I also agree, the verification classes could use a touch up/update...
These are my thoughts
Pulse Compression: Change to an effect that lowers the targets outgoing damage. Say maybe... 10-15% The class mana regen model is that of Rogue, if the target is attacking less, it doesn't play into the mana and health regen of the class. Lowering the targets outgoing damage will help everyone, and still play into class' regen model...
Increase CD to 10 seconds, and bump nerf duration to 8 seconds.
Lower cost to 20, Keep large damage effect if Pulse Compression is in effect, but if it's not in effect, change the 3 second stun into a small HoT ('Dunno what to call that effect), say 50-75% weapon damage per tick for 8 seconds. A 3 second stun is hardly worth 25 mana and 10 seconds of cooldown, AND no damage, personally. Plus, the class could use a bit more survivability…
I feel that it could also apply an.... "Energized" buff to the player, increasing haste and dodge, (Maybe 10% to haste and 15% to dodge?) for... 5 seconds which would work well for the class. I mean, you ARE pulling in multiple targets, you need to be able to somewhat survive. And haste will help with cooldowns, allowing you to attack, and use skills more frequently, making the fights end sooner, and/or helping survivability.
The passives can remain untouched.
High Energy Arc:
Lower CD to 10 seconds Remove the "Does less damage per bounce" (adjust damage as needed). Keep the restored health aspect. Make the skill do more damage, and restore extra health with "Energized" active, removing "Energized." Again, you're attacking multiple targets, which generally doesn't work too well with dodge based classes, more damage, and a boosted health regen could help with the fight(s), ending it(them) sooner, and keeping you alive.
Add a rank 10 passive..... let’s call it.... "Mechanized Armor?" that passively reduces incoming damage by 10%? I don't know what else would really fit in this class, so maybe a little boost to the survivability would be useful?
Can remain the same.
Allow buff to apply regardless of hitting the target or not. Lots of classes nowadays have a similar skill that does not require a hit to apply the buff. Plus it feeds well into the class, and is not too terrible of a buff. I mean, it’s only a crit chance boost, there’s no guarantee that you’ll even crit during the duration of the buff...
Change skill to a purely defensive skill. Keep 50% damage reduction, and add a small heal per hit effect. (Static 5% HP restored per hit for the duration of the buff) The class lacks a traditional heal skill, or a vampirism type skill that is common among classes these days, and it’ll help the class’ survival side, which while not terrible, it was sorely lacking.
Passives can remain untouched
Remove AoE effect, add a moderate DoT (Say.... 75% weapon damage per tick for 4 ticks)
This being the only AoE you couldn’t kill mobs really fast, more than likely resulting in death, or close calls. Making this a not really useful skill to use. (Depending on the situation) With a reduction in hits, (as you are not attacking multiple targets any more) lower mana cost to 25.
Add a rank 10 passive.... "Guardian Dragon's Rage?" That is a medium% based chance to do a large% DoT on any skill, or attack. Say.... 10% chance to do a... 200%? DoT for 1 tick?
Can remain mostly untouched, maybe a slight damage buff.
Change skill so that it hits 2 targets. Change haste and hit chance reduction to a DoT (HEATED BLADE implies a flaming/hot/fiery blade, and a DoT fits the name much better, maybe a 75-100% weapon damage DoT for 4 seconds?)
Skill can remain untouched.
Change the 12% increased damage to 15% increased damage, slightly helping the damage of the class (and other players). Maybe also move the debuff aspect of heated blade over and additionally lower haste and hit chance by... 10%? to the target(s)
Add a rank 10 passive... “Dragonlord's Might?” Which increases crit chance by... 15%?
DL seemed to be centered around the idea of fighting 2 targets, so why not try to make it the best at it? I mean, the multi hitters we have these days are mostly centered around 3 or more targets so I feel that DL should be able to compete with them, by having a bit more damage and survivability.
