Ranloth -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 13:50:31)
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I like clarifications. Soul Split - the 20% damage dealt is taken from Caster's health and x2 of that goes to EP, yes? Apart from that, yay for a decent Energy returning skill, as well as drain. It's actually useful! 100% damage on attack too, I assume? No mention of it. :p BloodShield. After its recent revamp, it's worth using so goes nicely with MoB. I wouldn't mind BMs getting it now, at all. Jugular Strike is the replacement for Plasma Cannon. Aiming for the throat. So it'll use your total Primary damage for it, eh? And I'm assuming it remains unblockable as well - since Plasma Cannon cannot be avoided either. Although, I'm not sure. We can compare it to Double Strike in terms of damage bonus, minus the effects. I honestly don't know. Plasma Cannon is a vital skill in my build, so it'd be a shame to see it go for Melee-based skill - even if unblockable. Blood Magic sounds VERY interesting, except for one thing - turn cost, right? There's no gain, apart from EP to HP conversion, and you may end up dead instead. Or it's me overexaggerating. I was thinking, what if it didn't cost a turn to active (if possible) and once activated, you cannot reverse it. Unless, you boost HP:EP ratio, for this skill alone, such as 1.25:1, which means there is some gain and compensates for increase HP cost on skills. Regardless, I love the concept. Exsanguinate is interesting, but a bit confusing. I can cast it with pure HP, if possible, right? What if I don't have enough EP but enough HP - what becomes of the effect; does it still steal life or damage opponent's Energy? Intimidate, heh. I've suggested almost the same concept before, but %-decrease in weapon damage instead. In other words, yes. The return of Deadly Aim. Increase should be good enough for the low cost, and I assume it remains deflectable as well - just damage increase? Requiring Sidearm is something new, unless it doesn't put it into cooldown, then that's perfect. I must say, you've nailed the concepts for Multis, for all classes so far. Unique but equal. But synergy bugs me for BMs. 23 Support skills (Multi + Intimidate + BloodShield), 1 Dex skill (Stun), 1 Tech skill (Ultimate), and rest are dependant on weapon damage and/or Strength. What about the lack of +Dex/+Def skill? Blood Magic replaced Reflex Boost, and the replacement has nothing to do with increasing your Defense. Jugular Strike would be nice on Tech, instead of Strength/Primary, but I need clarification from you first. And Support builds are now lacking a good build; heavily Strength oriented, based on DA, JStrike, SSplit, and even MoB. On current skilltree, they can lower opponent's damage and have two Shields. Dex builds have defense and two skills, which would be lowered to one, and Tech builds would be almost useless, unless you go for Ultimate. Not mentioning too many Strength skills could lead to abuse of one efficient build (MoB + DA + SS + JS - assuming the last one improves with total Primary damage). There has to be better synergy between skills. Numbers and concept are great, but synergy isn't so good. Edited, because I forgot BloodShield improves with Support now, so crossed out the relevant parts. <.<
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