View Full Version : Add one ability to another class...
Bristlebaner
03-30-2019, 06:16 PM
If you could take one class and add an ability...what’s the most OP?
Feign death on enchanter?
Let’s hear them!
Maybe you should clarify exactly what you mean by "ability". FD is a skill or spell effect.
Bristlebaner
03-30-2019, 06:47 PM
Let’s do both spell or ability.
branamil
03-30-2019, 06:47 PM
Magicians should take Rune from Enchanters, and then Wizards should get CotH. Those spells make more sense on those classes
Let’s do both spell or ability.
Shaman with enchanter charm line.
jazzman_so_fresh
03-30-2019, 07:15 PM
Bard gets memblur,
Cleric gets mez
Monk gets Selos (with instrument mod)
Warrior gets CH
Shaman gets clarity
Rogue gets fear, or if grouping, coth
Druid gets torp
Wizard gets mage pet.
I haven't played a pet class, but I bet they would enjoy a pure to finish off mobs.
YendorLootmonkey
03-30-2019, 07:16 PM
I would give Warrior flame lick or snare.
jazzman_so_fresh
03-30-2019, 07:17 PM
I would give Warrior flame lick or snare.
Probably .. I haven't played one.
mr_jon3s
03-30-2019, 07:20 PM
Complete heal on an enchanter.
Tuurin
03-30-2019, 07:21 PM
If op’s question is what would be the most overpowered change, I’d guess giving enchanters CH is a viable suggestion
Tuurin
03-30-2019, 07:21 PM
Good thinkin Mr J :D
Complete heal on an enchanter.
Enchanter will still get gibbed by summoning/unstunnable mobs.
Murri
03-30-2019, 08:25 PM
Bard: Cazic Touch
Nexii
03-30-2019, 08:30 PM
SK/PAL/RNG -> Defensive Disc
MNK -> Divine Aura
ROG -> Precision Disc
WAR -> Flame Lick
BRD -> Feign Death
MAG -> Hide/Sneak (setting up COTH)
NEC -> CH (lots of mana regen)
WIZ -> Clarity II (lets face it getting 60 is the hard part)
ENC -> Torpor (more efficient for general soloing)
CLR -> Cannibalize IV
DRU -> Enchanter charm lines (animal only is limited)
SHM -> Winds of Gelid (or PBAOE line, only thing shaman lacks imo)
Jauna
03-30-2019, 08:39 PM
Bard - double attack
Cleric - adding mana regen to their self armor buff
Druid - 1 mp+hp/tick added to skin spells and another +1 per tier. 1 for wood, 2 for rock, etc
Ench - scaling regen from troll form or +1mp/tick to Gift of Magic and/or Insights
Mage - 1 mp/tick added to armor spells, another +1 every tier
Monk - Hide
Necro - 4 target quadding dots, snare and one for each element. lifetap, fire, disease and poison
Paladin - Being allowed to be Barbarians
Ranger - Melee crits
Rogue - they are fine
Shadowknight - Enchanter mana taps
Shaman - new lower tiers of Torpor
Warrior - nothing that i can think that would be classic-ish
Wizard - Nah this class needs two things: Harvest turning into a self form of Clarity and stacks with all mana regen buffs and adding -50 resist mod to most wizard spells, like Ward lines for other classes.
jazzman_so_fresh
03-30-2019, 09:38 PM
Bard: Cazic Touch
I'd prefer to have Trak banish... On a PvP server... Imagine the corpse runs everywhere
shadowstarr0000
03-30-2019, 10:31 PM
Rogue: tracking 200 skill level, limited to humanoids only.
Madbad
03-30-2019, 11:07 PM
Wizard: Clarity spell line, so people wil actually want them in a group
Ya wizard with clarity is totally OP. Don't feel too bad, though. The whole thread is full of fail.
Jlpstrtkng
03-30-2019, 11:41 PM
Monk - Hide
Why would you give monk hide when we already have FD?
