- Joined
- Jun 16, 2011
Will edit this OP as they are decided.
edit: So instead of the 70 skill direction below, please begin thinking about what each class's ULTIMATE would be. Kainzo says 15 minute cooldowns. DreadKnight's would be Harmtouch. GO!
edit: So instead of the 70 skill direction below, please begin thinking about what each class's ULTIMATE would be. Kainzo says 15 minute cooldowns. DreadKnight's would be Harmtouch. GO!
This thread is designed to be a starting point for the Level 70 update and as such some mechanics in this thread might be New Skills. Each idea here will be presented to the community on Suggestions after I have you all check to make sure I'm not fucking up too hard. You will notice that the majority of these ideas are not Direct Damage skills, but hopefully they all feel impactful.
@Balance Team @Kainzo
WARRIOR Path
ROGUE Path
- Berserker - Beserker's can wield shields, but instead of using them to mitigate damage the Beserker uses them to smash people and briefly stun them. Each target gets stunned on hit for 0.5 seconds, but a target cannot be stunned more than once every 30 seconds.
- Paladin - Judgement - Deals damage based on the Target's Wisdom. This would be a strong mechanic to use against certain classes.
- Dreadknight - SoulFeast - The Target's soul is eaten for 5 seconds. At the end of the 5 seconds, 80% magic damage taken by a target (all disease damage?) is returned to the Dreadknight as health. This would be used with Dreadknight's bursty playstyle to increase how greatly they can swing a fight in a short time.
- Dragoon - Wait and see, current class is being balanced and I can't think of one yet.
CASTER Path
- Ninja - Toggle Smoke that eats Stamina, Kainzo said it was a goal of his, and it seems possible and appropriate for the 70 skillset.
- Ranger - /summon Dog, and Pet Attacks. Really doubting this one will be possible for this update.
- Runeblade - At level 70, Runeblades can add 4 Runes to their Two-Handed swords instead of just 3. This increases their burst if they are prepared for a fight, but if they are not prepared this is not a large change. Possibly make this a lower level skill, move RuneWord to 70.
- Bard - Captivating Melody: A medium to large range Reckoning, used to keep a target in your group's range. Would pull all enemies in a radius around the Bard back a few blocks just like Reckoning.
HEALER Path
- Pyromancer - FireAura: The pyromancer sets all non-Partied members (and themselves?) on fire. Toggle-able, costs mana per tick. Similar mechanic to DreadAura.
- Wizard - The class is being balanced right now. I can't think of one. However, I feel that Blizzard or ArcaneBlast are great MAX (70) level skills, and that the Class could gain a low damage or a utility skill in the middle of its skill set.
- Necromancer - /skill SummonMinion Summons a Zombie, or a Skele, or a PigZombie, or a Blaze. Pet combat. I doubt it will be in for this update.
- Beguiler - New type of CC, called Banish. Gives the Target Invuln and stuns them for a lengthy duration (3-5 seconds).
- Cleric - Holy Beacon: The cleric turns themselves into a Beacon, and begins radiating buffs to their Party only. The cleric can still cast skills but cannot move until the effect is toggled off.
- Druid - Earthen Shell: The druid creates a dirt dome around their target for a short duration. Can be used to separate enemies or to trap them, or to separate allies and heal them.
- Bloodmage - The only one I feel confident suggesting is an AoE Hunger affect, which would function like ThickenBlood but in a big AoE. Need help from people who know the class better.
- Disciple - Need help from people who know the class better.
- Shaman - NEEDS FIX FIRST, totems are still on a high cooldown. Water Walking skill?
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