- Joined
- Jun 30, 2011
Ok, so I do not know if everyone saw @Kainzo 's ingame announcement about the upcoming PvP tourney. With the new patch now being planned I think it is time we make some changes to the classes to have some better balance for the upcoming event.
Shaman
Shaman
- Overall we could have shaman become a mage spec but I feel like the ability to control an area with totems is a better fit for a support role (healer spec)
- On live all the totems have a 1 min cooldown, which was a hot fix or 'hot nerf'.
- Firestriketotem was not made like how kainzo expected (I think). Right now it pretty much targets entities and can hit them with multiple of the projectiles (I am not a 100% certain on the way this skill works, so please correct me if I am wrong). I don't know how many of you remember or were around for the skill 'firewave'. But it pretty much shot out fireballs around you (only horizontal). There ended up being a major problem with this skill, when it was used when standing inside another person it would one hit them (they got hit by all the fireballs at once). I think that kainzo wanted firestriketotem to be like this but of course without the 1-hitting
- With only having one totem out at a time I feel like shaman's healing totem is really lacking compared to other group heals so I think a buff on the healing totem would make the healing totem more reliable
- Atm it is just to strong, a lot of damage with a good amount of tankiness.
- A health nerf or an armor nerf would help solve this issue
- This is just what I have found, I have not played ranger that recently either-so please if you are a ranger provide some input (because imo they are a bit too strong)
- The god damn range on arcane blast is too damn long! A few block nerf on arcane blast's range
- It is actually pretty hard to 'run' from an arcane blast unless you have an escape/mobility.
- Again, I have not played wizard recently, I know that arcane blast has a long warmup, so maybe a 0.5s decrease in the warmup to compensate for the range
- Just so weak atm, I have not really looked into it much
- These classes (imo) are the two weakest and the most underplayed (maybe, maybe not) and it should be one of our goals to bring these up to par
- I think I can be biased to disciple so please, provide input, argue your points
- Change forcepush/pull to do magic damage and scale only off int. At the same time reduce forcepush's damage/scaling to match forcepull's
- Having one skill scale off of agility is a bit redundant. So changing flyingkick to scale off of either int or str (for the range) would better help disciple's attribute problem
- Renewal has a ridiculous warmup for disciple being a combat healer (3s), so reducing it to 2s and reducing the base healing by a bit to help compensate
- If we do go through the change on flyingkick (even kainzo said it was maddening to have one skill use agility) we should also be changing alacrity-I meant for this to be a quick post so I'm not going to explain the whole concept here, but you can look at this thread http://herocraftonline.com/main/threads/disciple-stuff.50057/
- And of course, last but not least-Ironfist. Too wasteful to use regularly (it is situational). Buffing either the slow or the 'umph' of the knockback/up would make this skill more usable in more situations