Bard with FD is the best you will do to make an OP change.
Quizlop
03-31-2019, 12:07 AM
Monk - Defensive Discipline
Madbad
03-31-2019, 12:10 AM
Bard with FD is the best you will do to make an OP change.
FD that swarm on your friends
FD that swarm on your friends
Not quite. FD and swarm at the same time. Even level 51+ mobs with no fear of summon.
elwing
03-31-2019, 01:51 AM
Give torpor to sk!
Jauna
03-31-2019, 03:15 AM
Why would you give monk hide when we already have FD?
Circlet of Shadow. There is not much more to give Monks from another class that makes sense
Edit: Actually, I do take the hide thing back. That other poster got it right, the Precision Discipline would be fantastic for monks.
elwing
03-31-2019, 03:20 AM
Bard with FD is the best you will do to make an OP change.
Actually there's rytan's dirge of death song in the db... Was never in game as far as I know... Maybe in some closed beta?
Edit:
"I'm deeeeead! I'm deeeeead!"
http://everquest.allakhazam.com/db/spell.html?spell=773
Jlpstrtkng
03-31-2019, 05:27 AM
Edit: Actually, I do take the hide thing back. That other poster got it right, the Precision Discipline would be fantastic for monks.
Indeed it would but after browsing thru the disc list I’d have to say the holyforge discipline (if it works as it says it does) would be completely op on a monk. Think about it, 5 straight minutes of every hit being a critical hit!
azeth
03-31-2019, 06:10 AM
Remove invisibility from every class except wizard and magician. Dru and rng now get only invis versus animal. Also remove all cripple and malo debuffs from shaman and make them magician only.
Also giving rangers critical hits is a great idea
Darkatar
03-31-2019, 09:44 AM
FD for mages. Duennan, Idol, Epic, Soulfire, Coth and let the shenanigans begin
Vianna
03-31-2019, 10:25 AM
Shaman with Charm...GG
Not what you said but I always thought that if wizards and mages were completely merged as a class with caps and spells of both classes at once, and even was allowed to dual wield both classes epics, it still wouldnt be as powerful as an enchanter.
Trelaboon
03-31-2019, 11:08 AM
Indeed it would but after browsing thru the disc list I’d have to say the holyforge discipline (if it works as it says it does) would be completely op on a monk. Think about it, 5 straight minutes of every hit being a critical hit!
Holyforge just gives a very limited chance to crit. My Paladin maybe crits twice in those 5 minutes
I'd say True North for any class without True North.
jolanar
03-31-2019, 11:28 AM
I've always felt you could completely merge the wizard and mage class. All you'd need to maybe remove is snare or root and the class would be perfectly balanced against enchanters and necros.
Quizlop
03-31-2019, 11:47 AM
A Mage+Wizard combo class still wouldn't hold a candle to the strength of what an Enchanter can do in most areas of the game.
Consider that in-game right now, a single Enchanter is able to complete more content than a Mage+Wizard duo.
Tecmos Deception
03-31-2019, 11:52 AM
Complete heal on an enchanter.
Would rather have hp buffs or malo personally. Or fd, or cantata, or torpor. Ch would be great for when everything is going right except your pet can't handle the mob. But the other stuff would help you more often and in more situations beyond soloing icy servants or whatever.
Cle/ench duo that has malo? Fd after lull crit fails? Cantata in groups/raids? Torpor for self heal or helping pet without the 10s cast time? Yeah.
I've always felt you could completely merge the wizard and mage class. All you'd need to maybe remove is snare or root and the class would be perfectly balanced against enchanters and necros.
Maybe not perfectly. You'd still lack in solo, even with root/snare, since you don't have good mana regen and still have pet eating xp to work around and you don't have slow for hard mobs at high level. You'd be a bit behind as a duo partner for most everyone without being able to bring c or heals or buffs (or control, if no root/snare). But you'd be awesome for trios and larger.
