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Re: About skills
Posted: Tue Nov 18, 2014 12:08 pm
by Azagaar
Luth wrote:Magus was deadly the later time in WAR, but only because of the bugged soulweapons.
Most people ran around with those weapons, that had incredible critvalues. It showed that "dot classes" profit exceptional from high crit values, especially those with resistance damage. At least in 1v1 situations.
Good to know, hope to see it when the game is done
Barbadian wrote:Azagaar wrote:Thats the great thing about WAR though, the myriad of classes to choose from if one doesnt please you!

Well, I don't want to choose different class. I'd rather play one, that suits me best with the playstyle/looks, than one that is overpowered only, becaues it is OP
Re: About skills
Posted: Tue Nov 18, 2014 12:21 pm
by Barbadian
Azarael wrote:Barbadian wrote:Thats the great thing about WAR though, the myriad of classes to choose from if one doesnt please you!

Not sure if joking - an underpowered class may as well not have been made in the first place if nobody wants to use it.

Not joking. There were so many classes in WAR, if one class didn't meet my expectations i would try another until said class was fixed. Unlike other MMO's that had a much smaller pool of possibilities when it came to re-rolls. The class wasn't completely broken by any means. Maybe it wasn't as effective in PvP but it had its place IIRC. It was so long ago i can't remember the intricacies of the classes so well.
Re: About skills
Posted: Tue Nov 18, 2014 12:25 pm
by Germane
Don't forget the changes (1.4.9) for the Engineer. Important!

Re: About skills
Posted: Tue Nov 18, 2014 3:29 pm
by Gorwe
I posted this now because I feel like it could be better to do it right now and do it in segments. Way easier that way. Things I'd change are:
-> 1,49 changes( - weapon affecting BW/Sorc, not quite sure what'd the effect of that be{buff/nerf})
-> Fervour changed(instead of 3 whacks, there is only one now. Damage normalised to the dmg of 2 prior whacks)
-> Order/Aura changes in order to make them consistent and straightforward(I already said this:
PtA: Buffs offensive stats/debuffs tough {used to buff/debuff offensive}
SS: Buffs Tough/debuffs offensive {used to buff/debuff toughness}
GYR: Is just the same as you left it
-I trust you understand why I did this, if not feel free to ask). And now I'll review the rest(this'll be awesome!):
EMPIRE
Knight:
Sunder: ok, a tank aggro move
Precision Strike: ok, a high damaging attack with pen
Blazing Blade: unlike fervour, it is ok. Why? Because it is on a tank!
Crippling Strike: ok, an attack with utility
Vicious Slash: ok, but it'd be nice if it did something extra if it interrupts
Throw: meh
Hold the Line: nice utility
Shield Rush: a tank defensive move, ok
Guard/Taunt: ok
Witch Hunter:
Razor Strike: it's kinda ok, but it'd be nice if it either dealt more dmg or had something extra
Torment: is MORE than ok! lol
Absolution: is ok, a DD finisher
Burn, Heretic: is ok, a DoT finisher. Maybe make it full range like Abso?
Detaunt: is ok
Snap Shot: a throw, what can I say?
Bullets: are ok. Tho, I'd make the first acquired the strongest solo wise and the last the strongest group wise
Burn Amour: eh...rename? It's easier than to rework. Otherwise it is ok
Feinted Positioning: ah lol! I always wanted to see this changed. It just makes the choice between RS/Fer/Torm TOO EASY and hence makes those other two useless. Perhaps +50% Disrupt/Avoid etc? Forced stealth so as to save yourself? Anything is better than the current gamebreaking version.
Warrior Priest:
Bludgeon: is ok, a melee RF builder
Judgment: is ok, a ranged RF builder
Heals: in this tier are ok
Prayer of Devotion: I'd much more like to see p.of Absolution here, but this is also more than ok
Sigmar's Fist: a nice melee buff
Castigation: is ok, but why Initiative? Wouldn't -tough be better?
Weight of Guilt: would be just ok the way it is currently on server
Divine Assault: is ok, but I'd much more prefer if it were a single strike that healed for more
Bright Wizard: change mechanic. Now applies heal debuff that grows as comb grows. This way it becomes fun in solo, while surprisingly balanced in a group.
Everything else is ok in this tier
DWARFS
Ironbreaker:
(to be continued)
Re: About skills
Posted: Tue Nov 18, 2014 5:32 pm
by Bozzax
Azarael wrote:Overpowering Magi would be difficult, but yes. Magus is a good example of a class that would need some attention.
Personally I always thought ENGI/MAGUS was a victim of group cleanse being way to effective. So for me it is DOK/WP that need attention.
Re: About skills
Posted: Wed Nov 19, 2014 8:56 pm
by eisenhans
Bring back Divine Strike! >:(
Re: About skills
Posted: Wed Nov 19, 2014 9:12 pm
by herrmarek
@Gorwe
Castigation: is ok, but why Initiative? Wouldn't -tough be better?
Because you have Greave of Sigmar (Path of grace)

after that combination (castignation + greave of S.)you will have heal tank
Re: About skills
Posted: Wed Nov 19, 2014 11:09 pm
by Vizzie01
On a side note; not sure if WPs should be able to heal through 3 melee toons while killing the tank?
all characters at max rank, mostly best possible t1 gear. Correct me if im wrong and this is working as designed..

Re: About skills
Posted: Thu Nov 20, 2014 7:10 pm
by Bozzax
Vizzie01 wrote:On a side note; not sure if WPs should be able to heal through 3 melee toons while killing the tank?
all characters at max rank, mostly best possible t1 gear. Correct me if im wrong and this is working as designed..

Balancing of classes isn't done in T1
(One interrupt/KD/DB plus some debuff will bring that WP down faster then i can write BAZINGA!)
Re: About skills
Posted: Thu Nov 20, 2014 10:15 pm
by Tesq
ye kd in t1 with out anyform of detaunt is a GG unless tank see coming and swap guard