- Joined
- Jun 30, 2011
Overall Disciple is in a fairly strong position right now and I see no easy way of implementing a set of changes that continue with the current skill set/playstyle that end up satisfying the player base (both those who play Disciple and those who want the nerf hammer). Not too long ago Kainzo mentioned in a post that he would rather Disciple be based off Agility (I am far too lazy to go on a hunt for that post).
Current Disciple Stuff:
Pros:
These attributes were used to retrieve the numbers for the Current Disciple Skillset
Current Disciple Skillset
Red - Remove
Green - Change
The Rework
Current Skill Changes
New Skills
Reflex
Explanation/Reasoning
Current Disciple Stuff:
Pros:
- Great sustainability/passive heals. Meditate will keep you mana up and although Fist of Jin may not seem like a strong skill it will really add up in a fight
- Strong defensive skills. Seikuken makes left clicks useless for a little bit but requires good timing (if used at the wrong time will really screw you over). Ironfist has a strong slow and alright damage, with a meh knockback.
- With proper communication can be the best class for peeling enemies off of your squishies/back line. With Forcepull, Forcepush, Ironfist, and Balance you can peel very well (on par with a Paladin)
- Has three instant interrupts: Forcepull, Forcepush, Flyingkick. Each of these skills do have reasonable cooldown for their uses
- Fairly weak left click damage compared to other melee classes (if Quivering Palm properly added the bonus damage this would not be a con). Fist of Jin helps balance out the difference in melee damage
- Alacrity does not actually do a whole lot for the Disciple (and only really helps a few classes: Ranger, Ninja, Dragoon)
- Choose the wrong skill combination and you will find yourself out of stamina
These attributes were used to retrieve the numbers for the Current Disciple Skillset
- Strength: 3
- Constitution: 4
- Endurance: -5
- Agility: 2
- Intellect: 5
- Wisdom: 3
- Charisma: 0
Current Disciple Skillset
Red - Remove
Green - Change
Fist of Jin (1)
- Passive: Each of your melee strikes restore 12.6 health to you, and 6.6 health to party members within 7 blocks. You cannot heal more than once per 1s
- Scaling: 0.2 health (for both the self heal and the AOE heal) per point of Wisdom
- You smite the target, dealing 46 light damage to the target. Will instead deal 106 damage if the target is undead.
- Scaling: 1.25 damage per point of intellect
- Cooldown: 7s
- You float safely to the ground for 6s
- Cooldown: 30s
- Deal 40 physical damage and force your target away from you. The push power is affected by your Intellect
- Scaling: 1 damage per point of Intellect
- Cooldown: 14s
- Prepare the target, granting them Alacrity that increases their Agility by 15 for 42 minutes
- Cooldown: 10s
- Deal 20 physical damage and force your target towards you. The targeting distance of this ability is affected by your intellect
- Scaling: 1 damage per point of Intellect
- Cooldown: 14s
- Flyingkick towards your target and deal 43.38 damage! Targeting distance for this ability is increased by your Agility
- Scaling: 1.12 damage per point of Strength. 1 block per 8 points of Agility
- Cooldown: 22s
- You restore 88 health and dispel up to 0 negative effects from all party-members within 6 blocks. You are only healed for 61.6 health from this ability however
- Scaling: health per point of Wisdom. 1 debuff per 20 points of Wisdom
- Cooldown: 11s
- You restore 155.62 health to your target. You are only healed for 108.94 health from this ability.