With root/snare, it'd be an enormous improvement for both classes, but still wouldnt be quite as dominant solo or duo as a chanter or necro. But it'd almost certainly be #1 group DPS pick... most of a rogue or monk's DPS but with ports, coth, roots, stuns, malo? OP in that setting.
Jimjam
03-31-2019, 12:25 PM
I'd give warriors the ability to use all weapons regardless of any race/class/deity restrictions.
It fits the class description.
Jlpstrtkng
03-31-2019, 05:46 PM
Holyforge just gives a very limited chance to crit. My Paladin maybe crits twice in those 5 minutes
I knew it sounded too good to be true
Maschenny
03-31-2019, 07:02 PM
Cleric with canni4
Castigate
03-31-2019, 07:25 PM
Give every class Sentinel and make it impossible to turn off spell effects
Cleric with canni4
I still cackle with glee at my guildmate clerics killing themselves with manastones back in the day.
I wonder when we are going to get into the "ranger with locate corpse" territory of trollishness.
sox7d
03-31-2019, 08:08 PM
I'd give warriors the ability to use all weapons regardless of any race/class/deity restrictions.
It fits the class description.
name one weapon a warrior can't use currently.
YendorLootmonkey
03-31-2019, 08:51 PM
name one weapon a warrior can't use currently.
Every non-warrior epic weapon.
Quizlop
03-31-2019, 09:26 PM
name one weapon a warrior can't use currently.
Rod of Annihilation
All those Knight Only weapons with super high ratios.
Ennewi
03-31-2019, 10:04 PM
I'd give warriors the ability to use all weapons regardless of any race/class/deity restrictions.
It fits the class description.
This would have been a nice addition to the warrior class but only as a reward imo, limited to those who reached level 50 or 60. Early on it would make less sense considering all skills are lacking. Later on, being thoroughly trained in combat, a champion/myrmidon/warlord would know how to use any inanimate object as a deadly weapon, ignoring all weapon-based class restrictions. At the very least it could have been a discipline, lasting several minutes with a lengthy timer.
Bardp1999
04-01-2019, 03:12 AM
Unlimited charge puppetstrings would be pretty game breaking/amazingly awesome.
Ortnit
04-01-2019, 08:27 AM
Warrior - nothing that i can think that would be classic-ish
Wizard - Nah this class needs two things: Harvest turning into a self form of Clarity and stacks with all mana regen buffs and adding -50 resist mod to most wizard spells, like Ward lines for other classes.
Warrior
Make aggro from Warrior Bash similar to Stun spells and raise the cap to 200 at lvl 50 and like 250 at lvl 60.
Afaik it was intended that way, but it was coded wrong. This would make Sword and Board finally a viable option.
Wizard
Make Harvest similar to Monk Mend ability, so it regains a percentage of your mana pool instead of a fixed value. Wizards would still need a bit more love though.
Spell crit comes to mind there.
kjs86z
04-01-2019, 11:23 AM
Torpor for Enchanter
Charm for Shaman
FD for Cleric
Zemus
04-01-2019, 11:41 AM
Druid > Turgur's Insects
rezzie
04-01-2019, 11:49 AM
Cleric gets mez
Clerics can already do this: Root -> Calm -> Atone.
Mob is effectively mezzed for 3 minutes.
Jimjam
04-01-2019, 11:57 AM
In fairness atone can take a few casts to work (though having it on clicky helps).
I saw a robe wearing cleric CCing disco once, he did so well a newcomer to the group started raging at the 'lazy enc' for not using a pet!
