leftovers5
Legacy Supporter 8
- Joined
- Oct 28, 2011
- Location
- USA
For Disciple discussion.
Seeing how Disciple's damage output is so low, I don't think this really matters.Currently in skirmish, Disciple receives a blaze rod as a weapon. This is the Disciple's equivalent to a gold-tier weapon. All other classes are give diamond-tier weapons, not gold. I believe that either Disciple needs to loose the blaze rod, or all other classes should be granted their top tier weapon. Other opinions?
It's been a month haha, and I think a change to a stick in arenas (especially duels) is warranted. KainzoThe purpose of skirmish is to test for world pvp, and disciples rarely have blaze rods in a non-raid fight, just as melee classes rarely have golden swords for casual world encounters.
If blaze rods are not made more easily available, then the skirmish would best test a disciple for casual team play by giving them their diamond tier equivalent rather than gold.
Don't you think fish would be a bit more suitable since it's one step down from blaze rod like diamond is one step down from gold?It's been a month haha, and I think a change to a stick in arenas (especially duels) is warranted. Kainzo
I think it's currently at a good position in world pvp.Don't you think fish would be a bit more suitable since it's one step down from blaze rod like diamond is one step down from gold?
Also, to be honest, I find disciple to be a very strong class in many situations. How does everyone feel about it's overall balance in the overworld and not just in the arenas?
Disciple is very weak at the moment I am wanting to buff it slightly since it got destroyed last map... I am wanting to increase damage on base auto attacks since it already has many skills feel free to comment because I have never played disciple
Decrease WarmUp on Renewal, decrease almost all cool downs, and increase some damage
Ok
The main issue that I have made a conclusion on is attributes/scaling
Forcepull/push
- Having to throw allocation points in agility to make flying kick useful is a bad idea. Why not make it scale with strength, both the damage and the range
- Disciple's healing scaling is very bad, as @malikdanab pointed out in a different thread the heals of disciple are heavily out scaled by the heals of the other healer specializations. For example, in a thread I commented on earlier this guy had 40 wisdom on disciple and his fist of jin was only healing 20 per hit, while I have 20 wisdom mine heals me for 16 per hit. Not exactly worth the 20 points
Ironfist
- It has been discussed before that forcepull/push should only scale off of intellect and do magic damage
- Right now disciple only has one magic damage skill (I think) and it makes it fairly hard to kill heavily armored targets; making forcepull/push do magic damage helps this.
Chakra
- Honestly, such a pointless skill--very counter productive. If you use it in hopes of slowing someone that you are chasing you not only knock them away but the slow is so weak and does not last long enough to compensate for the knock back
- Simply needs a buff
There is my 2 cents and remember that I am not saying to buff all of these things, one buff might help deal with another and so on so forth. I will most likely add more to this post after wards
- In my opinion you need to put too many points into wisdom to be able to debuff the stronger effects like nausea and fire (20 points in wisdom to get to those two)
These will not really get to the actual issue behind disciple. People are forced to spread their attributes in everything except charisma and because Disciple is a hybrid I think it needs some attribute changes (and a few other buffs)