- Scaling: 1.88 health (allies), 1.31 health (self) per point of Wisdom
- Cooldown: 19s
- Strike the ground with an iron fist, striking all targets within 5 blocks, dealing 44.5 damage, and knocking them away from you. Targets hit will also be slowed for 5 seconds
- Scaling: 1.5 damage per point of Strength
- Cooldown: 24s
- On use, balances the percent max health of everyone in the party within a 7 block radius
- Cooldown: 45s
- Create a protective barrier around yourself for 3 seconds. The barrier allows you to retailiate against all incoming melee attacks, disarming them for 3 seconds, and dealing 44.38% of your weapon damage to them
- Scaling: 0.87% per point of Intellect
- Cooldown: 24s
- You regain 50% or your mana, and 70% of your stamina
- Cooldown: 60s
- Strike your target with a Quivering Palm dealing 54 damage and weakening the target, causing them to take 7.5% increased melee damage for 8 seconds. The strike disorients the target, causing nausea
- Scaling: 1.5 damage per point of Strength
- Cooldown: 16s
The Rework
Current Skill Changes
- Remove Fist of Jin
- Remove Seikuken
- Increase Chakra cooldown to 15s
- Balance out the base damage of Forcepull and Forcepush
- 40 + 20 = 60 / 2 = 30
- Change Forcepull and Forcepush's damage to magic
- Increase scaling on Renewal to 2 (allies), and 1.5 (self)
- Quivering Palm's % damage increase starts at 2.5%
- Now scales 0.1% per point of Agility
New Skills
Reflex
- Passive: You have a 3% chance (at 0 Agility) to dodge an incoming melee attack. When you successfully dodge, your next attack will deal an additional 5 piercing damage. This can only occur once every 1 second
- Scaling: 0.2% per point of Agility
- You mark an ally for 60s. If they die in this time they are reborn and given 35% of their maximum health.
- Scaling: 1% per point of Wisdom
- Cooldown: 15 minutes
Explanation/Reasoning
- One of the main things that made Disciple's kit a bit too strong was that overtime it just got so many free heals. Fist of Jin builds up pretty fast in the middle of a fight. 25 Wisdom makes your Fist of Jin heal 17 HP per hit. If you proc Fist of Jin 20 times you are going to be healed for 340. It may not seem like it is healing a lot but over time you really are
- Seikuken should be removed for a few reasons. Firstly, it practically acts like a stun, not allowing you to turn/maneuver like you are suppose to. Secondly, it is practically an invincibility against melee classes, and if used right can be devastating to the opponent (especially if they don't realize you have started to use it)
- Chakra is a strong group skill, a debuff with a heal, and the cooldown was a bit too short for it's potency
- I never really completely understood the reasoning for having Forcepush and Forcepull do different damages. In ways it just seemed like there was more incentive to use one over the other
- Last patch Forcepush and Forcepull were made to scale with Intellect. I found it a bit odd having physical damage scale with Intellect.
- Renewal is lacking compared to the other heals similar to it (Absolution) and it simply needs a slight bump up in scaling (there needs to be more incentive to build Wisdom. Disciple is a healer specialization)
- Because this is an Agility rework there needs to be more incentive to build Agility. Adding Agility scaling to Quivering Palm's damage increase will make people want to invest into Agility (when the damage increase is fixed)
- I suggested to remove Fist of Jin and Seikuken for the purpose of Reflex. There needs to be a reason to build a good amount of Agility. Hopefully Reflex would be less devastating overtime than Fist of Jin and does not render melee classes completely useless for 3 seconds
- Reborn....Reborn...Reborn!
- This is where I may be a little biased because Reborn is my favorite skill (from DG) and I would like to see its re-implementation, but in a more balanced state. Before it was a passive that would just go off on yourself. Now it would be more of a support skill than a selfish solo skill. It would have either a 3s or 4s warmup so it wouldn't be easy to get off.
Tags@Delfofthebla @0xNaomi @PewPewPewLasers @w0nd3rb0y @Naxet91 @malikdanab@FrankyDemon1996 @Balance Team
I tagged people that I thought would provide good input, issues, etc.
@Kainzo every Balance change needs to pass through you so I will be tagging you here. And because you are the one who said that Disciple should be more Agility based (and that you wanted more RNG skills-Reflex)
I tagged people that I thought would provide good input, issues, etc.
@Kainzo every Balance change needs to pass through you so I will be tagging you here. And because you are the one who said that Disciple should be more Agility based (and that you wanted more RNG skills-Reflex)
In no way are any of the numbers on here are final, and everything is up for discussion
This post took too long to write.
This post took too long to write.
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