Pisaster -> RE: =DF= Guardian Discussion Thread (5/2/2015 18:43:59)
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@azan I was noticing that too earlier Also, as much as I love it, I definitely think the stun should get nerfed. It seems like I get 5 turns of stun more often than not, and in the time I've tested I've yet to see a three turn stun. I've only tried been paying attention for the last five or six tries of course, so it could just be sample bias, but given how powerful the rest of the class is I think it could survive somewhat lower probabilities. Edit: Tested more and got a few threes, but the average is still quite high. The numbers probably work out fine on powerful bosses, and at least from what I've seen I don't think the current stun is too much there, but I am worried about quests. The stun only costs 30 mana and even as a level 46 the mana steal gives me 74 mana, so to beat a long quest I can just stun when I'm low on mana, use regen, and then kill the enemy with normal attacks. This strategy works with other classes too, but because of how long the stun can be, I can do it on even high health enemies without worrying about the stun running out before the attack button finishes them. Furthermore, guardian also has a heal that only costs 35 mana, so I can use stun, mana steal, and heal on one enemy, and only set myself back one mana. At higher levels this same strategy will probably increase your mana in addition to healing you, and, again, because of how long the stun often is I don't have to use any other skills or risk getting hit. I think lowering the chance of long stuns would help force players to strategize their resource use a bit more so that they can't heal up on every enemy. (Even with multiple enemies, if you take a couple guests with you, stun the highest health enemy, have your guests finish off the weaker ones in a turn [which plenty are powerful enough to do], the length of your stuns will still be long enough to compensate for the enemies' increased health much of the time)
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