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#1
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Quote:
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Talleyrand banana
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#2
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rogue poisons stay applied to your primary weapon til your character dies or the weapon is unequipped
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#3
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Really, they need at least two of the following: --Effects stack with spells --Cost reduction in plat/farmable materials --Instant Application, or a lower uninterruptable application. --Poisons stack in inventory --Less resistable If poison stacked with everything, the lower resist line would become highly desirable against certain raid enemies even if nothing else changed. Right now some of the strongest poison effects don't stack with stronger spells; the cripple equivalent does not stack with cripple, and the malo equivalent does not stack with malo. If poisons were very cheap, they would be worth using to some extent while XPing. A lot of the high DPS poisons are acceptable for applying in a combat group, especially if there is down time at all between pulls, but noone is going to spend 10 plat to get 500 damage done over and over in an XP group situation unless they are spectacularly wealthy. If poisons applied instantly, they would give rogues tremendous burst damage capabilities and allow for rooting/snaring in emergency situations, which would make them viable even with all the other issues. If they applied in a short duration that was uninterruptable, it would allow rogues to attempt a root or snare when they have aggro, and possibly make it worth attempting damage poisons in some circumstances if the duration was short enough. If poisons stacked in inventory, it becomes viable to keep a collection of utility poisons around for emergency situations to snare/root/stun. If poisons had a strong -resist modifier or some mechanic like consuming multiple doses for stacking -resist on the effect, it would be worth applying certain poisons in raid situations to get a debuff effect that is too resisted by the target. Personally, I would make it so you craft a 20 dose poison when you craft instead of a single dose. That addresses the bag space and cost issues. Then I would probably change the application time to 6 seconds and make it uninterruptable as opposed to a sit, so a root could be attempted during combat or a chain of high DPS poison uses could be tried on a low-resist target. Right now, there's just a little too much going against them in too many ways to be useful. There's still some niche applications, but not a lot.
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Jayya - 60 Rogue, Officer <Auld Lang Syne>
Sanctum Low Man Vindi Kill: https://www.youtube.com/watch?v=xyZfNjvsDRE | |||
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#4
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#5
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Bash stuns generate aggro like spell stuns - archtypical fighters in history and fantasy use sword/spear and shield.
Remove the 4 sec duration cap on player cast stuns. Just unnecessary nerf to the Markars (and to a lesser extent Tishan's) spell line. Unbreak ranger mitigation. They seem to be running a completely different worn ac cap or returns system to other classes - even shamans seem to mitigate better? Un-nerf lifetap so it returns to being unresistable. Make Rune gen big aggro again. - honestly so many un-classic nerfs due to recharging imo just remove recharging cos it was just an edge case bug not intended to be a cornerstone feature of raiding. Maybe fix gimicky FD stuff too. Sorry. | ||
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#6
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Druids should get an Animal Mem Blur
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#7
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#8
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One change that helped balance all classes:
Luclin As much as much of the community hated kitties on the moon, Luclin went a LONG way to helping balance things … everything from some much needed and well placed needs (monk tanking) to alternate abilities which helped each class become a little more refined/defined.
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#9
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Quote:
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#10
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“Well placed nerfs”
Damn autocorrect
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