Ranloth -> RE: How to make merc a decent class (5/12/2013 15:23:10)
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Hybrid Armor is fine as it is. It doesn't need a power advantage over other passive Armors since it's already got +1 more (and with customizable Armors, it shouldn't be an issue (but Generator)). Requirement could be adjusted but 24 in Tech and Dex is.. not really a requirement. You can give it say 19 Dex and Tech +2 per each level, for up to 37 Tech and Dex at Lvl 10 HA. It's lower than requirement for current HA or PA/MA but requires both stats to compensate for it + fits the Hybrid theme. With reducing the rage gain, I've suggested the idea - look here: http://forums2.battleon.com/f/fb.asp?m=21272852 - so it's pretty much the same but different (and stronger), but draining low % of their Rage when you rage or ignoring more defence isn't really needed. Coupled with SS, it does make a pretty sweet combo but Rage is already imbalanced enough - mainly how it's gained which is in favour of some builds, i.e. Casters. Onto the ideas of yours. BC and DS switching is a no. Tiering sometimes gives the skill more power, so DS would need to get a boost (somewhere in-between current DS and Zerker) and BC at Tier 1 isn't really necessary. It's fine as it is since you have a damaging skill straight away, instead of a booster that you may not even use. Ever. Maul's defence ignore is fine as it is, we don't wanna give Strength abusers too much to play around with. Even if blocked, you'd ignore the defence and the more, the worse. Likewise with making them useable with a Sword - you'd make Mercenaries useless with Mauls and Swords all the way. It's a simple no. There's already too much fuss about SS being useable with a Sword and we don't need to make them not use Mauls, at all. Even if they did use Swords, this could mean a small nerf since Swords have an advantage - damage wise and stat wise. Lastly, the skill suggestions. Top 3 are a no. Why? We don't need more luck-based skills, SA is already bad enough and cores aren't making it any better. Likewise with Nullify and the skill below - they already have Intimidate as a debuff (defensive) so they cannot have another one. I quite like the War Cry skill, especially if it could provide sufficient amount of Def/Res for the HP spent -> Mercs don't have an EP nor HP regen so we shouldn't push it too far. But it's quite good to make up for the lack of shields. Super Strike... Can you expand a bit more on it? It drains % of the damage and reflects at the enemy, but how long is it active for? And what skill would it replace? Personally, I'd much rather see War Cry getting implemented since it would be 'upgraded' Blood Shield but much more efficient, hopefully, and work for Def AND Res, therefore filling in the gap in Merc's defence.
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