Taenayr
04-01-2019, 12:25 PM
Mage - Root
Zuranthium
04-02-2019, 01:14 AM
Just gonna change the idea of the thread to what would make the classes more interesting/balanced by altering a few things:
Cleric --> change Complete Heal to have a long recharge + significantly long delay on how often it will work on the same target (which counts for ALL Clerics casting on someone), change the "Abjuration" line to be the major focus of the class: short-duration spells that block physical attacks, or reduce the maximum damage someone can take from a hit, or reduce % of damage taken, or heal for a small amount from every hit taken
Shaman --> change Canni line to be continuous over several ticks (less annoying spamming), moderately increase melee capability of the class, reduce the mana cost of low level Slow spells (they are rather inefficient at those levels) / remove pets and Bear form, remove Chloroblast and replace with a lower level version of Torpor that heals for half as much (not stacking with Torpor)
Druid --> improved healing capability (move the high-end healing spells to somewhat lower levels, significantly increase effectiveness of Chloroblast, change Nature's Touch to a 500 cost version of Complete Heal), gain summonable Wolf and Bear pets - similar in power level to what were the Shaman pets, improve the "fixed duration" animal charm line, gain Bear form line: HP + AC buff when active, moderately increase the mana regen of Treeform line / remove Fire damage spells (really makes no sense for the class to have fire magic), remove the ability of animals to wield weapons
Rogue --> gain Feign Death, make Poison line much easier to craft and carry around (inventory items being stackable up to 99 per slot!), change Assassinate ability to not be random but rather activatable with long recharge timer / lose Double Attack and slightly increase recharge time on Backstab (double backstab becomes "dual backstab", must wield 2 daggers, bitches)
Ranger --> gain low level Wolf pets, improve Archery damage (items being stackable to 99 per slot also greatly helps with carrying arrows around, and arrows could also have a chance of being retrievable from corpses)
Monk --> change the attack skills so they be chained together (thus increasing the DPS of the class) and add a stun effect to one of them, give the class an aggro reduction "Evade" ability that functions the same as it does for Rogues / lose Feign Death, reduce the tanking ability of the class by a small-to-moderate amount (partially from base stats and partially from what gear they have access to)
Paladin --> improve Bash so that it does a large amount of damage - using the Shield's armor class as the damage modifier, change the weapon itemization of the class to focus on strong one-handed weapons, improve the damage-absorption and Yaulp line of spells
Shadowknight --> change the weapon itemization of the class to focus on two-handed slashing weapons, make Scythes able to hit 2 targets at the same time when used by SK's, change their Lifetaps to be very close range but much faster casting and able to hit 2 targets at the same time, change "Harmtouch" to be able to hit 2 targets and self-heal for half of the damage amount dealt, change various other spells to be able to hit 2 targets / remove bash, remove pets
Warrior --> change Berserk mode to increase base damage dealt rather than doing "Crippling blows", add "Crippling blow" as an actual skill with moderately long recharge that causes a short snare effect, increase taunt effectiveness
Wizard --> change Harvest to an instant ability that makes your damage spells far more powerful for a short period of time - without drawing additional aggro or counting as additional damage for "Kill Steal" purposes (the extra damage could also be capped on single targets for Raid purpose), give the class more "Bolt" spells - long range + light of sight damage, gain the Fire DoT's that Druids previously had (with the added -10 resist mod that Wizard spells have)
Mage --> change Monster Summoning line to be short-duration pets that can be active at the same time as Elemental pets, remove reagent cost from pets, remove the "50% exp taken if not outdamaged" aspect from pets while soloing, change the high level Elemental pets so they still have the same characteristics as the pre-50 pets, change the Epic to summon short-duration pet (multi-colored!) that can be used alongside a normal Elemental pet and make it somewhat easier to obtain / remove the Malo line because it doesn't make any sense on this class, remove "Bolt" spells
Enchanter --> greatly increase the mana cost of the Charm line and change "complete heal" effects on pets to a max of 5k healing, reduce slow line by 5% so that Shaman are clearly the best for this ability
Necromancer --> make the epic look better (what a disgrace!) and also cast faster
Bard --> add the melody function so that twisting songs doesn't have to be such a button-spamming chore / for some reason they were made to be tankier when the "hybrid class buffs" were implemented in late Velious - I would not add that
laskje
04-02-2019, 06:00 AM
Mage root
24kanthony
04-02-2019, 09:32 AM
I think if SK got sneek, there would be a lot fewer monks on the server.