Now on to a couple other classes…
(Dark) Legendary Hero
Remove attention grabbing aspect. The other skills were not really designed around the tanking aspect of this first skill. There’s no need to pull in damage, if the class cannot mitigate a good chunk of it on its own.
Lead the Charge:
Can remain untouched.
Can remain untouched.
Passives can remain untouched.
Can remain untouched.
Rank 10 passive:
Can remain untouched.
Skill can remain untouched
The heal needs to be greatly buffed, it can BARELY keep up with the DoT… (An in may cases, it cannot even keep up with it.) Plus, that's only when you're really low on health when the heal is the strongest.
It should be changed to a flat% (Say…. 25-30% of max HP) self heal, and a damage reduction, (Say... 15%) and not do any damage, it doesn't fit the skills name. And this would greatly help the class overall.
And here we arrive at the biggest issue with the class. The sef damage DoT is unnecessarily large. I’d even consider it outright unnecessary. Especially when other classes can have similar buff to damage output, or even have BETTER output without a drawback like a high self DoT. Instead of a self DoT if there HAS to be a drawback associated with the class, then have it be something like.... take 10-15% increased damage for the buff duration.
The DoT is frequently in the couple hundreds if not MORE (As a matter of fact, I just tested the DoT at level 70 with full fighter (as suggested on the DN's and the class description), with Unarmed as my weapon. (Enhanced with level 70 Health Vamp.) and the DoT was 335, bumped to 502 if looped. That's just insane that you're taking more damage form the self DoT than you would take form many monsters' hits. I also tested Death's Bright Blade with a level 70 Health Vamp Enhancement. With that I had DoTs that were often less than 100, yes, but I also had DoTs that were often over 400... (I also had a couple small HoTs.)
Passives can remain untouched.
Skill can remain untouched.
Rank 10 passive can remain untouched
I also feel that the member base classes/base class clones should finally feel like an upgraded version of the base classes.
Some of the stuff I'm suggesting isn't all that great (in both name, and changes...), I know... I wanted them to feel the same as the base classes, but be... better... (Although that's entirely subjective.)
Acolyte (Clone of Healer)
Change Skill name to..... "Lifeline Attack" (I'm not all that great at names...) "Lifeline Attack" does damage equal to your current health. Bump CD to 5 seconds and keep mana cost.
This won't be all that great at lower levels, sure. but it'll do more than 10% of your current HP, and at higher levels it could pump out pretty decent damage, and greatly help the mage mana regen. Especially when it crits.
Change skill name to.... "Greater Restore" "Greater Restore" heals the caster and up to 6 friendly targets for a large amount of HP, and grants battle boosts, increasing damage output by 10%, haste by 10%, and damage reduction by 10% for 8 seconds. Keep mana cost, bump CD to 10 seconds.
Can remain the same, as it's effects already pretty good. (IMHO)
Pure Hearted and Resolute can remain the same effects, but bump them by 5% to each.
A nice small boost to already good passives, it's pretty fitting for an upgraded version of a class.
Change skill name to "Battle Meditation" (If we can get away with that term.) Which reduces mana costs by 30% for up to 6 friendly targets, (not including the caster) and grants bonus mana restoration. The caster receives 10% less damage for the duration of the buff (Keep cost, and duration the same, lower CD to 15 seconds)
Warlord (Clone of Warrior)
Change skill to... "Crushing Blow." "Crushing Blow" does 150% damage and makes the target take 15% bonus damage for 6 seconds.
Bump CD to 4 seconds, lower mana cost to 15. Instead of outright damage, I figured having still good damage, and a damage boost would be a good fit.
Change skill to "Murder Stroke" (look it up) Lower mana cost to 15, lower cd to 6 seconds. Skill does 125% damage and stuns the target for 2 seconds. "Murder Stroke" also has a higher than average chance to crit.
The old skill was far too costly for it's outcome, a third of your mana for 40% damage and a 4 second stun? It was hardly worth using, and isn't worth using at all when most bosses come with a stun resistance these days.... This still won't really be worth it but having a bit more damage than AA with a bonus to crit? That might make the skill worth using...
