Sk / Pal DPS proposal

Explanations please - no flames
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Tyler
Posts: 4365

Re: Sk / Pal DPS proposal

Post#41 » Mon Jun 14, 2010 1:44 pm

Ok upgraded all 4 spells, basicaly raw damage they do now times 3.7, cast time lowered to 0,5 secs.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Relnon
Posts: 142

Re: Sk / Pal DPS proposal

Post#42 » Mon Jun 14, 2010 2:26 pm

Tyler wrote:Ok upgraded all 4 spells, basicaly raw damage they do now times 3.7, cast time lowered to 0,5 secs.


<3

Edit: Oh, just a thought, but I think the Necro's top lifetap DoT does like 370/tick. They might want a buff to theirs too. Spell is Fang of Death (68). Unless theres a higher one I'm not aware of.

User avatar
Tyler
Posts: 4365

Re: Sk / Pal DPS proposal

Post#43 » Mon Jun 14, 2010 2:50 pm

Thx for the Tip!

Your faction standing with Necros of THF has gotten better!
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Leoben
Posts: 30

Re: Sk / Pal DPS proposal

Post#44 » Mon Jun 14, 2010 5:50 pm

I have a question, since we're on the subject, about Ancient: Bite of Muram. Level 70

It's a group tap+heal spell that could be useful when tanking raid mobs. Right now, it looks like it does 500 damage and uses that to heal the [entire] group. I know I'm no healer, but why would I spend 400 mana to heal 6 people for 75, when I could be using my solo taps to support myself. I don't know what your intended function for this is/was, but maybe it could use a looking at?

Also, to resurrect another point.. any way pets could get a HP/AC buff? It's not fun that Jabn can get two-shotted and DPSes like a level 30. :P

Argonas
Posts: 104

Re: Sk / Pal DPS proposal

Post#45 » Mon Jun 14, 2010 9:33 pm

On live the biggest factor of the bite line of spells was the fact that it restored a portion of mana to the group. Does it have that affect on emu?

Relnon
Posts: 142

Re: Sk / Pal DPS proposal

Post#46 » Mon Jun 14, 2010 10:43 pm

I agree with Argonas. The bite line was useful exclusively for it's ability to restore mana to the group once a minute. I suppose it's usefulness could be called into question given how easily mana is regained on THF, but I don't know what to do with it without trivilizing mana regen even further.

Also group healing is more of a Pally thing and I wouldn't want to infringe on their territory.

Aesop
Posts: 118

Re: Sk / Pal DPS proposal

Post#47 » Tue Jun 15, 2010 3:07 am

Maybe every time you cast the spell, your toon randomly /tells something nice and positive to everyone in the group? I know the difference might be hard to measure but I think I would benefit from random Argonas tells letting me know what a good job I'm doing :lol:

Argonas
Posts: 104

Re: Sk / Pal DPS proposal

Post#48 » Tue Jun 15, 2010 10:40 am

aesop rulez

Relnon
Posts: 142

Re: Sk / Pal DPS proposal

Post#49 » Wed Jun 16, 2010 1:16 am

Out of curiosity why was the spell type of Knight's Storm chosen to be cold? Its the least likely foci a knight is going to have, or was that the intent? Magic seems to make more sense to me.

User avatar
Tyler
Posts: 4365

Re: Sk / Pal DPS proposal

Post#50 » Wed Jun 16, 2010 6:57 am

Pure randomness.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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