Wallicker
04-02-2019, 09:49 AM
I’d like if bards got a low resist higher lvl Mez that cost mana.
In fairness atone can take a few casts to work (though having it on clicky helps).
I saw a robe wearing cleric CCing disco once, he did so well a newcomer to the group started raging at the 'lazy enc' for not using a pet!
I use this all the time. For 100p it's a great clicky.
https://wiki.project1999.com/Water_Sprinkler_of_the_Forgiven
-Mcoy
Jimjam
04-02-2019, 10:23 AM
I think if SK got sneek, there would be a lot fewer monks on the server.
Why is that? FD, hide and CoSs can do a lot of what FD/sneak does.
DiogenesThaDogg
04-02-2019, 10:38 AM
Mage root please
24kanthony
04-02-2019, 10:44 AM
Why is that? FD, hide and CoSs can do a lot of what FD/sneak does.
SK would end up being able to get past see invis on the way to FTE spawns and bring them back with a huge HP pool.
Rimitto
04-02-2019, 10:46 AM
I'd give poison making to enchanter.
Let's be real here, THROW is easily the best overlooked enchanter ability... imagine it but upgraded :)
Another fun puzzle! The only problem is basically everyone is maximized by a small list of overpowered abilities:.
SHD/PAL: Defensive Discipline
RNG/BRD/ENC/SHM/MAG/WIZ: Feign Death
NEC/DRU: Complete Heal
CLR: Lich or Cannibalize
WAR: Stun
MNK: Root. You could also argue this for Magicians.
ROG: Summoned Pet. You could also argue this for Wizards.
Also Feign Death for enchanters is far superior to complete heal. You can debuff faster on raids, exit bad charm breaks, and make ridiculous assist aggro pulls with Rapture.
Bards with feign death or invis to undead :p
Maschenny
04-02-2019, 11:24 AM
Shaman with spell haste
Here's a terrifying prospect: magicians with ensnare
polishanarchy
04-02-2019, 12:33 PM
I'll take selos for my warrior, thanks
I just wanna run fast
Zuranthium
04-02-2019, 07:07 PM
Another fun puzzle! The only problem is basically everyone is maximized by a small list of overpowered abilities:
SHD/PAL: Defensive Discipline
RNG/BRD/ENC/SHM/MAG/WIZ: Feign Death
NEC/DRU: Complete Heal
CLR: Lich or Cannibalize
WAR: Stun
MNK: Root. You could also argue this for Magicians.
ROG: Summoned Pet. You could also argue this for Wizards.
Feign Death doesn't matter for Wizards, does nothing to increase their actual numbers. Giving them the Epic mage pet or Complete Heal would be the biggest boost.
For many of those other classes Feign Death definitely isn't a top pick either, only for Enchanter and Bard.
Mage, I would go with Complete Heal. Shaman, I would go with Epic mage pet - DPS is DPS, and they don't need more mana generation or C-heal.
Biggest boost for Rangers would also be Epic mage pet, as they are a DPS class and have mana to cast it.
Rogues/Monks/Warriors on the other hand, have no mana, so they can't cast the abilities you tried to gave them. Best boost for Rogue would probably be Aggressive or Precision discipline to increase DPS.
Warrior, it's got to be Largo's Absonant Binding at the top of the list. Huge aggro generation, snare, slow, and even some debuff all at the same time. Giving them the "Block" skill from Monks would also be strong, increasing their raw tanking ability if aggro generation isn't as much of an issue.
Monk could go many ways. Largo's Absonant Binding is amazing for general group play or soloing, but they could pick up "Defensive discipline" and be a Raid tank. Or they could pick up "Aggressive discipline" for a DPS-oriented role on raids. Or they could just pick up "Parry" for more overall avoidance, as that would even be enough to tank for most Raid content (depending on gear).
