't do enough damage to these mobs and it can take quite a few hits to kill one, and skeletons are just a total pain. I feel this ability doesn't overpower the class in PvP, but gives clerics more punch while adventuring/leveling.
I also suggest an ability that allows clerics to create some distance between them and PvP enemies. At the moment we pretty much just take a beating and have no way of creating separation. I was thinking of a skill called Holy Light- With a 2-3 second warm-up this ability blinds your target with bright light for 2-3 seconds making it difficult/impossible to see you. To keep it balanced the ability could have 20-30 second CD and reduce the healing done on the next ability by 25%. Without 'copying' skills from other classes like Kick/Root/Slow/Windwalk I feel this skill accomplishes it's goal while fitting the 'feel' of a Cleric.
-Let me know what y'all think. I just want to create some more unique skills for Cleric and give them something other than heals.
Currently when looking at the skills, every single ability is a heal of some sort besides Might and Smite. Clerics have so many heals that we end up only using a few of them and ignoring the rest. We currently have...
-Bandage
-Pray
-Ampul
-Chant
-Group Heal
-Full Heal
-As well as a single and group invulnerability
What I am suggesting is removing a few of the heals that tend to be ignored (bandage), and instead replace them with skills that give clerics more thought-provoking choices rather than just spamming heals.
One skill I was thinking of was an ability called Prayer- With a 3-5 second warm-up time this ability will "infuse" the players current weapon with 'holy power' allowing them to do increased damage to undead mobs (Zombies/Skeletons) for about 5-10 minutes. The damage increase would be about 50% increased melee damage and giving smite 50% more damage but increase the mana cost but 25%. The reason for this skill is due to personal experiences and talks with other clerics who understand how tedious it can be to fight mobs when they are in packs. Hoes just don't do enough damage to these mobs and it can take quite a few hits to kill one, and skeletons are just a total pain. I feel this ability doesn't overpower the class in PvP, but gives clerics more punch while adventuring/leveling.
I also suggest an ability that allows clerics to create some distance between them and PvP enemies. At the moment we pretty much just take a beating and have no way of creating separation. I was thinking of a skill called Holy Light- With a 2-3 second warm-up this ability blinds your target with bright light for 2-3 seconds making it difficult/impossible to see you. To keep it balanced the ability could have 20-30 second CD and reduce the healing done on the next ability by 25%. Without 'copying' skills from other classes like Kick/Root/Slow/Windwalk I feel this skill accomplishes it's goal while fitting the 'feel' of a Cleric.
-Let me know what y'all think. I just want to create some more unique skills for Cleric and give them something other than heals.