Change to.... "Half Swording" Which makes *all* hits for 6 seconds unavoidable, and boosts crit chance by 15%. Figured instead of buffing only auto attacks, this would be a good all around buff, and with a bump in the buff duration it could help abate getting the short end when there's a lag spike or something. Keep mana cost and CD
Aggression and Resolute can be treated like Acolyte, just a number buff, the skills work well.
Change to... (I wish I could say Full Counter, but that could be pushing it) "Counter." "Counter" is a "channel skill" (Which does not allow the usage of any skills, or auto attack), drawing in aggression for the duration, but releasing high damage back at the end. Channel duration is 10 seconds, reducing damage by 75% and you deal back 25 times of the damage you recieved. So say you fought a monster that does 200 damage, so you take 50 damage 5 times (on average) you'd receive 250 damage and you'd deal back 6,250 damage.
Figured this'd keep in line with the idea of reducing damage taken, at the cost of reducing damage, but it'd give a bit of a bonus this time around at giving high damage at the end.
Sorcerer (Clone of Mage)
Change skill name to "Magma Blast" "Magma Blast" Does high damage to a single target (150% weapon damage) and applies a DoT ("Magma Burn") (75% weapon damage per tick) to the target 6 seconds. If "Imprisoned by Ice" is applied skill does an additional 50% bonus damage (To skill's outright damage, and the DoT) consuming "Imprisoned by Ice." Lower CD to 4 seconds, and keep the mana cost.
Figured this is a solid outright buff to the skill.
Change skill to... "Ice Rune" "Ice Rune" does 50% weapon damage and applies "Imprisoned by Ice" to the target for 10 seconds greatly lowering its damage output (20%), dodge chance(25%), and crit chance(25%). Skill cannot miss, skill cannot crit. If "Magma Burn" is present the skill instead does 75% weapon damage and applies "Ice Realm" to the caster for 2 seconds; affecting this skill only. "Ice realm" reduces "Ice Rune's" cost to 0 and CD to 2 seconds.
Again, this plays into the idea of using the first two skills off of each other, and is a solid outright buff. I figured the "Ice realm" idea wouldn't be too much of an issue, as it's only a buff to one skill, that cannot really be spammed too much, as it's only a 10-ish second buff (The buff can only be applied during the duration of "Magma Burn") for a skill that'll only ever do 75% weapon damage, but it's guaranteed damage...
Change skill to.... "Mana Burst" "Mana Burst" causes the mana to burst forth from your target causing them to take 15 times their current mana (In most cases this'll only be 1500 damage, so not a whole lot, it's pretty useful at lower levels, but not anything to write home about at higher levels...) The skill also restores a small amount of mana to the caster.
Skill costs 0, has a 10 second CD, and restores 20 mana to the caster.
I completely changed this skill, because Explosion being the only multi hitter doesn't really work too well, and I figured some mana restoration would be good for the class if you're gonna keep using the first two skills in tandem.
Again, like Acolyte and Warlord, the passives are good ones, they just need a bump in numbers...
Change skill to.... "Mana Barrier" "Mana Barrier" reduces damage by 85% and causes ALL damage to take from mana reserves for 15 seconds. If mana is reduced to 0, the barrier explodes doing high damage (200% weapon damage) and restores 20 mana to the caster. Change mana cost to 0, Reduce CD to 30 seconds.
Again, just an outright buff to the skill, The other skills do not really play around the tanking aspect of this skill, but I figured that this would help play into the idea of using skills in tandem (Using Mana Burst as needed with this skill for example...) with each other, while also keeping the same idea of the skill...
Renegade (Clone of Rogue)
I'm..... honestly at a loss for changing this class....
Rogue is already a pretty solid class, so maybe just some number adjustments, like a boosted dodge rate on the passive "Elusive," and a little more damage on the DoT from Viper's Kiss.
< Message edited by G Man -- 5/6/2018 7:31:09 >