Ennewi
04-02-2019, 08:24 PM
Warriors: Summon
A ranged ability that would give the class more of a fighting chance to (re)establish aggro, along with a reliable means of interrupting casters and saving other party members. Differing from NPC summon, the player version would be usable pre-50 but not without having a failure rate similar to mend or feign death, being especially high early on. Warriors would only be able to summon at or below a certain health percentage, initially being much lower than that of NPCs (97%), with 30% hp being the lowest threshold, making it both dangerous and difficult to increase the skill. However, the health percentage threshold would increase with levels, as would the ability's minimum/maximum distance range, until finally matching NPCs at level 60. In addition to graying out ranged attacks, the ability would also expend a percentage of (yellow bar) endurance with each use, requiring casters to "zing" the Warrior. Raid targets would be immune or extremely resistant to the ability.
Jauna
04-02-2019, 11:51 PM
I think if SK got sneek, there would be a lot fewer monks on the server.
Snare (level 22 or higher)
pull back
FD
Snared mob stands still, ripe for the picking
Go ogre for maximum results.
Veleria
04-03-2019, 01:23 PM
Ranger: Create Essence Emeralds. Put the XP to use.
Alanus
04-03-2019, 01:51 PM
If druids got either slow or charm (not just animals), they'd be enchanter and shaman level of bad ass.
jazzman_so_fresh
04-03-2019, 01:54 PM
Charm one, DS, haste buff, break charm, charm the other, DS and haste.
maskedmelon
04-03-2019, 02:13 PM
Bard - Eye
Cleric - Feign Death
Druid - dunno
Enchanter - Complete Heal
Magician - Mez
Monk - Summon Bandages
Necromancer - 2hs
Paladin - Defensive
Ranger - poison making
Rogue - Selo's
Shadow Knight - Res
Shaman - clarity
Wizard - uh yeah
Troxx
04-03-2019, 03:01 PM
The answer for any class is one of the following: FD, defensive, or complete heal
Legidias
04-03-2019, 03:14 PM
Bard a lvl 60 charm similar to dictate (high lvl cap) but costs like 80 or 100 mana (18 sec duration)
Adding one ability to one class to make them "balanced" or outright "overpowered?"
for sk=
a non-overpowered skill : shadowbond or twitch or screaming terror /root (id lvl my sk 1-60 all over again to be able to scribe one of these)
overpowered: ch/defensive/charm/sneak/coth/mez/rez any would be game changing or broken af
elwing
04-03-2019, 03:59 PM
Adding one ability to one class to make them "balanced" or outright "overpowered?"
for sk=
a non-overpowered skill : shadowbond or twitch or screaming terror /root (id lvl my sk 1-60 all over again to be able to scribe one of these)
overpowered: ch/defensive/charm/sneak/coth/mez/rez any would be game changing or broken af
Torpor! Slow!
YendorLootmonkey
04-03-2019, 04:39 PM
Does that 24-hour period or so back on Live when they broke the archery delay and allowed you to spam arrows as fast as you could press the button/key count as "an ability"?
If so, I would choose that for rangers. :)
Crede
04-03-2019, 05:29 PM
Balance issues that should have been fixed in classic:
Ranger - More defense
Monk - Nerf Dodge
Enchanter - Remove Clarity Line
Wizard - Add Clarity Line & more efficient Velious raid nukes
Shaman - Remove torpor
Druid - Add torpor
Cleric - Leave as is
Warrior - Leave as is
Rogue - Leave as is
Bard - Remove charm mana cost at higher leves & give a Rapture like mez a mana cost with a med skill that isn't completely useless
Magician - Leave as is
Paladin - Increased Mitigation/Moderate defense disc
Shadowknight - Increased Mitigation/Moderate defense disc
Necromancer - Raid oriented dots
NizmerThafen
05-31-2019, 09:46 PM
FD for Ranger.
kaizersoze
05-31-2019, 10:04 PM
charm to cleric.
Nagoya
05-31-2019, 10:37 PM
for my druid: better fashionquest options during the leveling process. druids are so ugly in rags non stop.
for my fifty warriors: maybe something like Mend? Or a new ability called "Dash" on a timer similar to Mend that gives a small speed boost. That would be fun :)
Jibartik
05-31-2019, 11:30 PM
charm to cleric.
yeah I was gonna say charm for shaman, but maybe this too?
I think you gotta be able to tank the way the shaman does while soloing to really be the most versatile overpowered class. But Im sure a cleric can tank as well as a shaman or better idk I have never played one. Its just that shaman gets slow, which kidn of puts them over the top IMO
I figure if you were able to charm mobs and slow mobs though you'd basically be able to kill like almost anything so long as you could keep it slowed eh? What would be the limit to raid targets with this power?
garfo
06-01-2019, 03:42 PM
yeah I was gonna say charm for shaman, but maybe this too?
I think you gotta be able to tank the way the shaman does while soloing to really be the most versatile overpowered class. But Im sure a cleric can tank as well as a shaman or better idk I have never played one. Its just that shaman gets slow, which kidn of puts them over the top IMO
I figure if you were able to charm mobs and slow mobs though you'd basically be able to kill like almost anything so long as you could keep it slowed eh? What would be the limit to raid targets with this power?
Shammy with Ench-caliber charm would be incredibly OP -- the biggest risk to Ench charming, imo, is the squishiness. Having a charm break on pet would be no big deal to an ogre shammy, you cold take a few hits while re-charming no problem and then torpor to heal. There'd be no need for a 60 shammy with charm to EVER group -- you'd have insane DPS + easy mana regen with torpor.
Jibartik
06-01-2019, 03:51 PM
Shammy with Ench-caliber charm would be incredibly OP -- the biggest risk to Ench charming, imo, is the squishiness. Having a charm break on pet would be no big deal to an ogre shammy, you cold take a few hits while re-charming no problem and then torpor to heal. There'd be no need for a 60 shammy with charm to EVER group -- you'd have insane DPS + easy mana regen with torpor.
Yeah imagine if all you had to do was slow/torp yourself and occasionally re-charm your pet while a slowed mob is aslo hitting you XD Anyhting you could tank, you could kill. And 60 sham can tank a lot that I know of.
Edit: wait a level 60 bis monk can solo like fungi king, so basically shouldnt a monk get like CH to basically solo anything in the game? Lol
Synthlol
06-01-2019, 11:51 PM
Assuming we can't give WAR/ROG/MNK spells because they have no mana bar, I would select:
Bard - Feign Death (MNK)
Cleric - Demi Lich (NEC)
Druid - Turgur's Insects (SHM)
Enchanter - Celestial Elixir (CLR)
Magician - Feign Death (MNK)
Monk - Kazumi's Note of Preservation (BRD)
Necromancer - Complete Heal (CLR)
Paladin - Defensive Discipline (WAR)
Ranger - Turgur's Insects (SHM)
Rogue - Precision Discipline (WAR)
Shadow Knight - Defensive Discipline (WAR)
Shaman - Allure (CLR)
Warrior - Largo's Absonant Binding (BRD)
Wizard - Manifest Elements (MAG)
Schmandis
06-02-2019, 12:10 AM
Druid: Blur Animal
AlgebraTheBard
06-03-2019, 04:49 AM
Ranger pet and multiple pets rising for Necromancers, so they can twist mana while doing some DPS.
AE mezz song for Bards, claim any enemies around them.
Eagle pet for Rangers, they should be a bird lover.
Totem summon for Shamans, similar to those in WoW, to empower their spell power (level).
Ability to make trap for Rogues, like a root mechanism.
Jimjam
06-03-2019, 05:58 AM
Undead Swarm pets for necromancers
mefdinkins
06-03-2019, 02:16 PM
I always wondered if I could take one skill from one char and that char got deleted would I do it and what skill would I take!? The answer is yes.
Real answer is FD on every class other than monk.
Ability to run and cast without getting interrupted like bards on my wizard.
Ability to triple attack/etc. on bard so their melee DPS isn't garbage omg that'd be awesome.
Ability to CH on enchanter.
Ability to slow on monk.
Ability to flying kick? on rogue!? What else could they do to get more DPS?!
Ability to root on magician.
wwoneo
06-04-2019, 12:09 AM
I would give Shaman the monk FD ability.
Most people seem to give shaman mage pet or charm, but they are already strong enough. Shamans are really only lacking the ability to split pull and dungeon crawl.
Maschenny
06-04-2019, 10:16 AM
I would give Shaman the monk FD ability.
Most people seem to give shaman mage pet or charm, but they are already strong enough. Shamans are really only lacking the ability to split pull and dungeon crawl.
Shaman's already have FD sky ring. I think they are mainly lacking in DPS.
Keebz
06-20-2019, 04:35 AM
Random stab at most OP additions:
Bard - Triple Attack (or ability to be halflings ;))
Monk - Slow
Shaman - Mez (Also, snare pls)
Pal/SK - Defensive Disc
Ranger - Block
Druid - Pet
Necro - Chloroplast
Warrior - Mend
Magician - Mez (or maybe just Root)
Cleric - Lich
Enchanter - FD
Rogue - Critical hits / Berserker Frenzy?
Wizard - Clarity
Random stab at most OP additions:
Bard - Triple Attack (or ability to be halflings ;))
Monk - Slow
Shaman - Mez (Also, snare pls)
Pal/SK - Defensive Disc
Ranger - Block
Druid - Pet
Necro - Chloroplast
Warrior - Mend
Magician - Mez (or maybe just Root)
Cleric - Lich
Enchanter - FD
Rogue - Critical hits / Berserker Frenzy?
Wizard - Clarity
Id take fd on my rogue over crits. Although imagining rogues intentionally staying low hp for crit backstabs sounds pretty op.
stebbins99
06-20-2019, 03:41 PM
Adding the ability to "gate" (not even teleport) to any melee class would change things a bit
Halfcell
06-20-2019, 07:13 PM
Shaman with enchanter charm line.
This, for sure. Only thing that stops a Shaman from soloing like... raid mobs.
Other than that, maybe giving a warrior CH. Since they have no mana, I guess it would have to just be a skill.
Though, really if you want to destroy an entire class, just give SKs defensive discipline. No one would ever play a warrior again. (Not paladins though, screw paladins, give them FD so they think they got something)
Edit: ooh and give Rangers a passive skill to survive 1 Death Touch per EQ day. Wouldn't change much, but they would at least get to feel better
Celery4183
06-21-2019, 09:07 AM
The ability to bind/gate on all classes would be amazing.
McMike
06-21-2019, 09:52 AM
Dark elf ranger please
Jimjam
06-21-2019, 12:41 PM
I'd add the monk weight penalty mechanic to Wizards.
Borak
06-22-2019, 12:25 AM
It's not an ability in game, but imagine if bards had a Ventriloquism discipline. For 3 minutes (refreshing every 72 min, or 15, or whatever), you can make it so that any song sung by a bard is perceived by EVERYTHING ELSE as being sung by your target. For ease of implementation, it would work through whoever you are bind sighting.
For example, you are bind sighting a monk who's making a pull. You sing a lull song thru the monk to his target. If the lull fails, he gets aggro and can FD it off. Bard gets no residual aggro. He stands up, tries again, you lull the target, monk pulls nearby other target solo.
This ventriloquism would have to be limited to PCs only. Having one dragon thinking it's being dotted by another dragon would be quite the exploit!
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